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Genius Tricks


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Undrainable Intelagence

 

Effect: Inherent (+1/4) on up to 60 INT

Target: Self

Duration: Continuous

Range: Self

END Cost: 0

 

Description: Your charaters brain can easly withstand "brain drain" effects without any lost of intelagence (basicly INT Drains and INT Dispells). On the other hand the INT your charater normaly has can't be Aided eather...

 

Game Information: Inherent (+1/4) on 60 INT. Active Points: 15. Real Cost: 15

 

1) 40 INT Version: Active Points: 10 CP. Real Cost: 10 CP.

 

2) 30 INT Version. Active Points: 8 CP. Real Cost: 8 CP.

 

3) 20 INT Version. Active Points: 5 CP. Real Cost: 5 CP.

 

4) 70 INT Version. Active Points: 18 CP. Real Cost: 18 CP.

 

5) 80 INT Version. Active Points: 20 CP. Real Cost: 20 CP.

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Quick On The Buzer

 

Effect: Speed Of Thought (+16 EGO To Act First To Answer Questions And Recite Facts)

Target: Self

Duration: Instant

Range: Self

END Cost: 0

 

Description: Sometimes, it is not just that you know something, but how fast you can recite what you know. That makes all the difrence between winning a million dollars and grumbling that you knew it, but were not fast enougth to answer befor your oponent. This 'power' uses the optinal Speed Of Thought Talent on page 48 of the Advance Player's Guide, and uses the "Answers Questions" and "Recite Facts" as a Mental Action (and since they are related, the GM calls them both a "Small Group Of Mental Actions").

 

Game Infromantion: Speed Of Thought (+16 EGO To Act First To Answer Questions And Recite Facts). Active Points: 4. Real Cost: 4.

 

1) More Quickly On The Buzer: Increse it to +32 EGO To Act First To Answer Questions And Recite Facts, makeing the Active Cost to 8 CP, and the Real Cost to 8 CP.

 

2) Lighting Fast Quick On The Buzer: Increse it to +64 EGO To Act First To Answer Questions And Recite Facts, making the Active Cost to 16 CP, and the Real Cost to 16 CP.

 

3) Slower, But Still Quick On The Buzer: Decrese it to +8 EGO To Act First To Answer Questions And Recite Facts, making the Active Cost to 2 CP, and the Real Cost to 2 CP.

 

4) Lighting Fast Buzer Pressing Also: It is not just being fast in your brain. It is worthless if your slow in singling device pressing also. Add Lighting Reflexes (+16 DEX To Act First To Activate Singling Device And Press Buttons), making it the Active Cost of 4 CP, and the Real Cost of 4 CP.

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APGII p. 29 under Killing Attacks gives a GM the option to allow a character to declare which Characteristic adds damage to a HKA in the same way STR does.

 

So INT can be made to add damage to a HKA.

 

--

 

This leads to a new Advantage called Multiple Characteristics (+1/4) allowing a character to define two Characteristics that can add damage & switch between them as a Zero Phase Action.

 

STR Or INT (+1/4) would make a great Naked Advantage for a character with lots of INT.

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Re: Genius Tricks

 

As a complete tangent, for my "Warhammer Inspired Super Heroes" game (aka WISH), one of the SFX (groups of abilities) is called Acuity.

 

It is a collection of intelligence & perception based Stunts. Many of the abilities could be translated into HERO System terms, and might provide some ideas for your set.

Your DNS is down.

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An enemy fires at you, you cock your head to side, the round whizzes by your head, and after several *PTANKS* the bullet finally stops in the shooter's knee. Your team thought it was a terrible idea to stand out in the open. Someday they'll realize you know exactly what you're doing.

 

 

"Don't play with guns:  (Total: 60 Active Cost, 13 Real Cost) Deflection (20 Active Points); OIF Immobile Durable (Sufficiently Hard Surfaces of Opportunity; -1 1/2), Requires a PER roll; Must be made each Phase/use; -1, Requires a Deduction roll ; Must be made each Phase/use; -1) (Real Cost: 4)

plus 

Reflection (60 Active Points' worth) (40 Active Points); OIF Immobile Durable (Sufficiently Hard Surfaces of Opportunity; -1 1/2), Requires a Perception  (PER roll; Must be made each Phase/use; -1), Requires a Deduction Roll (Must be made each phase/use; -1 (Real Cost: 9)"

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  • 6 months later...

Reading this now. Thanks for the bump.

 

She has a perfect memory. So perfect, she once used it as a Targetting Sense/Darkvision: http://www.theduckwebcomics.com/Mindmistress_at_Drunk_Duck/5439229/

This is such an awesome addition for someone with Eidetic memory.

 

N-ray vision. Does not work in places character has never been (or seen) before.

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Playing it out in my head until I get it right

 

Extradimensional movement back in time 5 minutes

Option: add trigger on your death or enforced unconsciousness.

 

No, really, I can go on all night. I have not even started on Transform and Change Environment yet.

Reminds me of the Replay power from Advance Players Guide 2 pages 40-42.

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Has anyone suggested the simple 'buy Luck, call it "Having a Plan"'? Probably...

"i Love It When A Plan Comes Together": Luck 4d6, Requires A Roll (INT)

 

The special effect of this power is that it is not luck at all. The miraculous event was all planed, as was the period where the opponent was winning. Make them overconfident, then activate the turnaround.

 

Apology to the A-Team.

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Somehow the Genius always manages to stand, move, or react in a way you hit surrounding things before you hit him. Sometimes he maneuvers you into striking a lamp post, sometimes he manages to hold some kitchen utensis in your fist's way.

4d6 BLAST, Damage Shield, Variable Special Effects (+½), 0 END CostO

OIF Arrangement (Objects of Opportunity Within Reach, universal; -½)

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This was the VPP and sample powers of a player in my Champions Universe game.

 

71 By Will Alone I Set My Mind In Motion, 28 base + 50 control cost, Powers Can Be Changed

As A Zero-Phase Action (+1), No Skill Roll Required (+1) (103 APs); Limited Power Only

Powers of Percepton and Intellect (-½); all slots Requires A Roll (Int or Int Skill roll, -1 per

20 APs modifier; -¼)

 

0 Uncanny Deduction 1) Retrocognitive Clairsentience (Sight And Hearing Groups) (50 APs); Extra Time (5

Minutes, -2), Concentration, Must Concentrate throughout use of Constant Power (½

DCV; -½), Vague and Unclear (-½), No Range (-½), Requires A Roll (Skill roll, -1 per 20 APs

modifier; -¼) Real Cost: 10 5end

 

0 Prescient Tactics 2) Precognitive Clairsentience (Sight And Hearing Groups) (50 APs); Time Modifiers (-½),

Vague and Unclear (-½), No Range (-½), Requires A Roll (Skill roll, -1 per 20 APs modifier;

-¼) Real Cost: 18 5end

 

0 So Predictable 3) Telepathy 8d6, Invisible Power Effects (Invisible to Mental Group; +¼) (50 APs); Receive

Only (-½), Limited Power No Fine Details (-½), Surface Thoughts Only (-¼), Requires A Roll

(PER roll, -1 per 20 APs modifier; -¼) Real Cost: 20 5end

 

0 Profiling 4) Telepathy 8d6, Invisible Power Effects (Invisible to Mental Group; +¼) (50 APs); Extra

Time (20 Minutes, -2 ½), Receive Only (-½), Limited Power Requires Questions and Asnwers

(-½), Limited Power No Fine Details (-½), Requires A Roll (Psychology roll, -1 per 20 APs

modifier; -¼) Real Cost: 9 5end

 

0 Convincing Argument 5) Mind Control 8d6, Invisible Power Effects (Invisible to Mental Group; +¼) (50 APs);

Extra Time (1 Minute, -1 ½), Limited Power Requires Conversation (-½), Requires A Roll

(Psychology roll, -1 per 20 APs modifier; -¼) Real Cost: 15 5end

 

0 Omnicient Defense 6) Desolidification (40 APs); Requires A Roll (Int roll, -1 per 20 APs modifier; Must be

made each Phase/use; -¾), Cannot Pass Through Solid Objects (-½), Limited Power Must

Have Plausible Cover Against AOE (-¼), Limited Power Must Be Aware Of The Attack (-¼)

Real Cost: 14 4end

 

0 Combat Awareness 7) +5 OCV (25 APs); Requires A Roll (Int roll, -1 per 5 APs modifier; Must be made each

Phase/use; -1 ½) Real Cost: 10

 

0 Combat Awareness 8) +5 DCV (25 APs); Requires A Roll (Int roll, -1 per 5 APs modifier; Must be made each

Phase/use; -1 ½) Real Cost: 10

 

0 Precise Shot 9) Killing Attack - Ranged 2 ½d6, Armor Piercing (+¼) (50 APs); OAF (-1), Requires A Roll

(Int roll, -1 per 20 APs modifier; -¼) Real Cost: 22 5end

 

0 Precise Strike 10) Killing Attack - Hand-To-Hand 2 ½d6 (3d6+1 w/STR), Armor Piercing (+¼) (50 APs);

OAF (-1), Requires A Roll (Int roll, -1 per 20 APs modifier; -¼) Real Cost: 22 5end

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