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Invincible Guardsman O.C.C.

Invincible Guardsman O.C.C.



One of the things the kreeghor learned to admire from the Splugorth was bio-wizardry, the ability to use magic and technology to create superhuman warriors. Although the kreeghor were unable to master bio-wizardry, they tried to imitate it with bio-engineering, mutating warriors of different races and transforming them into powerful killing machines. Half of the experiments end in failure and volunteers end up horribly deformed or suffer agonizing deaths. The rest came out transformed for the better, although often in unexpected ways.



Most guardsmen are utterly loyal to the Empire. 50% of them are kreeghor (normal kreeghor only; Royal Kreeghor cannot be modified), 20% are human, 20% wolfen, and the remaining 10% are members of assorted races. All guardsmen are volunteers chosen for their proven worth and dedication to the Imperial Army. They are showered with glory and luxuries, and they have power and influence over all parts of the Empire. As the personal guards of the Emperor, they answer only to him, and are often used to investigate members of the Royal Family who are accused of treason. The Royal Kreeghor, who are usually above all laws, fear and hate the guardsmen, and clashes between the super-powered warriors and the gifted Kreeghor are common and bloody.



Guardsmen are used as elite soldiers fighting alongside assault troops in the most difficult battles, or deployed against the



Cosmo-knights and other super-powered enemies. They are also sent on special investigations or to command troops. Sometimes the sight of a colorfully costumed guardsman is enough to raise the morale of beleaguered Imperial troops.



A few guardsmen have witnessed gross acts of abuse and bloodshed that manage to undermine even their staunch loyalty, causing them to abandon the Empire. Others become so arrogant they feel they are above the laws and regulations of the Empire, and decide to strike out on their own. These renegades often make their way out of T.G.E. dominated space (where they are wanted criminals) and search for a new life in other galaxies, planets, and even in other dimensions. Only a handful of guardsmen have even joined the Free World Council! However, most of these elite, mutant soldiers are hated or feared by the freedom fighters and are always under suspicion of being Imperial agents trying to infiltrate the rebellion, Only the most dedicated renegades have managed to convince the rebels of their loyalty to them.



Attribute Requirements: P.S. 11, P.P. 9, P.E. 10 or higher. O.C.C. Abilities and Bonuses:



'1. M.D.C. Transformation:' All Imperial guardsmen have their genetic structure permanently altered. Their flesh and skin become denser and diamond-hard, turning even members of "normal" races into M.D.C. beings. Base M.D.C.: Normal S.D.C. creatures gain P.E.x10 M.D.C. plus 1D6x10 M.D.C. per level of experience. Members of M.D.C. races gain an additional 400 M.D.C.



2. Supernatural Attributes: The character's P.S., P.E., and Speed become supernatural, making them able to inflict mega-darnage with punches and kicks. The character heals 2D6 M.D.C. per minute (4 melee rounds); this may change due to special powers.



3. Super Abilities: In addition to the powers described above, the altered members of the Invincible Guardsmen get two super powers. Roll or choose once from each list below. All benefits are cumulative with both racial and power bonuses. For ideas on more powers, consult Heroes Unlimited, Villains Unlimited, or Aliens Unlimited. Note that the powers described here do not correspond exactly to the abilities in those books. Game masters may wish to change them to suit the needs of his or her campaign.



Major Super Power (Roll or choose two):



01-15% Metal Form: The guardsman's flesh becomes solid metal, becoming a near-invincible juggernaut. Add 700 M.D.C., +30 to P.S., and regenerates 1D4x10 M.D.C. per minute. The character gains an additional 600 lbs. (272 kg) to weight and 6 inches (0.15 m) in height. Speed is reduced by half.



16-30% Electricity Form: The guardsman becomes a being of pure electricity An incredible transformation into a living electrical conduit and battery, as well as the ability to manipulate and control aspects of electricity. The super being actually turns into a humanoid that appears to be an energy being composed of electricity. able to control electrical energy, fire energy bolts Automatic Powers: Impervious to Electricity, Jump distance 3× normal, leaves a slight trail of electricity behind as he runs
LEVEL 1: Lightning Speed 320+20 mph / level, +1 attack per melee, +2 initiative, +2 strike, +6 parry/dodge, +4 roll, +4 S.D.C. damage per 20 mph (best from a standing start is +8)
MANIFESTATION Initial- takes one action [ring of energy appears on ground, enclosing the character. It then moves up and off the top of the character's head and disappears]
Constant- leaves behind a rainbow trail when running (as per LIGHTSPEED from Marvel Comic's Power Pack)
REQUIREMENT: 1 action (power up)
LEVEL 2: Thunder Punch punch does +1D6 M.D. / 2 levels, +3 strike. Power punch (2 actions) does ×3 damage
MANIFESTATION Initial- takes one action [3 lightning bolts strike the character's upraised fist]
Constant- as per level one
REQUIREMENT: 2 actions at Level One
LEVEL 3: Electric Flight 400+25 mph / level, +1 attack per melee, +1 initiative, +1 strike, +2 parry/dodge; all only applicable when flying. Electric ram punch does +3D6 M.D.
MANIFESTATION Initial-takes 2 actions [multiple vectors of energy converge on and are absorbed by the character]
Constant- Electricity seems to "spill" out of the glowing eyes of character, and off the fingertips. This manifestation is merely a show; it does no extra damage.
REQUIREMENT: 2 actions at Level Two
LEVEL 4: Electric Field an electrical field (4ft radius) that protects with an M.D.C. of 25 per level. Non-magical solid projectiles do no damage to the field (melt on contact). Anything touching the field takes 1D4×10 M.D. up to 2 times per melee, and adds 2D6+1D6 M.D. / level to hand to hand attacks. A lightning bolt can also be fired from the field once per melee as an extra action. Bolt does 2D6+1D6 M.D. / level. Range 2000 ft., +3 to strike (no hand to hand bonuses).
MANIFESTATION Initial- takes 2 actions [hologram of character appears overlapping character, and expands to field size and turns to electricity.]
Constant- Visible bolts of blue electricity crackle around character.
REQUIREMENT: 3 actions at Level Three
LEVEL 5: Thunder Ball Character can create and hurl ball lightning. He gathers energy from his Electric Field (temporarily shut it off until next action) Thunderballs do 1D6×10 (+2D6 M.D. / level). The collected ball will remain for one melee (only one can be made at a time). When hurled, roll to strike (Natural roll +10), but due to its large size and obvious power-up, mansize (up to 8 ft.) or smaller targets are +5 to dodge. Thunderballs are impervious to all attacks except energy draining (as per super power, the ball has 1 Gigawatt)
MANIFESTATION Initial- takes one action (hands glow and seem to expand to twice normal size)
Constant- Electricity flows from field to glowing hands and forms a ball (takes one action to form)
REQUIREMENT: 4 actions at Level Four
SPECIAL One person with Thunder Essence powered up to level 5, can activate the Thunder Bomb. Thunder Bomb does 2D6×100 M.D. to all except initiator within 2000 ft. Dodge is only possible on a natural roll of 18-20 (if feasible). Afterwards, both characters have 30% HP, and are unconscious for 2D6 minutes. When they awake, they have 2 actions per melee ONLY, no bonuses, and 20% Spd for 24 hours. During that time, they cannot use any powers. After the 24 hours, all bonuses return, and the missing 70% HP are restored.
MANIFESTATION Does not take any actions. [Explosion which disintegrates everything within 200 ft. radius of targets. Note that the characters will most likely be at the top of a 200 ft. deep hemispherical hole in the ground when effect is over. In addition to this, they will be unconscious. Falling 200 ft. does 2D6×10 S.D. or M.D.]
REQUIREMENT: 1 person with Thunder Essence powered up to level 5






'6'. Fire Electrical Ray:



A line of electricity emitted from the fingers or eyes. This is the characters most powerful blast.
Range: 30m+6m per level of experience
Damage: 1d6x10+2 per level of experience
Penetration: 8, 4 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.
Bonus: +2 to strike.



'7'. Mini-Lightning Bolt:



The discharge of a small electrical energy bolt.
Range: 30m+6m per level of experience
Damage: 1d6 per level of experience.
Penetration: 1+1 per level of experience. Divided in half against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.
Bonus: +3 to strike



'8'. Lightning Bolt:



This is the character's second most powerful blast and has the most range. A bolt of electricity that can be emitted from the fingers or eyes.
Range: 100m+10m per level of experience
Damage: 5d6+2 of damage per level of experience.
Penetration: 3, 1 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.
Bonus: +3 to strike.



'9'. Electrical Flight:



The individual can transform into a bolt of living energy and rocket short distances.
Range: 1km per level of experience.
Speed: 500mph+100mph per level of experience. Minimum speed is 320mph.
Damage: 1d4x10+10 damage per level of experience.
Penetration: 8+1 per level of experience. Divided in half against dense targets. Automatically damages Power Armors, Cybernetics, Robots, Vehicles, and APS: Metal mutants.
Actions: Counts as two actions
Bonus: +1 to strike.



'10'. Generate Electricity:



The character generates a field of electrical energy around himself (anyone who hits them will take the listed damage) or can will an electrical field with a radius of 1m per level of experience around himself or anchor it elsewhere. The field can be used to trap and attack. This attack consumes four of the character's actions.
Range: The electrical field can be projected up to 3m away.
Damage: 3d6 damage + 3 per level of experience.
Duration: 30 seconds.



'1'1. Joy Buzzer Shock



A simple but startling jolt of electricity. Good for getting the drop on a foe.
Range: Touch
Damage: Inflicts one point of damage to S.D.C. (will never reduce hit points), but is startling. The shocked person loses initiative and there is a 50% chance the victim will drop anything he/she is holding, or release and opponent that is being physically restrained, entangled, pinned, or otherwise held. Also, a Joy Buzzer Shock when applied to electronic appliances (surveillance or digital cameras, domestic computer systems, commerical registers) will short the device out,
Note: This ability has no effect against those with Alter Physical Structure Stone or Crystal, but will do not just one but TWO points of damage to those with Alter Physical Structure Metal, as well as robots, cyborgs, and power armours, and it causes them to be shocked and drop things just as well (works more like a power surge).



'1'2. Static Cling:



On the amusing end, this static charge can cause hair to stand on end, dresses to ride up, and clothing to cling and crinkle, making them look messy and uncomfortable.
On the more menacing end of the spectrum, static cling can be used to manipulate clothing, like capes, jackets, scarves, ties, shoelaces, hats, to cover, untie, and/or enwrap a person's bead or wave in his/her face, temporarily blinding and/or distracting the victim. Likewise, the clothing and shoelaces can encircle the legs, causing the person to stumble (reduce speed by 25%) or around the arms, impairing movement.
Range: Can be cast up to 12m+3m away per level of experience.
Area of Effect: 6m+1m diameter per level of experience.
Duration: 5 minutes+2 minutes per level of experience.
Attacks: Creating the initial static effect uses up one action, plus an action for each static burst/manipulation.
Damage: None, other than combat penalties. Entanglement causes the victim to lose an action and initiative. If the head is completely covered, the character is blinded (-8 to all combat moves) until the article is removed. Victims require 1d4 actions to completely remove/unravel the article of clothing.



'1'3. Static Charge:



Charges the air with static electricity, causing hair to stand on end and bristle, paper to rustle and fly into the air, and clothing to cling and undulate. The charge creates a very uncomfortable, chaotic, and distracting environment, where things are moving into the air, across the floor, and along one's body. It can also do all the things that can be done with Static Cling, only on a larger scale.
Range: Can be cast up to 20m+3m away per level of experience.
Area of Effect: 8m+2m diameter per level of experience.
Damage: None, other than combat penalties. All those in the area of effect lose initiative and two attacks every round that the charge is in force.
Duration: 3 minutes+1 minute per level of experience.
Attacks: Two actions to create the initial charge. Each static burst/manipulation takes up an action.



'1'4. Static Ion Bolt:



Alters atmospheric conditions to create a static bolt with properties similiar to lightning. Damage is low, but as the character gains experience, it's ability to effect electronics becomes unquestionable.
Range: 6m+3m per level of experience.
Damage: 1d6 damage + 3 per level of experience. Also disrupts electrical equipment. A static energy bolt will erase unshielded computer disks, cause distortion or erase audio tapes, and can otherwise disable most domestic and commerical electronics for 1d6 minutes+2 per level of experience. When attempting to stun shielded electronics, robots, cyborgs, or power armours, there is a 20%+10% chance per level of experience of stunning them for 1d4 minutes+1 per level of experience.
Penetration: 3. 1 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants, dealing double damage.
Bonuses: +3 to strike aimed, +1 wild.



'1'5. Static Electrical Field:



The ability to create a field of crackling electricity and sparks. The field can be centered around the character or projected at a distance. Centered around the character the field appears to be protective or that the individual is supercharged with energy. The spectacle is impressive and frightening, scaring away the average citizen, Horror Factor 14; H.F. 9 to superbeings over 2nd level, who often know better. The crackling field makes an impressive light show but offers no defense.
Range: Can be cast up to 10m+1m away per level of experience, or centered around the character.
Area of Effect: 2m+1m diameter per level of experience.
Damage: Anyone entering the field takes 1d4 damage+2 per level of experience and there is a 50% chance of being knocked off ones feet (lose initiative and one attack). If a mutant with Alter Physical Structure Metal, or a power armour, cyborg, robot, or vehicle makes contact with the field, they take double damage, with a 40%+10% chance per level of experience of being stunned for 2d4 minutes+2 per level of experience.
Penetration: Nifty thing about fields is that their concentration damages most targets automatically. Only mutants with Alter Physical Structure Crystal or Stone, and those normally immune to electricity are immune to this attack.
Duration: 5 minutes+2 minutes per level of experience.
Attacks: Creating the field consumes two actions.



'1'6. Static Dust Cloud:



A sphere of static electricity collects particles of dust and lint into a large cloud. The movement of the cloud can be directed by its creator and used to obscure vision.
Only shadowy forms can be seen of the people inside the cloud or on the other side of the cloud (-4 to strike the shadowy image). Entering the cloud causes one's hair to stand on end and lind and dust cover the body and get into the eyes, causing blindness (-8 to strike, parry, and dodge while in the cloud).
It takes 10 seconds to become unblinded once having exited the cloud. Even after emerging from the cloud, the lint and dust will cover the body like a dusting of powder. Mutants or animals with fur will find this particularly annoying and will have to bathe to get clean. This power can also be used to cover glass and plastic like computer and TV screens, camera lesnses, eye glasses, windows, etc.
Range: The cloud can be created up to 12m+3m away per level of experience.
Area of Effect: The cloud can cover a 6m+1m diameter per level of experience.
Damage: 1d4 from the static shocks in the cloud. The static disruption effect of the cloud has the same potency as an Static Ion Bolt against commerical and domestic appliances, but has no effect against shielded electronics, power armours, cyborgs, or robots.
Duration: 30 seconds per level of experience.
Attacks: Creating a static cloud takes two actions. Maintaining it takes up one action for every round it is in effect.



'17'. Other Abilities & Bonuses:


  • Fire & energy attacks to half damage


  • +40 to S.D.C.


  • The character is naturally grounded, so he/she never suffers from static shocks, nor are they ever the victim of their own abilities or do they take damage or suffer penalties from those with the same powers. Impervious to electrical attacks ,and ion blasts (one tenth damage).






31-45% Stone Form: The character becomes living stone. Add 500 M.D.C., +18 P.S., and regenerates 1D4x10 M.D.C. per minute. The guardsman gains an additional 600 pounds (272 kg.) to weight and 6 inches (0.15 m) in height. Speed is reduced by half.






46-60%Plasma Flame Form: The guardsman can transform into a being of pure fire in the blink of an eye. Add 300M.D.C. and regenerates 4D6 M.D.C. per minute. This frightening metamorphosis enables the character to transform from flesh and blood into a wraith like being of plasma. In this form, the character is effectively a creature of pure energy. And gives the character the power to manipulate and control fire/Plasma. The character however cannot just conjure fire save for spontaneous combustion. All powers require line of sight, though the character can sense nearby fire. Small fires (lighters, cigarettes, etc.) within 5m are a challenging perception check (14+), controlled fires (fire places, camp fires) within 100ft are a moderate perception check (8+), while wild fires within 300ft are an easy perception check (4+). Run speed +20 (leaves a faint trail of fire when running), breathe smoke without distress.



Automatic Powers: Imperious to fire & heat,
LEVEL 1: Fire Burst As per Energy Expulsion: Fire (+1 wild, +3 aimed), but only does 1D6 M.D. per 2 levels
MANIFESTATION Initial- takes one action [sunbeam illuminates character, then concentrates on hands]
Constant- hands glow white (about 15 watts)
REQUIREMENT: 1 action (power up)
LEVEL 2: Fire Whip or other melee weapon Character can manifest a 15 ft. long whip-like tendril of flame. The entire length is under the character's mental control. +4 to strike, and does 4D6 M.D. It is possible to loop it around things, but the object takes 4D6 M.D. up to 2 times per melee. 73% chance of igniting combustibles
MANIFESTATION Initial- takes one action [ ring of energy appears around one wrist (character's choice), and passes down over hand, and dragging a flame into whip shape]
Constant- 15 ft. tendril of flame attached to the palm of one hand
REQUIREMENT: 2 actions at Level One
LEVEL 3: Fire Aura Character is surrounded with an aura of M.D.C. flame that protects him from energy and physical attacks. 25 M.D.C. per level. Aura regenerates 25 M.D.C. per melee. Those who touch the flame aura take 3D6 M.D.
MANIFESTATION Initial-takes 2 actions [Character seems to spontaneously combust, starting from feet, and moving up]
Constant-Appears to be a humanoid-shaped fire (like a Fire Elemental)
REQUIREMENT: 2 actions at Level Two
LEVEL 4: Rocket Flight Character can fly at 280+20 mph / level. + attack, +1 initiative, +1 strike, +3 parry and dodge. Fiery ram punch does (+) 5D6 M.D. Anyone within 12 ft of character when he takes off or lands takes 1D4×10 M.D. from rocket blast
MANIFESTATION Initial- takes 2 actions [eyes flash, and flame aura becomes blue.]
Constant- lower legs seem to fuse into a single trail of fire when flying. A loud rocket roar accompanies flight.
REQUIREMENT: 3 actions at Level Three
LEVEL 5: Fire Ball Character can gather and hurl a huge ball of flames. Damage is 1D4 × 10 M.D. / level. Strike is natural roll + 10, but due to the beam's size and its obvious power-up, mansize or smaller (8ft.) targets are +3 to dodge. Fireball can only be fired twice per melee, but can be combined with other actions. 99% chance of setting combustibles alight.
MANIFESTATION Initial- takes one action [White flames swirl around upraised fist]
Constant- Flame aura swirls onto hands where it forms into a ball (flame aura shuts off until next melee round)
REQUIREMENT: 4 actions at Level Four



6. Spontaneous Combustion:



The basic element of any good pyro, allowing one to ignite combustible materials. Spontaneous combustion creates only the spark to start a fire, not a roaring wall of flame (unless suitable fuel is present). It cannot be used to set a persons hair or clothes on fire.
Range: Line of sight.



7. Fuel Flame:



Make things hot, by quadrupling the size and intensity of an existing flame. This can make make smoldering embers into a nice roaring flame. Fire can be intensified again once every 10 seconds, to the effect of increasing the temperature by 15 degrees celsius. Size however cannot be increased any further (besides by the nature in which fire spreads).
Range: Line of sight. Must be able to view the heart of the flame.



8. Fire Blast:



The character can expand just about any existing flame, from the minimum of a Zippo lighter or candle, and hurl a firey blast!
The fire blast is equal to the minor ability of Energy Expulsion: Fire. Also, the character automatically has the Advanced Energy Expulsion abilities of Continous and Explosive Effect. Remember that you cannot combine Advanced Energy Expulsion abilities.



9. Create a Wall or Circle of Flame:



With this ability, the character can manipulate an existing fire to make a wall or circle of flame to trap others, or to block passages. The walls are 1m thick per level of experience, and 7m+2m tall per level of experience, and can cover the circumference of a 6m+1m radius per level of experience. Usually the character will have to fuel a small flame in before it is big enough to utilize this ability.
Range: 30m+3m per level of experience
Duration: One minute per level of experience. The character must concentrate to maintain the wall, using up two actions every round.
Damage: 4d6 damage +2 per level of experience to anyone who passes through the flame.
Penetration: Hot stuff, automatic damage!
Bonus: +4 to hit a specific area (those wishing to avoid a flash fry may dodge)
Deadly Heat Effect from Wall or Circle of Flame: The character can increase the temperature by 15 degrees Celsius every ten seconds. Thus within a few minutes the character can generate heat so stifling that even entering the area causes pain and discomfort to normal people. The heat generated by the fire starts at 30 degrees Celsius, hot but tolerable.



60 degrees Celsius causes discomfort, shortness of breath and intense perspiration. People within the heat readius are likely to pass out. Roll percentile, 01-50% likelihood, roll for every eight minutes of exposure.
90 degrees Celsius causes extreme discomfort, blurs vision, causes great difficulty breathing, and 1d4 damage for every minute of exposure. 01-70% chance of passing out after every minute. Victims of the heat are -2 to stirke, parry, and dodge, and -25% on skill performance.
150 to 200 degrees Celsius is unbearable for most humans. Those caught in this environment will be unable to open their eyes for more than a second (effectively blind), and it is extremely difficult to breathe. More important, highly combustible materials will burst into flame and the searing heat inflicts 1d6 points of damage for every ten seconds of exposure. 01-80% chance of passing out every every thirty seconds and victims of the heat are -70% to perform skills. All they will want to do is get out. Prolonged exposure, more than three minutes without any sort of protectiong, will cause first and second degree burns on the skin (2d6 damage every ten seconds). Any longer than this and damage starts being applies directly to hit points!
260 degrees Celsius causes immediate pain, blindness, immediate and severe labored breathing, and does 4d6 points of damage every ten seconds! 01-90% chance of those exposed to the destructive heat to pass out every ten seconds. High combustible materials burst into flames upon contact. Other combustibles like paper, hair, and clothing will catch fire within 1-2 minutes.
350+ degrees Celsius creates unbearable pain, causes 6d6 points of damage every ten seconds (+1d6+5 damage for every additional 20 degrees Celsius), and breathing is impossible. Victims are -10 to strike, parry, and dodge, no initiative, and all they will want to do is flee. 01-95% chance of passing out every ten seconds. Combustible material will be set ablaze within thirty seconds. Those note killed by the heat will die within 60-90 seconds from suffocation, 2nd and 3rd degree burns result from short exposure to this heat.



10. Extinguish Fire



This ability permanently extinguishes any fires that they can see. This can be performed once every 10 seconds. The character can also bend this power to part or cut a swath through fire (up 3m wide and 100m long).
Range: An area up to 40m in radius can be affected and the power can be used on fires within line of sight.
Attacks: Each use of this power counts as two actions.






11. Expel Fire:



Being a living being of fire, it's easy to start flinging the stuff around when the character is lit up. If the character is not on fire, the best they can do is Breathe Fire (see below). Equal to the minor ability of Energy Expulsion: Fire. Also, the character automatically has the Advanced Energy Expulsion ability of Continuous.



12. Radiate Heat:



The character can act as a portable furnace to generate heat when they are on fire. The heat either radiates around him or around one particular area in which he has fixed his gaze. This power is typically used to warm an area from cold and dampness or to make an area uncomfortably hot and distracting.
Range: Heat can be radiated up to 5m+1m per level of experience. The area most affected is a 4m diameter around the area of heat or the character, whichever he/she chooses.
Limit: Can go no higher than 90 degrees Celsius + 30 degrees per level of experience. For details on extreme temperatures, see Control Elemental Force: Fire.
Duration: As long as the character concentrates. No other attacks are possible. Counts as two actions.



13. Breathe Fire:



The character can breathe forth a blast of fire. This is a short range attack and can be performed in human as well as fire form.
Range: 2m+.5m per level of experience.
Damage: 2d6 damage + 2 per level of experience
Bonus: +1 to strike



14. Super Nova:



Explosion of flame which disintegrates everything within 3000 ft. radius of targets. Note that the characters will most likely be at the top of a 3000 ft. deep hemispherical hole in the ground when effect is over. The Super Nova is a last ditch attack, born in desperation, in which the character overheats and literally explodes. The experience is usually fatal. Range: Self and surrounding area.
Duration: Thirty seconds
Preparation: It takes Two minutes to concentrate and prepare the Nova, and is irreversible after a minute.
Damage: Special, hit everything in the blast radius, automatic penetration.
100,000 damage to a 3000ft radius from the center.
50,000 damage for the following 300ft.
10,000 damage for the next 30ft
5,000 damage for the next 60ft
1,000 damage for the subsequent 60ft.
Blast Radius: Total is 2100ft.
Character takes: 100 hp/S.D.C./M.D.C. damage and is unconscious for 1 hr and dropped from the height they were at when the blast hits.












15. Plasma Bolt



The character can fire a scorching bolt from their hands. It will instantly scorch flammable material (consumes all the fuel in almost an instant) and 2 or 3 bolts generally can melt through a metal door.
Range: 60m+6m per level of experience
Damage: 1d6x10 plus 2 per level of experience. Add a +10 bonus at levels four and eight.
Penetration: Automatic!
Bonuses: +2 to strike
Note: A small bolt that does 4d6 damage or a scatter shot of four tiny bolts (each doing 1d6 damage each, counts as a burst attack), can be fired instead, and up to 50% further.



16. Plasma Touch



The mere touch or punch of this plasma being causes 1d6x10 plus 2 damage per level of experience. Add a +10 bonus at levels four and eight. If he/she concentrates, they can reduce the damage to a mere 4d6 damage. The fiery energy being will also vaporize most objects he touches or tries to pick up. See Dangerous Limitations, for more details.



17. Partial Invulnerability and Intangibility:



Since the character's body is compose of very loose, fast moving molecules in their gasesous state, objects of greater mass and density pass right through him. The plasma body is so hot that most wooden, plastic, glass objects and bullets will be vaporized halfway through the body. Large pieces of metal and stone are partially melted and people are severely burned (if not killed) - all take 2d4x10 points of damage. Fire, radiation, plasma, IR & UV lasers do no damage. Explosive force, photonic lasers, ion blasts, and particle beams do full damage.



18. Melt Obstacles:



Because of the great deal of heat generated by the character's plasma body, he/she can melt through most walls, doors, floors, and most other materials by pressing against them. The plasma being can burn through any materials other than stone/brick/concrete and strong metals (iron, steel, titanium, adamantium, etc.) at a rate of six seconds per 15cm of material. Ice is melted through four times as fast, but the cold and icy water inflicts 4d6 damage for every 15cm of ice melted through. Stone, and dense, strong materials require 10 seconds per 25mm. A energy/force field will stop the plasma being but it suffers 1d4x10/4d4x10 damage for every 10 seconds the character presses against it.
The intense concentration of heat also makes it impossible for the character to hold anything without setting it on fire or burning it. Clothing and other items worn on the body when the character transforms are somehow preserved and unaffected.



19. Flight:



As a superheated gaseous entity, the character is lighter than air, so his/her natural state is to hover and fly. Through willpower and manipulation of the plasma energy, the character can fly up to 100kmph+30kmph per level of experience. Maximum altitude is 20,000m



20. Other Abilities & Bonuses


  • +60 to S.D.C. in Plasma Form


  • Impervious to Fire and Heat of any intensity. Trying to attack a being of fire with ones bare hands inflicts 4d6 damage + 4 damage per level of experience on the attacker (half damage against dense attackers).


  • Fiery Aura gives a +50 S.D.C.


  • Impervious to fire, heat (includes microwaves, I.R., and U.V. lasers), and plasma!


  • Eat fire. The character can perform fire-eater type tricks in human and fire form. Eating fire does not provide nourishment.


  • Roll on the following table to determine if the firey aura enables flight.
    01-50 Can hover or fly 100kmph with a maximum altitude of 600m. +2 to dodge flying.
    51-00 Cannot fly. Roll again at levels three, six, nine, and twelve.


  • Horror Factor 14.


  • Invulnerable to fire, smoke & heat (no damage), including magic ones. Plasma still does half damage.


  • Can accurately sense air temperature above freezing within 1d6 degrees, as well as the temperature of fires and hot items.


  • Horror factor 14 when powers are being utilized to their utmost (fire is quite scary.


  • This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.


  • The following table is a good means of assessing flammable risks.
    Vehicles - 20%
    Wood Structures - 45%
    Old, Dry Wood Structures - 60%
    Dry Grass or Woodlands - 65%
    Warehouses or Abandoned Dwellings (old) - 65%
    Typical Home, Apartment or Office - 70%
    Flammable Materials or Chemicals - 80%
    Ignite Explosives - 80%









21. Dangerous Limitations & Disadvantages



While in the plasma form, the character is made of PLASMA. No further discussion.



22. Vulnerabilities/Flaws


  • Cold and water based attacks do double damage.


  • Magic does normal damage.


  • Being placed in the vacuum is painful, inflict 3d6 damage per action.


  • Horror Factor 13


  • Fire/Plasma requires oxygen.


  • Turning into flame makes you FLAMMABLE! Touching stuff is extremely dangerous. The following table is a good means of assessing flammable risks.
    Vehicles - 20%
    Wood Structures - 45%
    Old, Dry Wood Structures - 60%
    Dry Grass or Woodlands - 65%
    Warehouses or Abandoned Dwellings (old) - 65%
    Typical Home, Apartment or Office - 70%
    Flammable Materials or Chemicals - 80%
    Ignite Explosives - 80%









'61-75% Light Form: The transformed soldier can transform into a being of pure photonic energy (light energy), able to fire laser beams and fly? Add 100 M.D.C. and regenerates 4D6 M.D.C. per minute, or 1D6x10 M.D.C. if exposed to full sunlight (not the light of distant stars). The character can fire laser blasts inflicting 2D6 M.D. plus I D6 per level of experience (range: 2000 feet/610 m). In light form, the character can fly at 600 mph (960 km). In space, the guardsman can fly at the speed of light for short periods of time (1 minute/4 melee rounds per level of experience). Alter Physical Structure: Light Automatic Powers: Imperious to lasers & light, Run speed × 2.5 (glows faintly while running [about 5 watts]), night vision 1000 ft., extraordinary vision (10× better). Undead & Supernatural Intelligences take double damage from all levels.
1. '
LEVEL 1: Light Burst As per Energy Expulsion: Light (+1 wild, +3 aimed), but only does 1D6 M.D. per 2 levels, and doesn't include light radiation power
MANIFESTATION Initial- takes one action [sunbeam illuminates character, then concentrates on hands]
Constant- hands glow white (about 15 watts)
REQUIREMENT: 1 action (power up)
2. 'LEVEL 2: Light Refraction Character can divert light and laser beams as an autoparry (natural roll +4). By using an action, he can redirect it at a target, even with a 180° reflection. This includes redirecting his own light burst (as an extra action). He can also use this power to make himself (only) invisible to mirrors and cameras/monitors
MANIFESTATION Initial- takes one action [cross wrists with fists clenched, Character emits a bright flash of light]
Constant- hands no longer glow, but eyes glow (character's choice of colour; can be changed at will)
REQUIREMENT: 2 actions at Level One
3. '
LEVEL 3: Light Aura Character glows white (400 watts). Light aura protects against all attacks except those that effect the mind (but gives +4 to save). The aura has 25+25 M.D.C. per level, and regenerates 25 M.D.C. per melee. While light aura is up, strength becomes supernatural. Hitting the glowing character is difficult, due to the glare (unless wearing polarized lenses, others are -2 to hit ranged, -5 to hit if within 50 ft.)
MANIFESTATION Initial-takes 2 actions [50 ft. around character grows dark as he seems to "absorb" the light. Normal illumination of area returns immediately]
Constant-Character glows (cannot shut it off without dropping this and higher levels of the power)
REQUIREMENT: 2 actions at Level Two
4. 'LEVEL 4: Light Speed Not truly light speed (3×108 m/s), but actually Mach 3 flight and the capability to manoeuver at that speed. +2 attacks, +4 initiative, +4 strike/parry/dodge. Supersonic Ram at 800+ mph does 4D6 M.D., body block does 1D6×10. Light aura prevents character from taking ram damage.
MANIFESTATION Initial- takes 2 actions [10 illusions appear on each side of character. Illusions slide sideways until they all overlap the character.]
Constant- Character leaves a rainbow trail as he flies (as per LIGHTSPEED of Power Pack)
REQUIREMENT: 3 actions at Level Three
5. '
LEVEL 5: Laser Blast Character can fire huge, devastating laser beams from his chest and arms together. Damage is 1D6 × 10 M.D. / level. Strike is natural roll + 10, but due to the beam's size and its obvious power-up, man-sized or smaller (8ft.) targets are +5 to dodge. Beam can only be fired twice per melee, but can be combined with other actions.
MANIFESTATION Initial- takes one action [multiple vectors of light converge on upraised fist]
Constant- Glow concentrates on arms and chest just before firing (light aura shuts off until next melee round)
REQUIREMENT: 4 actions at Level Four
6. 'SPECIAL': Laser Bomb One person with Light Essence powered up to level 5, can activate Laser Bomb. Laser Bomb does 2D6×1000 M.D. to all except initiators within 2000 ft. Dodge is only possible on a natural roll of 18-20 (if feasible). Afterwards, both characters have 30% HP, and are unconscious for 2D6 minutes. When they awake, they have 2 actions per melee ONLY, no bonuses, and 20% Speed for 24 hours. During that time, they cannot use any powers. After the 24 hours, all bonuses return, and the missing 70% HP are restored.
MANIFESTATION
does not take any actions if both characters are within reach. [Soundless explosion of light which disintegrates everything within 200 ft. radius of targets. Note that the characters will most likely be at the top of a 2000 ft. deep hemispherical hole in the ground when effect is over. In addition to this, they will be unconscious. Falling 2000 ft. does 2D6×10 S.D. or M.D.]
REQUIREMENT:
1 person with Light Essence powered up to level 5



'7'. X-Ray Laser Blasts:



Range: 500ft +100ft per level of experience
Damage: 1d6x10 damage, +2 per level of experience. Add a +10 bonus at levels four and eight.
Penetration: Automatic, 10 against dense targets, with a +1 at levels four and eight.
Bonuses: +2 to strike
The character can generate beams of x-rays, powerful enough to melt metal. Damage can be regulated and the standard divided attacks (5d6 +1 per level for each of the two targets) are possible at level three.



'8'. Photon Beams:



Range: 800ft +200ft per level of experience
Damage: 2d4 damage +1d4 per level of experience
Bonuses: +3 to strike
Note: Photonic beams have a +15% chance to critical
Less powerful than the laser blasts, but still an effective weapon. Damage can be regulated and the standard divided attacks are possible at level three.



'9'. 'Light speed' Flight:



Speed: 98% of the speed of light, roughly equal to 1.06x10 kmph.
Duration: 10 minutes per level.
Special Note: The only attacks possible in flight are the photon beams and the body beam, but the character is +8 to dodge versus all energy attacks (still immune to physical attacks while in flight due to the light- form).



'10'. Body Beam:



Range: 1 mile, +1 mile per level
Damage: 2d
20x200 damage +50 per level of experience.
Penetration: Automatic against all targets Bonuses: +3 to strike, +1 more at levels four and nine.
Attacks Per Melee: Uses up all the attacks in a melee.
Note: Photonic beams have a +15% chance to critical
Though it takes up all melee actions, the character can briefly transform into pure photonic energy. This lasts just long enough to plunge into an enemy and cause massive amounts of damage. It can be done during flight. During the melee, attempts to strike the character are made at -10 since he is moving near the speed of light.



'11'. Light Aura:



Range: Self
Duration: Two minutes plus one per level. Activation requires one action.
Attacks Per Melee: Counts as one action to turn it on, turn it off, or to maintain the glow.
The character is able to cause himself to glow very brightly, like a living halogen light bulb. While this is in use, the character gains the following benifits:


  • Opponents are at -2 to hit with any ranged attack, -5 with melee combat in a very dark area (near blinding).


  • Opponents are at -1 to hit with any ranged attack, -3 with melee combat in a dimly lit area (semi- blinding).


  • Opponents are at -1 to strike with melee attacks in daylight or a well lit area (the eyes are adjusted to the brightness).


  • Sheds light that can be used to see by with a 15m radius +3m per level, equal to 150 watts +25 per level. This light can be seen for a several kilometers at night.


  • Once per melee, the character can generate a brilliant flash of light to blind all people within a 3m +1m radius per level of experience. The effect lasts for 1d4 melees and causes a -6 to strike, parry, and dodge. Those within three times radius of effect, but beyond the immediate range, suffer half the penalties for a single melee.


  • Laser blasts do no damage.



. One melee action is still required to turn the glow on and off, but there is no time limit and maintaining the glow does not require a melee action.



'12'. Glow and Shoot Light Beam:



Glow



The storage of energy can be released as light. This character can glow with up to 500 watts of light. The light can be restricted to a specific part of the body, like a hand or arm, or the entire body. If the latter, looking directly at the character is difficult and attackers are -1 to strike, parry, and dodge when fighting them up close. Glowing is also an involuntary way that the body sheds excess energy, such as after absorbing a particularly powerful energy attack (200 damage or more). This can prove to be a disadvantage, because the character ends up glowing like a beacon, which might just attract the attention and fire of more lethal opponents.
Drainage: Glowing at maximum strength drains .5KW from the character's reserve every minute. Glowing after absorbing a large attack does not drain from the reserve, and lasts for 2 minutes for every 200 damage absorbed.



Shoot Light Beam



The character is able to emit a harmless light beam. However, it is very bright, able to temporarily blind an opponent (for 1d4+1x15 seconds) if shot at the face. Blinded opponents are -8 on all melee actions for the first ten seconds, and -6 to strike, parry and dodge for the remaining duration (spots in the eyes and blurred vision).
The beam can also be used as a beacon or searchlight. Maximum width of the beam is 1m.
Range: 600m
Drainage: The beam can be sustained, a single blinding beam only sucks up .1KW, and drains a whole Kilowatt for every minute it is sustained.



'13'. Body of Light:



Range: Self
Takes
halfdamage from all kinetic attacks. Impervious to all lasers and light- based attacks. Darkness- based attacks do double damage! Takes half damage from fire and heat. Energy attacks do normal damage. Cold, ice, and sound/ vibrations do full damage. Magic and psionics have full effect.
Suffers no penalties due to pressure, whether at the bottom of the ocean floor or in the environment of space. When exposed to sunlight the character does not need to eat, sleep, or rest (solar powered). The character's weight is reduced to just a few ounces.
Gains a bonus of +60 S.D.C.tm and this (and only this) light- form S.D.C.tm recovers at 4d6 per ten minutes.
When outside during the day, the character regenerates 1d6 hit points or S.D.C.tm per hour of sunlight (solar energy absorbtion). Direct sunlight absorbtion (like when standing on a mountaintop on a clear day) allows a regeneration rate of 1d6 per minute. During this super- regeneration, the character cannot move or attack since his focus is entirely on recovery.
Special: The character can also absorb the energy from a magician's Globe of Daylight. Each globe absorbed will recover two hit points or S.D.C.tm per level of the mage that cast it. The globe is, of course, destroyed after the APS: Light character absorbs it.



'14'. Other Abilities and Bonuses:


  • Can see the entire electromagnetic spectrum for 1000ft, including infrared, ultraviolet, infrared, power waves, x-rays, gamma rays, etc.


  • While transformed the character has negligible weight, so Weight Manipulation powers are useless against him. Photons (particles of light) are pretty much the only massless structure in the universe.


  • Gravity Manipulation can be used to slow him down - halve the power, damage, and range of abilities 1-5 while under the influence of a gravity field of 30 times or stronger, but the character doesn't suffer from any of the other penalties.






76-90% Earth Form: 1. Natural Armor Rating and Immense S.D.C.:


  • When transformed into a creature of stone, the character is nearly indestructible. A.R. 16, S.D.C. /M.D.C. 600 (This number is added to what ever physical skills additions added to the character upon creation of the character).


  • The character takes no damage from heat, fire, magical fire, cold, radiation, or radioactive heat.


  • Normal strength hand to hand attacks and normal strength melee attacks do no damage, no matter what the strike roll. Bullets and other projectiles fired by mechanical means do half damage if they overcome the A.R.

  • Extraordinary, Superhuman, and Supernatural Physical Strength inflict half damage when failing to penetrate.


  • Lasers, bullets, and hand to hand attacks have to penetrate the character's A.R. to inflict damage.


  • The character takes full damage from explosions, which bypass the A.R. of the character due to their area effect nature. Powerful explosions, hurricanes, earthquakes, etc. do full damage and do not require a strike roll above the A.R., since the damaging force is considered to be so powerful that it can damage everything.


  • Armor piercing attacks and explosives do full damage when the strike roll is higher than 15 and half damage when 15 or less.


  • Touching the character (including punching him) without heat protection causes 4d6 damage. For hand to hand attacks, the character gets a +2d4 damage bonus (from the heat and relative solidity of molten stone). If he feels particularly nasty, the character can smother victims and cause 2d4x10 damage per melee (uses all melee attacks, no defense is possible during such an attack). Heroes would never do this to anyone, due to the painful and disfiguring effects.


  • Gas, ingested drugs, magic and psionics have full effect.


  • Can endure underwater pressure up to depths of 250m.


  • Can function in a vacuum until air supply is gone 120hr supply.



2. Increased Mass & Strength



Weight is tripled. Physical Strength is increased to +30+3d6 points (If strength is already greater than ate). Strength is considered Supernatural.



3. Other Abilities, Bonuses, & Things of Note


  • The character radiates no heat in stone form and is invisible to infrared and heat sensors.


  • The character can accurately recognize most types of natural stone and minerals at a skill level of 60%+4% per level of experience. Also has a good working knowledge of the stone's physical density, weight and integrity/strength.


  • Speed is reduced by half in stone form.


  • The character still has to breathe.


  • Horror Factor: 13


  • +2d6x10 to S.D.C.


  • The character is immune to all plant toxins in either form.


  • Plant Form radiates no heat and cannot be detected by infrared or heat sensors.


  • Horror Factor 13


  • This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.






4. Photosynthesis



With the Earth form, the character can absorb sunlight and water from his/her environment, allowing him/her to survive indefinitely without food as long as enough sunlight and water are available.



5. Water Storage



With the Earth form, the character is able to store large amounts of water for survival. He/she can absorb enough water in 1d4 hours to allow him/her to survive for two days per level of experience. This power also allows him/her to filter salt water into fresh water.
Through concentration, that character can release water through his hands. The equivalent of 0.3 liters can be released, running down the fingers, per minute, but with a limit of 2.4 liters total per 24 hours.



6. Difficult to Smother & Doesn't Breathe Oxygen



With the Earth form, the character breathes through his/her entire body and is nearly impossible to smother. On the other hand, the character is more susceptible to gases and chemicals that kill plants (-2 to save vs. lethal toxins). Defoliants inflict serious damage to the character, (A spray or glass of plant killer does 2d6 damage, being covered in the stuff does 2d6x10 damage, etc.)
Humanoid plants breathe carbon dioxide and release oxygen, if the applications of this evade you, I suggest you stop role-playing.



7. Increased Healing and Regeneration:



With the Earth form, the character heals S.D.C. and Hit Points twice as fast as humans, in human form, regenerates 5D6 M.D.C. per minute in earth form.
Lost limbs can be regrown but the process takes 1d4+1 months and the limb starts out scrawny and shriveled. Nose, ears, fingers, and toes can be regrown in one month.



8. Secrete Plant Resins:



The character can secrete various plant resins and fluids from the palms of his hands.
Range: Touch
Damage: Varies, if any
Duration: Varies
Types of Plant Secretions: The different types that can be created are poison ivy, aloe, sap, and toxins. The character can secrete as much as 200 grams every ten seconds, but cannot produce more than 600 grams per hour. In most instances, 400 grams can go a long way.
Poison Ivy/Poison Oak: This potent substance causes a severe reaction on skin, including rash, severe itching, a slight burnning sensation, and watering eyes. Scratching will only make it worse. Those afflicted may have trouble sleeping. The rash and reaction lasts long after the secretion is washed off, goes away in about 3d4 days. There are several creams available that will reduce the itching and soothe irritation.
Penalties: The irritation of the rash and itching are distracting: -10% on skill performance and -2 on initiative.
Aloe: Good for healing burns and rashes. Provides 4d6x10 minutes of relief per application.
Sap: Strong, gooey adhesive that can be used to glue broken items back together or stick stuff to the spot. Half an inch thick is strong enough to glue and hold a human being or object of up to 150kg in weight. A P.S. difficult check of 20 is required to break free. A check of 28-30 might be required if a good portion of the body/item is stuck in it. Note: The character can produce twice as much sap per hour. Also there are a variety of solvents (including turpentine, gasoline, and Bestine) that will weaken the sap, and in sufficient amount wash it away.
Toxins: This substances imitates countless natural poisons produced by plants worldwide. The immediate exposure by touch does no immediate damage, but after fifteen minutes the victim must roll to save vs. lethal poison every fifteen minutes for 1d4 hours. Each failed roll results in 2d6 damage directly to hit points. Hospitals and doctors' offices (as well as holistic healers) will have drugs that can neutralize and counter the effects of such poisons. At least 80 grams must be secreted to effect someone. Toxin via ingestion or injection has a much more immediate and deadly effect. 20 grams will make the victim feel woozy within 1d4x10 seconds, -2 to all combat bonuses, -10% on skill performance and Spd. attribute. In addition, roll to save vs lethal poison is required every ten minutes for two hours. Each railed roll means the victim takes 4d6 damage direct to hit points.



9. The character has power to manipulate and control aspects of the earth. To use any of these powers there must be a nearby source of earth (stone, dirt, clay, sand, even concrete will work) within a 200m radius of the character. The earth is molded and manipulated, not created.



10. Wall of Earth:



The character can create a wall that is up to 6x4x1m in dimensions.
A dirt wall has an A.R. of 10 and 200 S.D.C.
A clay or sand wall has an A.R. of 11 and 300 S.D.C.
A stone or concrete wall has an A.R. of 15 and 400 S.D.C., and counts as a dense target.
All attacks that strike dirt, clay, or sand walls do full damage. An attack that is higher that penetrates the A.R. will go right through the wall and may hit someone or something on the other side. Shooters attempting to hit something on the other side of a wall are firing blind and thus is -6 to strike. Projectiles do half damage after penetrating the wall, energy attacks do 1/4 damage. Explosives lose all of their force upon impact, though their blast radius may overlap the width of the wall.
All attacks that strike stone or concrete walls have to roll over the A.R. in order to do damage (certain attacks also do half damage to dense targets when failing to penetrate, or simply penetrate most targets automatically). These attacks will rarely exit through the other side until the S.D.C. of the wall has been reduced to less than 200.
The wall can be molded into a circle, "L" or "V" shape, dome, or straight line. It rises from the ground.
Range: Can be created up to 40m away plus 3m per level of experience.
Duration: Permanent until knocked down, or destroyed (by attacks or its creator).
Attacks: Creating a wall takes one action!
Bonus: +1 to parry or initiative (as the case may be) to creat a wall or slab to block an incoming attack.



11. Tower of Earth



This power enables the character to call up a great mound of earth or stone to rise up out of the ground, carrying anything that was standing where it formed skyward. Victims pushed skyward are temporarily knocked off balance, losing two actions, and are -5 to strike, parry, or dodge for the first combat round. After that, the victim can act as normal (of course extreme heights may affect certain victims differently). If the victims fall they take 1d4 damage for every 2ft of height.
The S.D.C. of the tower is 120 for every 2ft of height. The tower will collapse after about four minutes. The character can of course maintain the tower by force of will by using an action at the end of the duration.
Range: Can be made up to 300ft away.
Height: 40ft at level one, +20ft per each additional level of experience. Width at the top of the tower is a diameter of 20ft.
Duration: Four minutes, unless the character wills it to remain for another four minutes at the end of the duration.
Attacks: Creating a tower takes one action!
Saving Throw: Those attempting to dodge this unexpected attack do so at -10.



12. Hurl Earth



The character can cause chunks of earth to raise up, and then hurl them at a target at speeds of approximately 112-144kmph. Up to 25kg can be affected per action. This chunk of earth can be hurled as one large chunk or several small chunks. Note that earth that has already been formed and gathered up out of the ground (like clay/stone/concrete blocks used in building) can simply be hurled in one action per block/slab.
Range: Hurling range is 30m+3m per level of experience.
Duration: It takes time to gather up large amounts of earth (25kg can be gathered per action), but the act of hurtling only takes one action.
Damage:



· 1d6 damage for every 5kg of dirt/sand/clay.



· 2d6 damage from a 1/2-5kg stone; baseball to grapefruit sized rock.



· 5d6 damage from a 6-9kg flying rock; football to soccerball sized.



· 1d4x10 from a 9.5-17kg rock; basketball sized.



· 1d6x10 for rocks weighing from 18-25kg.



· For bigger amounts of rock or simply big rocks, its 1d4x10+20 damage for every 50kg of weight.



Penetration: The effective penetration of dirt/sand/clay is nil, and these kinds of earth are better at burying or hindering dense targets. However, it is said that only a rock can break a rock, and large amounts of stone are especially effective at damaging dense targets. Penetration rolls for amounts of rock weighing more than 10kg are made with no bonuses, but even when failing to penetrate they still inflict half damage, and enough rock can crush pretty much anything. Best beware when you get a 1 ton (which takes 40 actions/80 seconds to gather) boulder chucked at you.



13. Quicksand:



This power enables the character to transform normal earth, stone, or concrete into a pool of quicksand/gravel. Ideal for combat outdoors or in busy streets. Naturally this cannot be created in buildings above ground (unless they happened to be made entirely out of stone/earthen materials).
Range: The size of the circular quicksand pit is a maximum of 4m in diameter, and can be cast up to 20m away plus 2m per level of experience. Line of sight must be possible. The quicksand can be created directly beneath a target or set as a trap.
Depth: 2m+1m per level of experience. The character can regular the approximate depth in increments of 1/3 of a meter.
Duration: Three minutes per level of experience. At the end of the duration, victims (dead or alive) once trapped in the quick sand are brought up to the top as the destabilized earth reforms itself. The character can restore the ground to normal at will.
Damage: This trap doesn't inflict direct damage so much as it can leave a victim in a situation where they can suffocate. This is of course a matter of the character's alignment. Your average human suffocates in about three minutes.
Anyone entering into the quicksand sinks at about 2/3 of a meter every 10 seconds. Struggling (swimming, moving forward,) doubles the sinking rate! Those trapped in quicksand continually sink. If close to the edge (typically one falls and slides 1-2 meters away from the edge), one may be able to pull him/herself out, but best movement is 1/3 of a meter every 10 seconds. Victims can be pulled, flown, or levitated out by others, or when applicable, under their own power (quicksand has a bad habit of clogging jets though).
Debilitation: Those trapped in the pool are a -5 to strike, parry, and dodge. In most cases, victims can't even dodge with any effectiveness (trying to will simply make them sink faster), but those with flight powers or whatnot are still at a penalty when attemping to dodge and escape out of the quicksand. Attacks per round are reduced to half (accept in the case of psionics, since they can perform just about all of their abilities without moving), and acting to do anything else while in the quicksand causes the victim to sink at about 1.2 meters every ten seconds.



14. Rend Earth



The character can split the earth like a mini-earthquake, creating a 50ft wide, 60ft deep, and 120ft long/lv crevice. These are the maximum measurements and can be adjusted to the character's desire by increments of 1/3 of a meter. The character can rend the earth once every 10 seconds, and it is possible to add to the size of a crevice or make multiple ones.
This ability also enables the character to create openings in walls of concrete, brick, plaster or stone. Even after the character closes the wall, there will still be a noticeable compromise in the integrity and consistency of the material.
Range: Rends can be made up to 400ft away plus 12oft per level of experience.
Duration: Rends remain until closed by the character, or fixed by proper construction work.
Damage: Falling into a chasm does 1d4 damage for every 2m of depth. Vehicles, robots, power armors, and walking tanks falling into the chasm will suffer 1d4x10 damage if they weren't moving or were traveling under 16kmph. Otherwise, add 4d6 damage for each additional 16kmph.
Crushing Damage: The creator of the opening can also close it at any time. Only one rend can be closed at a time, and falls under the same time constraints as opening a rend (can only be performed once every 10 seconds). Rends close within 6 seconds after the character begins to close it, and those inside it when it closes are crushed, taking 2d4x10+40 damage (double damage to vehicles and large, crunchable objects). Dense, solid objects (like mutants with APS Crystal, Metal, or Stone, and some uber-robots) take half damage, but are still completely buried. Anything not killed by this is buried, and most organisms will suffocate within 3-4 minutes. There are many ways of course that one could dig or blast their way out, but care must be taken not to either deplete air, or simply dig themselves an even deeper grave. Also, chasms opened in urban areas will probably rend sewage and drain ways, which could provide the victim with an escape.
Attacks: Opening or closing a chasm takes two of the character's actions, and only one chasm can be opened/closed every ten seconds.



15. Sand/Dust Storm



Dust and/or sand particles can be manipulated to fill the air to create a sand/dust storm.
Range: Affects 10m radius, and can be created up to 60m away plus 3m per level of experience.
Duration: Four minutes.
Damage: Nothing but a minor annoyance at best, accept for the sheer blinding effect (-8 to all actions), all sense of direction is lost, radar and motion detectors are fouled beyond use, speed is reduced by half, and talking is impossible unless the mouth is covered by some sort of mask.
Attacks: Can only be performed once every ten seconds, but only uses an action, enabling the character to create a slowly growing sand storm.



16. Expel Magma:



Range: 20ft +5ft per level.
Damage: 2d6x10 damage, +1d6x10 per level.
Duration: Instant
Attacks Per Melee: Each use counts as one melee attack.
Bonus: +3 to strike
When this power is engaged, streams of superheated magma erupt from the character's fingertips, spraying out at the target in a wide arc, burning and setting fire to any flammable objects it hits. The magma also sticks to whatever it hits and will do half damage to the victim for 1d4+1 melees after the last blast. If three melee actions are taken to shake it off the character can avoid the consecutive damage.






17. Create Volcano:



Range: 900ft, +100ft per level of experience.
Duration: Permanent (more or less)
Attacks Per Melee: Uses all hand to hand attacks in a melee.
Utilization of this power summons up a cylinder of magma to erupt from the earth, cooling and spreading to form a volcano. The size depends on the level of the character: height is 10ft per level, width is 5ft per level. The magma jetting forth from the cone typically does 6d6x10 damage per round, melting rock and plastics, setting fire to trees, boiling water away, etc. The volcano will last until the character dispels it and drives it back underground. Careless magma characters will leave these things lying around almost as a signature.
Rather than a volcano, the character can elect to make a lava tube erupt, crack in the earth break open and leak magma, or whatever the character wishes, as long as it falls within the dimensions and effects of the power. For example, a crevice would be 5 ft wide per level and 10 ft long per level - the lava will well up and spread rather than explode out in a shower, etc.






18. Melt Earth:



Range: 5ft +5ft per level radius.
Damage: 6d6 per round of immersion.
Duration: 15 minutes
With this power, the character creates a pool of melted rock and earth, up to 15 ft deep. Those sucked into the pool suffer from the same penalties due those immersed in quicksand, but at the same time suffer the listed damage. This can also be used on asphalt and concrete (or any artificial earth- derived substance), but has half the duration.






19. Merge with Magma or earth:



The character can merge into an existing pocket of lava or magma, merging with the substance and traveling through it or hiding within it. As a mode of travel, it is slow and difficult, and consists of following the lava down the tubes into the mantle, and back up again through the crust and onto the surface. A 5 km run becomes an epic 70 km journey. However, it is not expected and, if given time, can enable a character to reach places no one would suspect. As a means of hiding or evading, it is unparalleled. Few people draw close enough to a magma intrusion to get a good look anyway, and the character is virtually invisible within the mix. Characters can move through magma at one tenth of their normal running speed.






20. Radiate Heat:



The character can act as a portable furnace to generate heat when they are on fire. The heat either radiates around him or around one particular area in which he has fixed his gaze. This power is typically used to warm an area from cold and dampness or to make an area uncomfortably hot and distracting.
Range: Heat can be radiated up to 5m+1m per level of experience. The area most affected is a 4m diameter around the area of heat or the character, whichever he/she chooses.
Limit: Can go no higher than 90 degrees Celsius + 30 degrees per level of experience. For details on extreme temperatures, see Control Elemental Force: Fire.
Duration: As long as the character concentrates. No other attacks are possible. Counts as two actions.



21. Generate Hurl Stones:



Range: 500ft +500ft per level .
Damage: 6dx10+60 +1d6x10 per level.
Duration: Instant
Attacks Per Melee: Each use counts as one melee attack.
Bonus: +3 to strike






91-00% Crystal Form: The warrior becomes a being of living crystal, able to fire razor-sharp shards of crystal. Add 150 to M.D.C., +2 to P.S., and takes half damage from laser attacks. The crystal shards do 2D6 M.D. plus 1 D6 M.D. per level (range: 1000 feet/305 m). plus gain the abilities of: Alter Physical Structure: Crystal Created by the Cubist



The character can become a living creature of crystal or glass. The look can be sleek and seamless or as jagged as a piece of quartz. The color of the crystal body can be any of those found in nature, and even a few colors that aren't. The benefits of this tranformation are increased strength and durability, plus the ability to amplify energy expulsion powers to some degree.



1. Natural Armor Rating and Immense S.D.C.:


  • The character can turn his body into organic crystal and/or diamond. He's got an A.R. 16 and S.D.C.tm of 700 (that's the total damage capacity, not a bonus). The character recovers 4d6 S.D.C.tm per ten minutes.


  • The character takes no damage from cold, ice, heat, lasers, or radiation attacks (though the radioactive fire is still a little harmful). Fire attacks (normal or magic) do half damage, plus the character radiates no heat and tends to disperse it quickly. Sonic and vibration attacks do double damage due to the crystalline molecular structure, and the character's A.R. is nullified by them! The character takes normal damage from most other attacks, so long as they overcome the A.R.


  • Only Extraordinary, Superhuman, and Supernatural strength can damage the character when using hand to hand attacks. In the first two cases full damage is inflicted only when the A.R. is overcome. For Supernatural strength this is true also, but with this much strength penetration rolls that fall under the A.R. will do half damage (unless parried or blocked).


  • The character takes full damage from explosions.


  • Gas, ingested drugs, psionics, and magic have full effect. Also, the character can withstand underwater pressure up to 200m and can even survive in a vacuum until his air supply is gone.



2. Increased Mass and Strength:



In the crystalline form, the character's weight is increased by 50% and speed drops by 25%. Strength in the crystal form is considered Extraordinary and jumps to 14 +1d6 (if the P.S. is higher than 14 just add in the +1d6 bonus). All hand to hand attacks do an extra +1d6 damage.



3. Other Abilities, Bonuses, and Things of Note:


  • If the character possesses any energy emitting abilities, add +25% to the base range and add an extra +1d6 to damage to them while in the crystal form. The crystal body is an excellent means of focusing and amplifying energy.


  • Can identify most minerals and crystals with an accuracy of 60% +4% per level. He also possesses a good knowledge base of their densities and and integrity/strength.


  • Horror factor of 12, or adds a +2 bonus to an existing one.









Minor Super Power (Roll or choose two):



01-10% Enhanced Senses: Can see the invisible, sense magic, and sense heat emissions, plus X-ray vision: can see through most substances, except lead and radiation-proof alloys (most starship hulls and giant robots are radiation-proof).



11-20% Healing Factor: Add 1D6x10 M.D.C. to the character's physical body and regenerates an additional 1D6x10 M,D.C. every minute (4 melee rounds).



21-30% Enhanced Strength: Add 2D4+10 to P.S. and 1D4x10 M.D.C.



31-40% Enhanced Physical Prowess: Add +10 to P.P., +2 on initiative and +2 to pull punch and roll with impact. 41-50% Enhanced Physical Endurance; Add +10 to P.E., impervious to most diseases, fatigues at half the normal rate, and -F1D6x10 M.D.C.



51-60% Flight: Can Fly at 50 mph (80 km), or double existing flight speed. Add 10 M.D.C.



61-70% Enhanced Speed: Add 1D6x10 to Speed and +1 on initiative.



71-80% Energy Resistance: The character takes no damage from the first 30 M.D. points of energy attacks in each melee round. The person is also invulnerable to stun-type energy weapons.



81-90% Psionic Powers: The character selects 2 powers from each of the physical, healing and sensitive categories and one from the super category. Select one additional power from any category at every level of experience. 1.S.P.: 3D6x10 plus M.E. attribute. Gains an additional 10 I.S.P. per level. Or give the character all of the powers of one P.C.C./Psychic O.C.C.



91-00% Invulnerable to Psionics: The character cannot be affected in any way (positive or negative) from psionic attacks, mind control or magic charms. Plus the character is +4 to save vs. horror factor.



O.C.C. Skills:



Radio: Basic (+10%)



Pilot: pick two (+10%)



Power Armor Combat: Basic



Read Sensory Equipment (+10%)



Weapon Systems (+10%)



Movement: Zero Gravity (+10%)



W.P. Energy Pistol



W.P. Energy Rifle



W.P. Heavy



Hand to Hand: Expert



Hand to Hand: Expert can be changed to hand to hand: martial arts or assassin at the cost of one "other" skill.



O.C.C. Related Skills: Select 8 other skills. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.



Communications: Any (+5%)



Domestic: Any



Electrical: Basic Electronics only.



Espionage: None.



Mechanical: None.



33Medical: First Aid only.



Military: Any (+15%)



Physical: Any except acrobatics.



Pilot: Any (+5%)



Pilot Related: Any (+5%)



Rogue: Any



Science: Math only.



Technical: Any



W.P.: Any



Wilderness: Any



Secondary Skills: The character also gets to select six secondary skills. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.



Standard Equipment: Imperial Guardsman armor (M.D.C. 120), energy pulse rifle, mess kit, hand communicator, four grenades, survival knife, utility belt, and dress uniform.



Money: 2D6x1000 credits to start. A salary will depend on whom the character is working for and the kind of work he is involved in.



Cybernetics: None.

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