Power Stunts

Posted by Thrudjelmer 
Power Stunts
June 04, 2017 01:04PM
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There's a number of examples already given in the Player's Book and Ultimate Powers book, but what stunts have you or anyone else in your group used for any powers? Let's see if we can get a comprehensive list of ideas.

I'll start the list off with the existing published examples:
Blue = Advanced Player's Book
Red = Ultimate Powers Book
Green = forum member suggestions


AIR CONTROL:
  • Flight: Power rank speed.
  • Lightning: Power rank range and damage.
  • Limited Weather Control - Tornadoes: Power rank intensity and damage, controlled by Power rank FEAT.
  • Limited Weather Control - Summon Storm: Power rank intensity.
  • Limited Weather Control - Summon Fog: Power rank intensity.
  • Reduce existing Weather Conditions: Power rank ability, as for each type of weather.

ANIMATE IMAGE
  • Simulate Animated Object: Instead of translating two-dimensional images into 3D, the character can simulate animation of an existing three-dimensional object with a combination of illusions rendering the actual object invisible while an illusory duplicate animates as the character dictates.

CATALYTIC CONTROL
  • Chemical Reaction: Form compounds by simply mixing materials together and not needing heat or special conditions.
  • Baking: The character can bake without an oven.
  • Decay: Collapse a target by hastening the forces of decay. Power FEAT against material strength of inanimate objects; living targets get an Endurance FEAT vs power intensity to resist effects.
  • Impossible Chemical Reaction: Cause chemical reactions that are normally impossible, such as anything involving inert gases.
  • Induce Nausea: Incapacitate living targets by inducing nausea.
  • Metabolic Boost: Increase target's Strength and Endurance by increasing the metabolizing of oxygen and food (or whatever the body uses).
  • Negate Chemical Reaction: Knock out self-powered machinery by stopping the reactions that generate their power.
  • Suspended Animation: Induce suspended animation in a living target by stopping all biochemical activity, especially decay.

COLDSHAPING
  • The hero can also develop variations on Ice Generation that use other materials present in his local atmosphere.

DARKFORCE GENERATION:
  • Create Darkness: By allowing the Darkforce into this dimension, the hero can block out up to 3 areas simultaneously with Power rank darkness. Normal vision is reduced to less than a foot, and those with infravision, special senses that permit seeing in the dark, or light-Powers must make a FEAT against the Intensity of the darkness to use those Powers.
  • Darkforce Distance Weapons: Power rank -1CS range and damage.
  • Darkforce Shapes: Creation of specific shapes of Darkforce Ions of Power rank material strength. (Separate power stunt for each shape created.)
  • Flight: Power rank -1CS Speed.

DARKFORCE MANIPULATION:
  • Blunt Attack: Power rank range and damage.
  • Create Darkness: Power rank Intensity in three areas. The character must concentrate to manipulate the Darkforce in this fashion, and breaking that concentration results in the immediate dissipation of the effects.
    • Shadowcasting: Power rank Intensity darkness over a maximum of three areas.
  • Darkforce Distance Weapons: Power rank -1CS range and damage.
  • Darkforce Shapes: Creation of specific shapes of Darkforce Ions of Power rank material strength. (Separate power stunt for each shape created.)
  • Energy Solidification: Power rank material strength.
  • Flight: Power rank -1CS Speed.
  • Teleportation: Entering and moving through the Darkforce dimension to appear elsewhere, teleporting at Power rank -2CS.
    • Gateway Power rank ability.

DIMENSION TRAVEL:
  • Dimensional Destinations: Each specific dimensional destination the player wants to reach requires a separate power stunt.

EARTH CONTROL:
  • Digging: Moving earth out of the way.
  • Earthquake Attack: All targets in a given area take damage equal to character's Power rank.
  • Earthy Servants: Create "earth beings" of stone or rock, with physical abilities whose rank number sum does not exceed the Power rank number, with Body Armor of material strength rank.
  • Entrapment: Opening the earth beneath an opponent's feet, or wrapping stone around them.
  • Levitation: Creating a pillar of earth beneath the character to allow him/her to rise up.
  • Transportation: Create a wave of earth that moves, carrying the character along at Power rank Speed.

ELECTRICAL MANIPULATION (aka ELECTRICAL CONTROL):
  • Absorb Electrical Damage: As if possessing Resistance to Electricity of -2CS.
  • Conduct Electricity: Act as a conductor between a Power source and a target, protected from damage as if possessing Resistance to Electricity of -2CS.
  • Heal Damage: Through absorption of electricity, heal up to Power rank amount per round.
  • Lightning Constructs: The character can shape electron streams into any desired form. This permits him to develop Power stunts based on lightning-constructs designed to perform certain tasks (shields, cages, barriers, etc.)
  • Transportation: Moving at Power rank speed by riding the lines of electrical potential, along power lines and through building wiring.
  • Shocking Touch: Storing energy within self and delivering a shocking touch of Power rank damage.

ENERGY CONVERSION
  • Additional Energy Type: The character initially transform any energy into one specific form, but can transform it into other forms with a power stunt for each type.

FIRE CONTROL:
  • Absorb Heat and Flame: Temperature and fire within an area is reduced as if Fire Resistance of that Power rank number were possessed.
  • Entrapment: Create entrapment devices/shapes of Power rank damage.
  • Fiery Constructs: The character can create fiery constructs that do not act like normal flames, emitting less heat and consuming less oxygen. Their fire doesn't spread past the outline of the constructs. In addition, they self-extinguish rapidly upon cessation of this Power.
  • Flaming Servants: Creating animated shapes from flame of Power rank number Health and damage.
  • Missile Weapon: Use existing flame as a missile weapon.
  • Project Heat: Increase temperature to a Power rank degree. If Power rank is higher than Endurance, target must make an Endurance FEAT to avoid heat prostration (unconscious 1-10 rounds). This heat may also be used to offset cold damage.
  • Sky-Writing: Writing words with flame in the sky.

FIRE GENERATION:
  • Absorb Heat and Flame: Temperature and fire within an area is reduced as if Fire Resistance of that Power rank number were possessed.
  • Body Transformation - Fire: This body transformation grants Body Armor and Flight at Power rank -2CS.
  • Control Fire: Control existing sources of fire at -2CS.
  • Flaming Images: These images include duplicates of the flaming form at Power rank -1CS, as well as fire-writing in the sky.
  • Flaming Shield: This wall of fire surrounds up to one area. Anyone passing through it takes Power rank damage from fire. This may be used defensively or to restrain criminals who are not wild about getting singed.
  • Project Heat: Increase temperature to a Power rank degree. If Power rank is higher than Endurance, target must make an Endurance FEAT to avoid heat prostration (unconscious 1-10 rounds). This heat may also be used to offset cold damage.

FORCE FIELD:
  • Entrapment: Trap target(s) in the force field up to the limitations of the Power. The target is protected from outside attacks but is likewise unable to affect others.
  • Expanding Force Bubble Inside Target: Create a bubble of force inside a small opening and expand it to inflict up to Power rank damage, avoiding the effects of Body Armor resulting from battle suits. A battle suit must have some opening, and this would not be recommended against living targets.
  • Force Cushion: Soft but resilient enough to absorb up to Power rank damage from a fall or crash for all those involved.
  • Force Missiles: Bolts or bubbles of force attacking on the Force column at -1CS range and damage.
  • Grabbing Attack: Allows the character to use Power rank as Strength for determining success of grappling or grabbing FEATs up to Power rank range range.
  • Transportation: By means of forming a column of force and allowing it to topple and elongate in a given direction. The character may rise a number of floors per round equal to the Power rank -2CS as Levitation, or Fly at a maximum of Typical speed.

FORCE FIELD VS. EMOTION ATTACK, ENERGY ATTACK, MAGIC, MENTAL ATTACK, PHYSICAL ATTACK, POWER MANIPULATION, VAMPIRISM
  • Force Field Filter: The Power can be used as a filter to sort out anything affected by the character's force field.
  • Force Field Sweep: By expanding the field outward, the character can sweep his surroundings clean of anything affected by his force field.
  • Force Field Trap: The force field can be formed around something it would affect to trap it. The character can move the "trap" at will up to +2CS by means of a red FEAT.
  • Shield Target: The character can form shields to protect distant targets at +2CS range.

GRAVITY MANIPULATION:
  • Artificial Gravity: Create artificial gravity in a normally weightless situation.
  • Flight: Power rank -2CS speed.
  • Form Asteroid: Cause spacial debris to coalesce into an asteroid.
  • Gravitational Incapacitation: Incapacitate a foe by suddenly, drastically increasing his weight beyond his Strength's capacity to move.
  • Gravitational Orientation: Change the direction of gravity's pull, causing targets to fall upwards or even sideways. Changing gravity to sideways would effectively allow one to walk up a wall.
  • Increase Weight: Acting as an added load of Power rank weight on the target. (Strength FEAT rolls to move)
    • Increase Weight: Forcing aircraft to land by increasing their weight beyond their engines' lift potential or a ship to sink by making its weight exceed its buoyancy.
  • Levitation: Movement at Power rank -1CS speed.
  • Levitation of Others: Movement at Power rank -1CS speed. (Targets roll an Agility FEAT to avoid the effects.)
  • Negate Gravity: The character can negate gravity's effect on targets, launching them into space and letting the Earth's revolution fling them upward.
  • Reduce Weight: Target may be slammed on any hit. Offsets a gain in mass from Density Manipulation.

HEALTH-DRAIN TOUCH:
  • Healing Exchange: The character can heal another at the expense of taking an equal amount of damage.

HEAT
  • Disintegration: Cause the breakdown of molecular or even atomic bonds (Amazing and Unearthly FEATs, respectively).
  • Hardening: Strengthen materials by heat-treating them.
  • Insulator: Reduce or negate a target's electrical conductivity.
  • Limited Weather Control - Cyclone: Power rank intensity winds capable of inflicting Power rank number damage.
  • Limited Weather Control - Electrical Storm: Power rank Intensity.
  • Limited Weather Control - Raise Temperature: The heat causes those in one area to be -1CS on FEATs. If Power rank is higher than Endurance, target must make an Endurance FEAT to avoid heat prostration (unconscious 1-10 rounds).
  • This heat may also be used to offset cold damage.
  • Weaken Magnetic Field: Lessen or negate a target's magnetism with Power rank ability.

ICE GENERATION:
  • Absorb Cold and Ice: Absorb cold and ice (effectively melting the latter) with Power rank ability and capacity. Were a hero to absorb Monstrous (75) cold in her area with a Amazing (47) Power rank, then 28 points (or Remarkable Intensity cold) would get through.
  • Body Armor: The character can surround himself with Power rank -1CS Strength protective armor made of a thin casing of ice, and as such is vulnerable to fire (fire attacks are +1CS to hit and damage).
  • Entrapment: Trap others in ice of Power rank material strength, up to 2 areas away.
  • Ice Patch: Create slick spots of Power rank -1CS slipperiness.
  • Ice Shapes: Create columns, walls, and other shapes of Power rank -1CS material strength.
  • Project Cold: Decrease temperature with waves of cold as opposed to ice. The cold has Power rank range and intensity, and reduces the opponent's FEATs by -2CS if the intensity is higher than Endurance, -1CS otherwise, and materials to be reduced by one rank in material strength. This cold may also be used to offset heat damage.
  • Transportation: Create ramps of ice that allow the hero to "skate" at Power rank -1CS speed. This does not give the hero the effects of Lightning Speed (he cannot make quick turns and stops), but if properly supported, a ramp can rise two floors per round. These ice ramps are not permanent, and their melting may result in damage of the surrounding area (with appropriate Karma toss).

INVISIBILITY:
  • Grant Invisibility: Making others invisible on touch.
    • Increased Range: Making others invisible over Power rank range. (You must first master invisibility on touch.)
  • Increase Invisibility Range: Extending that invisibility to more than the physical body, thereby effectively becoming undetectable by heat vision, ultraviolet, and so forth.
  • Negate Invisibility: Making invisible people/objects visible. The FEAT roll is determined by the Intensity of the opponent's invisibility; if there is no stated rank, consider it to be Good rank invisibility.
  • Partial Invisibility: Making part of a specific part of the body invisible, such as a body part, clothing, skin, etc.

LIGHT MANIPULATION:
  • Adjust Illumination: Darken or intensify existing light energies by +/-1CS per round, with Power rank ability.
  • Create Holograms: Using light to create illusions at -3CS. These illusions have no aural or tactile components.
  • Hypnosis: Hypnotize a single target or group at -2CS.
  • Laser: Create a concentrated, modulated blast of light at - 2CS Power rank range and damage.

MAGNETIC MANIPULATION:
  • Affect Non-Ferrous Metals: Manipulate any metals, like bullets, though manipulation of Earth's magnetic field.
    • Affect Non-Metallic Objects: Manipulate any material through manipulation of Earth's magnetic field. (The character must be able to manipulate non-ferrous metals first.)
  • Affect Sentient Robots: As a shocking touch, but at Power rank +1CS (no benefit if robot is non-ferrous).
  • Detect Magnetic Field: Detection at Power rank -1CS.
  • Flight: at Power rank Speed -3CS.
  • Scramble Non-Sentient Machinery: Power rank ability.
  • Shocking Touch: Damage of Power rank -1CS.

PHASING:
  • Affect Other: The character may affect another being in physical contact.
  • Air-Walking: Walk on air at normal speed.
  • Partial Phasing: The character phases in part of the body, allowing the rest to remain out of phase or vice versa (always a red Power FEAT).
  • Phase Inside Other: Character phases inside an ally, granting that ally the phasing abilities.
  • Phasing Attack: Character phases in and attacks, then phases back out in a single round. Only attacks made at the instant of the phaser's attack will affect that character.

PLANT CONTROL:
  • Animate Vines: Forcing vines to animate with Power rank Agility, and act as entangling ropes with Power rank material strength.
  • Control Fungus: Command the actions of mushrooms and fungi, which are not proper plants.
  • Gather Information: Learn from plants as to recent passers-by and events, within 1 day, in a primitive form of communication.
  • Plant Dopplegangers: Create plant-images that duplicate living humans with Power rank ability, with physical abilities whose rank number sum does not exceed the Power rank number.
  • Tree Servants: Command trees to move and attack as creatures of Power rank number Health and Power rank material strength Body Armor.

PLASMA CONTROL
  • Plasma Constructs: Create plasma fields of specific shapes to create objects, cages, or barriers of Power rank material strength. Such constructs do possess the side effects of the plasma fields and dissipate upon cessation of the power.

PLASMA GENERATION
  • Additional Plasma Type: The character initially possesses a single type of plasma with two set side effects that occur each time the power is used. Each additional type of plasma with different side effects is a separate power stunt.

PLASTICITY:
  • Bouncing: Similar to the Leaping Power, with the hero able to fall a number of floors equal to his Power rank number without damage, and to leap as if possessing that Power at -1CS.
  • Catching: Using Power rank instead of Agility for catching falling items and individuals. The character with this Power takes no damage from a falling character landing on him.
  • Imitation: The ability to disguise oneself at Power rank -2CS for detection. Plasticity will alter appearance, but not skin color or voice (Mr. Fantastic would make a very pale Skrull).

POWER ABSORPTION:
  • Additional Powers: The character can absorb one additional Power/Talent/Primary Ability at a time beyond the normal limit. Characters normally can absorb only one, or two if a limitation was selected for Power Absorption. The number of additional Powers/Talents/Primary Abilities can be further increased by one as an additional power stunt after the previous addition(s) becomes established through regular use.

SHAPE-SHIFTING:
  • Body Armor: Duplicate material strength to the point of providing protection of the material strength of the object imitated at -1CS or the Power rank -2CS, whichever is less.
  • Gliding: Ability to glide (but not true flight) at -2CS Power rank ability.
  • Natural Sharp Weapons: Develop claws and/or teeth, allowing the shape-shifting character to inflict Edged Attack damage.

SOUND GENERATION:
  • Absorbing Sound: Reducing other sonic attacks by that amount at Power rank -1CS. Can also reduce or negate ambient noise.
  • Flight: Power rank -2CS speed (-1CS if some form of control such as glider wings or a caps is used to control the glide).
  • Holographic Illusions: Creation of semi-real objects with at Power rank -2CS material strength that can inflict up to Power rank -3CS damage.
  • Sonic Barriers: Creation of walls of Power rank -1CS material strength.
  • Stunning Attack: Non-damaging attack that affects a single target (or, if Wid-Band Attack is possessed, multiple targets), at -1CS intensity. The target must make an Endurance FEAT or become unconscious for 1-10 rounds.
  • Wide-Band Attack: An attack that affects all targets in a given area at -1CS Power rank damage.

TELEKINESIS:
  • Flight: Self and others within one area at -1CS Power rank, providing the character can lift that amount of weight.
  • Force Field: A telekinetic stiffening of the air at Power rank -2CS.
  • Telekinetic Force Bolts: These bolts attack on the Force column of the battle effects table, and use Agility to hit for Power rank -1CS range and damage.

TELEPATHY:
  • Mental Probe: Performing a mental probe at -2CS Power rank ability.
  • Mind Link: Linking the minds of a team sharing a Karma pool, so that all team members are aware of each other's actions. Range for this is half that listed for Powers. Non-verbal orders may be passed, and all characters are considered to have the Intuition of the telepath.
  • Telepathic Force Bolts: A psychic "push" that acts as mental force of Power rank range and damage, using the Energy attack column.

TELEPORTATION:
  • Multiple attacks: The character teleports quickly from place to place, both dodging attacks and faints and parrying to do damage to one or more targets. Teleporters who attempt this trick may make multiple teleports in the same area, and attack one or more targets. Such teleporters trying this trick are considered to be Dodging for purposes of attacks upon them, and may deliver up to twice their normal number of attacks. (Note that "area-teleporters" may not try this trick.)

TIME CONTROL:
  • Increase Self-Speed: Speeding up time surrounding the character, granting him Lightning Speed of this Power rank.
  • Slow Time: Slowing down time for all within one area, allowing the character Multiple Attacks of this Power rank.
  • Temporal Stasis: Slowing down the time for an injured, dying, or poisoned character. One turn passes for the character so affected as the Power rank number of turns pass for the others. (If used in combat, treat as Multiple Attacks as noted above, but only against the target).
  • Time Travel: According to present theories on time in the Marvel Universe, the past is immutable. When a character travels back in time, that character is actually shunted to an alternate dimension where the desired actions are occurring. By going back in time and "changing the past" one creates a divergent reality but does not change the "original" past of his time line. Similarly, travel into the future will put the character into an alternate future dimension, which may not be the actual future of his character.
  • Summoning Duplicates: These duplicates may be summoned from the past, future, or alternate dimensions (information on which of the three is not available to the player at start). The dopplegangers have identical stats and abilities to the character (hat summoned them, despite the chance for advancement. These duplicates may not use Time Control abilities of their own.
    • Additional Duplicates: Initial use of Summon Duplicates creates up to 2 duplicates. After the Power Stunt is automatic, a new Power Stunt may increase that number by one (you have to have three duplicates down before you can summon four). Death of a duplicate is considered to be death of a character, and though the original may be unharmed, Karma is lost. Whether such death will result in the eventual death of the "original" character is up to the Judge.

VIBRATION
  • Disable Machinery: Throwing machinery out of kilter by vibrating delicate components.
  • Negate Speech: The character can prevent someone from speaking intelligbly or even negate vocal powers by sending vibrations into the target's larynx. For example, your hero could reduce Lorelei's song to a gurgle.
  • Vibration Shield: Forming a vibratory shield that can provide up to +2CS protection. The vibrations make the hero harder to hit as weapons are thrust aside by the field. At higher ranks it can even cause the weapon's own structure to collapse.

WATER CONTROL:
  • Melting Ice: Melt solid ice as if Water Control Power was Fire Generation of Power rank intensity.
  • Limited Weather Control - Fog: Power rank intensity.
  • Limited Weather Control - Summon Storm: Power rank intensity.
  • Speed Boost: Using water to speed ships and water vehicles, at Power rank Speed.
  • Underwater Environment Bubble: Creating bubbles of air to allow others to survive underwater.
  • Watery Servants: Creating animated shapes of Power rank Health and Abilities from available liquid.

WEATHER CONTROL:
  • Create Fog: Power rank Intensity.
  • Detect Weather: Power rank ability to determine changes in the weather up to three days in advance.
  • Generate Winds: Power rank intensity, including tornadoes capable of inflicting Power rank number damage.
  • Lower Temperature: The cold has Power rank range and intensity, and reduces the opponent's FEATs by -2CS if the intensity is higher than Endurance, -1CS otherwise, and materials to be reduced by one rank in material strength. This cold may also be used to offset heat damage.
  • Raise Temperature: The heat causes those in one area to be -1CS on FEATs. If Power rank is higher than Endurance, target must make an Endurance FEAT to avoid heat prostration (unconscious 1-10 rounds). This heat may also be used to offset cold damage.
  • Summon Lightning: Power rank damage, hitting its target using the Power rank as Agility. Can only be used within stormy weather conditions.
  • Summon Storm: Power rank Intensity.


I'll come back and add the rest of the Ultimate Powers Book stunts later (currently up to Illusory Powers). In the meantime, feel free to add your own ideas and I'll edit them into the master list above. Also, feel free to name any other sourcebooks which include power stunt descriptions.

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Re: Power Stunts
June 04, 2017 01:51PM
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Creating servants, weapons and armor could be applied to all forms of Energy Manipulation and Matter Manipulation powers. I have used Darkforce Manipulation in the past as a limited form of shape change, by surrounding my character with the form of a giant serpent composed of Darkforce.

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Re: Power Stunts
June 04, 2017 03:02PM
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Well off the top of my head Dimensional Travel would provide Teleportation as a power stunt, after all Nightcrawler and Cloak to name a few explicitly transit to another dimension then return to the desired location on Earth. They'd effectively have unlimited range since one point's the same distance from outside the universe as any other.

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Re: Power Stunts
June 06, 2017 04:02AM
What about power stunts for high ability scores. I would limit these to ability scores that are at Unearthly maybe or maybe not. An example could be the Hulk's wind clamp, or his foot stomp based off of Strength.
Re: Power Stunts
June 06, 2017 10:23AM
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Quote
212019156
What about power stunts for high ability scores. I would limit these to ability scores that are at Unearthly maybe or maybe not. An example could be the Hulk's wind clamp, or his foot stomp based off of Strength.

The shockwave tactic is a normal Strength FEAT anyone can attempt, it is outlined in the rule book. The "sonic boom" effect from his hand clap would probably be handled by the same rule, but it could be an Ability FEAT. I don't think either one qualify as a Power FEAT, but I could be mistaken. Maybe someone else could shed more light on it. I don't see much difference in the rules between an Ability FEAT vs Power FEAT, outside of the Power FEAT would require the power in question.

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Re: Power Stunts
June 06, 2017 02:49PM
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I went through about half the UPB for power stunt examples and added them to the master list. Where there are duplicates with the Player's Book, I skipped the UPB duplicate unless it was presented differently, and then tagged it under the Player's Book option... See Darkforce Manipulation: Create Darkness & Shadowcasting. They have essentially the same effect, but UPB's states it as duplicating the shadowcasting power... which makes me wonder, after one establishes a power stunt the is another power, can one also develop power stunts based off of the power duplicated??

Also, keep throwing your suggestions out. After I finish the UPB, I will add in yours as well.

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It does not mean a person is more knowledgeable on any given topic than anyone else.
Re: Power Stunts
June 06, 2017 06:35PM
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I'd need to write out various Power Stunts on a Character by Character basis since that's how I'd normally formulate a 'Power Stunt' for a particular Character...


The Character above (Furous Brox) I randomly rolled with 'Kinetic Energy and Force Manipulation.. My initial perception of the overall power was similar to that of a Green Lantern (Hard Light Manipulation)...

However, I didn't want to play a generic 'Green Lantern' straight out of the UPB...

I also randomly rolled four abilities that became the Character's four distinct 'Powers' which were classified as 'Power Stunts' from the UPB. However, he practiced those abilities enough that the four Powers were no longer considered as 'Stunts'....


1. Permanent FASE/RIP Boost
2. Permanent Armored Energy Aura, Boost-able Armored Energy Aura, and Flesh Regeneration
3. Extend his Armored Energy Aura over virtually anything he touched. (His Attire was part of this as well)
4. Increased Melee Hit Damage and Critical Chance.

Over the time of playing him in various games I came up with four more Power Stunts that I ended up simply making Karma Purchases so the stunts became permanent to him.

- Adjust his Senses to directly meet the environmental conditions at hand. (Light and Sound Manipulation)
- Induce Terror and Panic into Enemies. (Light and Sound Manipulation over his Attire / Silhouette)
- Induced Gliding and Flight by casting his Aura into his Cape and Attire.
- Cast a Psychic Blast and Impact.... Basically a "HAAAA-DOOOOO-KENNNNN!!!!!"

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Re: Power Stunts
June 07, 2017 01:50AM
One my cousin used that I liked was he was playing a felinoid who created a force field with Magnetism by "charging her fur"

One of mine, specifically using Darkforce with energy solidification. Shatter Spike, he'd throw a spike and if it caused damage would burst bypassing any Body Armor. This used -4CS to damage rule.
Re: Power Stunts
June 07, 2017 12:09PM
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Quote
Savagex1
One my cousin used that I liked was he was playing a felinoid who created a force field with Magnetism by "charging her fur"
So, basically, force field as a power stunt of Magnetic Manipulation power?

Quote
Savagex1
One of mine, specifically using Darkforce with energy solidification. Shatter Spike, he'd throw a spike and if it caused damage would burst bypassing any Body Armor. This used -4CS to damage rule.
Burst affecting all targets in the area where it took effect? Was it edged damage because of the solidification or energy damage that bypassed the body armor?

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It does not mean a person is more knowledgeable on any given topic than anyone else.
 
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