Friday, May 20, 2016

Fire and Movement

Some superhuman powers are not amplification of normal human ability. Some powers are things no one else can do.

Invulnerability
Amazing (think bulletproof -mostly. The body is about the density of a brick wall.) The character ignores damage from anything less than a heavy machinegun on an Armor Check of 10 or less. Optionally they are immune to any melee attacks unless they roll a 20 for defense or their attacker has super strength or another applicable power.

Paranormal (think very bulletproof. The body is about the density of a steel wall.) The character ignores damage from anything less than a heavy machinegun on an Armor Check of 15 or less. They are immune to any normal melee attacks. They can survive being run over by a truck.

Superhuman (think very unkillable. The body is about the density of armor quality steel.) The character ignores damage from anything on an Armor Check of 15 or less. They are immune to any melee attacks unless the attacker has super strength. They can survive being run over by a tank.

Options: Instead of becoming rock or steel hard the character becomes wraithlike or vaporous solidifying parts of his body to run or strike.  A common substance will negate invulnerability.


Movement- flying, running, teleporting, swinging on a line etc.

Amazing- the character could charge/swoop  etc. within Nearby range.

Paranormal- the character could charge/swoop  etc. within Faraway range.                                                                                                                                                                                                                 Superhuman- the character could charge/swoop  etc. within Distant range.

Options: Instead of physically traveling the character can teleport (can you say 'Killroy'?). This requires a turn of concentration but you avoid running over mines or AA fire.

Destructive Blasts
Amazing- the character's power deals 1d8 damage out to Nearby range.

Paranormal- the character's power deals 1d10 damage out to Faraway range.                                                                                                                                                                                                              Superhuman- the character's power deals 1d12 damage out to Distant range.

Destructive blasts have diminishing returns. Every time the damage die comes up '1' or '2' it is decreased one die size. Conversely the character may opt to reduce it one die size to do double damage on a blast.

Options: The destructive blasts are 1d6 with no chance of diminishing. The bolts cause stun damage. They can't damage inanimate objects, passing through them harmlessly. A person taken out of action by these bolts wakes up with 1d6 HP after the fight is over. In some comics energy blasts do much more damage to inanimate objects than humans. To simulate this the referee could add +2/+4/+6 to a vehicle's armor check or ignore it entirely. My money will still be on the tank.