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Reply Superpower roleplays (cheerios18)
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cheerios18

PostPosted: Sat Nov 29, 2008 5:23 pm


Get weapons, profiles, and special moves approved here.

Weapons form

Spell/power form:
Name: (of the spell or power)
PostPosted: Sat Nov 29, 2008 8:26 pm


K I fixed and highlighted in red what was wrong other than that, you are free to cause havoc!

cheerios18


PonPon-kun

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PostPosted: Sat Nov 29, 2008 9:32 pm


.:. SPELLS .:.



Name: Telekenesis
Effect: Throwing or pushing objects to damage enemy's. ( Can be used in leasure, then no EC )
Damage:
Small: 2-4 x half wisdom mod = -25 (ep)
Medium: 8-11 x half wisdom mod = -60 (ep)
Large: 14-17 x half wisdom mod = -85 (ep)

EX)
Joe attacks Bob with a medium object. (random number action) = 7
9 * 6 = 54
54 dmg is caused to Bob
Joe has 60 less (ep) than he had before


Name: Protect
Effect: Protects the target of the spell with a magical shield.
Damage: -2 damage taken x half your wisdom mod
Energy Cost: 17 (ep) + 3 (ep) per turn

EX)
Bob attacks Joe for 22dmg.
Joe uses PROTECT -2 * 6= -12
Joe negates 12 damage from Bob's attack. Taking 10 dmg.
Joe takes 20 away from his (ep)




Name: Flare
Effect: Causes an explosion of something on or near the target.
Damage: 10 x half wisdom mod
Energy Cost: -82 (ep)

EX)
Joe uses Flare on Bob's necklace.
12 * 6 = 72
Bob suffers 72 dmg from Joe's Flare spell.
Joe depleats in 82 energy



Name: Levitation
Effect: The mage lifts the target in to the air as far as they feel fit.
Damage:
Fair Object: 10 - 12 x half wisdom mod = -63 (ep) + 3 (ep) per extra turn
Large Object: 16 - 20 x half wisdom mod = -117 (ep) + 5 per extra turn

EX)
Joe lifts Bob 1027430570 feet into the air for 3 turns.
11 x 6 = 66 dmg as Bob hits the ground or w/e
117(ep) + 9 (ep) = 126 (ep)
Joe looses 126 (ep) by attacking Bob
PostPosted: Sat Nov 29, 2008 10:20 pm


K first two are good, just format it a little better like.... hmm Know that I think about it it's a little god modish, You have to have the energy cost higher, it does too much damage.

Name: telekinesis
Description: Throwing blah blah balh
Damage:
small 2-4 x half wisdom mod -25 Eng.
med. 8-11 x half wisdom mod -60 Eng.
Large. 14-17 times 1/2 wisdom mod -85 Eng.

cheerios18


PonPon-kun

Gracious Gaian

6,850 Points
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PostPosted: Sat Nov 29, 2008 10:30 pm


cheerios18
K first two are good, just format it a little better like.... hmm Know that I think about it it's a little god modish, You have to have the energy cost higher, it does too much damage.

Name: telekinesis
Description: Throwing blah blah balh
Damage:
small 2-4 x half wisdom mod -25 Eng.
med. 8-11 x half wisdom mod -60 Eng.
Large. 14-17 times 1/2 wisdom mod -85 Eng.


Ok sweatdrop Sorry Cheer, I didnt mean to. I'll make them better >.<

EDIT
Ok, i made changes. sweatdrop tell me if theyre not ok.
PostPosted: Sun Nov 30, 2008 11:09 am


No probby buddy ^_^, they all look good feel free to put them on your profile

cheerios18



Emily Marneth

Captain

PostPosted: Mon Dec 01, 2008 12:39 am


((Maybe a master list is in order?))

Power: intra-dimensional teleport (BAMF) or for the oldies, (BAMPF)

Description: Whether by mutation, inate talent, or technology, the user has the ability to move through space in an almost instantaneous fashion. There are literally hundreds of ways this can be done: Some are as simple as ceasing to interact with the physicalities of your current dimension and staying still as the universe moves around you, interacting with it again when you reach the desired location, while others require the user to open a rift to an alternate dimension, traveling through it and reemerging at your desired location in this dimension. Not to be confused with trans-dimensional teleportation, which allows one to travel to a point in another dimension.

Energy cost (leisure teleporting): 1 EP +2 for every additional person, or for every additional 200 pounds. allows the user to BAMF to another location.
special: Ummmm... You get to BAMF?

Energy cost (evasive BAMF'ing.): 3 EP. Allows you to add an additional half of your wisdom modifier to your dodge bonus, not to mention the fun sounds. smile
special: DB + 1/2 wis. mod.

Energy cost (combat BAMF'ing): 10 EP. Allows the user to initiate an attack either before or in between the two BAMF's and finish it afterwards, the resulting change in position and relative velocity confuses the opponent and allows for a harder hit.
special:
add half of your dex. mod to your attack bonus,
add half of your wis. mod to your damage roll
can be followed by an evasive BAMF immediately at the total cost of 20 EP.

super special: With a critical on a combat BAMF, and at the cost of 500 EP, the BAMF'er can grab an opponent's bodypart and BAMF with just it. This multiplies your damage by 4 and can be used on any non-vital extremity. If the roll would normally kill the opponent, then any body part can be chosen.
(The high cost is due both to the severity of the attack, its permanence, the high concentration required, and the big baddie: the bleeding. The bleeding is -50 HP per post until treated)

Energy cost (compound BAMF): 15 EP. allows the BAMF'er to grab their enemy and BAMF with them, using the additional speed or height to attack after they teleport. (can also be used to propel someone else to attack another)

damage: add an additional 20 + wis. mod to your damage roll, (or to your partner's damage)
PostPosted: Mon Dec 01, 2008 2:09 am




Power: Pheromones

Description: Pheromones are chemicals naturally released by most organisms that influence behaviour. There are pheromones that make ants walk in a straight line, bees to swarm, rabbits to nurse, and most animals to mate. The user has the ability to control these pheromones more than most, and can use them to influence those around them.

Energy cost: 5 EP per dose for a general effect, such as tension, nervousness, etc.

10 EP per dose for a targeted effect, such as anger, jealousy/possessiveness, relaxation or excitement

40 EP per dose for a specific effect, such as slight sexual arousal, rage, fear, or recklessness

80 EP per dose for a POWERFUL specific effect, such as intense sexual arousal, berserk rage, petrifying terror, or protective instinct.

160 EP per dose for an overwhelming effect, such as suicidal fury, devotion, or severe recklessness

Resisting: To resist a pheromone, the victim must roll a 1d20 + wis. mod vs. the producer's 1d20 + cha. mod. Success means that the user is not affected by that dose. Failure means that they must follow the instructions listed.

Doses: One dose is sufficient to intoxicate ONE person. The producer is immune to their own pheromones, and can target anyone in their area specifically with the dose. (there are no partial dosings.)

each dose lasts for a total of five rounds, starting when the victim fails their will roll or not at all.


Special: allows the user to influence the behaviour of those around them.

general effects:

nervousness causes any mental damage to the victim to be + 10
tension causes the victim's muscles to tighten, either causing minus OR plus 1 to their DB, according to the producer's wishes

targeted effects:

anger forces the victim to roll 1d20 against a DC of 5 each turn to prevent themselves from attacking something near them, ignorant of their surroundings and gaining a +5 to their damage, this CAN be used in battle to provide the bonus, but once the battle is started, the victim must roll a 1d20 against a DC of seventeen to stop pummeling the target until the pheromones wear off
jealousy/possessiveness forces the victim to become protective of the producer, rolling a 1d20 against a DC of 5 per turn to prevent themselves from taking action to make sure they are safe and theirs alone. (including punching their best friend in the face, if they have to.)
relaxation forces the victim to roll a 1d20 against a DC of 5 per turn to keep from sitting down and resting until the pheromone wears off. there is a bonus +5 to all stats regained as you rest while affected by this pheromone. To get up and do something, it takes a 1d20 versus a DC of 10 to get up. If you move while affected, you receive a -4 to all checks and damage rolls.
excitement forces the victim to roll a 1d20 versus a DC of 5 each turn to keep from doing something. While affected, the victim cannot rest or sleep.

specific effects:

slight sexual arousal forces the victim to begin thinking with other parts of their anatomy, cutting their attack bonuses and damage by one quarter to the producer, furthermore, they must roll a 1d20 versus a DC of 7 to prevent themselves from submitting to a command of the producer. (unless it is STRONGLY against their moral code, restricted to killing an innocent person for a superhero, killing a person to a Jainist, etc.) in which case it is vs a DC of 3
rage forces the victim to roll a 1d20 against a DC of 10 to refrain from striking something (or someone) near them. They gain an addition + 15 to their damages, and must roll a 1d20 vs. a DC of 18 to stop hitting something until the pheromones wear off.
fear The victim suffers a -7 to all checks, and must roll a 1d20 vs a DC of 5 to continue fighting. Failing the check results in the terrified flight of the victim, and it requires a roll of 18 or higher on a 1d20 to gather yourself and stand to fight again.
recklessness Results in the wild abandon of the victim. They suffer a -10 to their dodge bonus, but a + 25 to all of their damage.

POWERFUL specific effects:

intense sexual arousal (can result in physical arousal on a critical roll for the producer, if they will it) compels the victim to give in to their sexual instincts, willing to please the producer in any way to feed their instinctual hopes for compensation. The victim suffers a cut of 1/2 off of their attack bonus and their damage versus the producer, and must roll 1 1d20 versus a DC of 10 to resist following the command of the producer.
berserk rage forces the victim to let go of all restraint and floods their system with adrenaline. The victim must roll a 1d20 versus a DC of 15 to refrain from striking with wild abandon at anything and everything near them, the victim gains a bonus +20 damage to all their strikes, and must beat a DC of 18 to stop pummeling something
petrifying terror Forces the victim to dismiss their fight or flight response, paralyzing them in the face of the producer. The victim loses their entire DB, and are unable to attack while affected. The victim must roll a 1d20 vs a DC of 15 to break free once captured, (the DC is 10 if they are following a strike from an opponent)
protective instinct Forces the victim to protect the producer. In order to prevent themselves from stepping in and preventing harm of the producer, they must roll a 1d20 and beat 10. (note: the victim will do anything necessary to prevent harm of the producer if affected, although self-preservation is still functioning.)

overwhelming effects:

suicidal fury forces the victim to roll a 1d20 vs a DC of 17 to refrain form destroying everything near them. The victim gains a bonus of +40 to all their strikes, and must beat a DC of 19 to stop pummeling something until the pheromones wear off.
devotion causes the victim to become obsessed with the producer, willing to do just about anything to please them. The victim suffers a 75% cut in their attack bonuses and their damages to the producer, and must roll a 1d20 vs a DC of 15 to resist following the orders of the producer.
severe recklessness The victim throws all caution and self-preservation to the wind. They put every ounce of strength they have behind everything they do. The victim gains a bonus of +100 to all damage, and gain a +5 to their attack bonuses, but are unable to dodge any attacks whatsoever ( 0 DB). While under the effects of this potent pheromone, the victim will continue to function until their body becomes completely useless (-20 HP)


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Mon Dec 01, 2008 2:21 am


Here ya go. A short one XD

Mutation: prehensile tail
Special: Is usable as an additional grasper, but also as an additional attack. It can strike once a turn independently, causing 1 - 4 + str. mod damage, or weapon damage.

(allows for a free attack each round)
PostPosted: Mon Dec 01, 2008 3:12 pm


K first off surprised The hilarious "Bamf" Your pretty good at this, so thank you only two things.

-On combat bamf and switch adding half your wisdom to your damage, and half your dex to you attack bonus.

-And Super special critical hit bamf-ing, switch the "tourniquet never have the limb reattached" rule with Cauterize, change the 5 to a ten and go from there. so 10, 20, 40 for cauterize which is also -20 hp the first post. And than the tourniquet has a 5, 10, 15, 20. And doesn't go higher than 20 until you get it fixed. God I need to organize that better, sorry if it's not understandable. I'll post in the hospital.

it wouldn't really be fair if they could never get their body parts back, although auto mail would be interesting..... you know what nvm. But I do want to add in something where you could get a mad scientist to grow back an arm. in like 100 posts or something.

Other than that love the super bamf thing!

cheerios18



Emily Marneth

Captain

PostPosted: Mon Dec 01, 2008 3:20 pm


OK. swapped the mods and I actually completely removed the medical bit on the super critical, I figured we're superheroes, right? We'll use what resources we have, and those tend to be at the hospital XD
PostPosted: Mon Dec 01, 2008 3:40 pm


The relaxation is a bit confusing. Might want to rephrase it.

for specific recklessness +40 a little too high so change that to 25.

Also put the doses, resisting, and the five round things at the top. Bolding the 5 round thing would be smart too. I was so confused tell I got to that part.


Don't forget to remind people you are fighting to go check that out so they know what to do ^_^ super job!

and the tail is good too smile

cheerios18



Emily Marneth

Captain

PostPosted: Mon Dec 01, 2008 3:53 pm


I changed relaxation, in order to better mirror the system and get rid of the changing modifier, which is now a -4, instead of a calculated difference.

Moved and modified the format of the resists and duration explanations,

and nerfed specific recklessness
PostPosted: Mon Dec 01, 2008 4:04 pm


oh don't worry you can put it in your profile ^_^

cheerios18

Reply
Superpower roleplays (cheerios18)

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