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Posted: Mon Dec 01, 2008 4:07 pm
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Posted: Thu Dec 04, 2008 3:49 pm
Name:The Other Description: Peter loses control of his body to The Other. He becomes stronger and faster, while his eyes glow crimson, and his teeth become razor sharp. Effect: +100 to all of his stats (not mods), All other will powers energy cost is cut in half. Lasts for 10 posts or less. When returned to normal, Peter's Mhp is 0 and he is vunrable to any further attacks. He must reamain resting, or in a hospital for the next 2 days(or 40 posts) Energy:500 special: Peter feels no pain and takes no damage while in the Other form, however full damage is taken as soon as he returns to normal. When using this power Peter gains an extra attack called Bite.
Name: Bite Description: A Bite with The Other's Razor sharp teeth. Damage:10-16, 5 bleeding posts with -1 health each. Energy: n/a
Name: Stingers Description: Biologically produced poison stingers shoot from peters wrist. Effect biggrin amage 1-6, Damage from poison each turn, until you reach the hospital -20. Energy:10 each Special: The infected area turns black.
Name: Healing Hibernation Description razz eter slips into a coma and super heals. Effect:All Damage is healed, all lost appendages regrow, and any poison is dissipated. Hibernation lasts for 5 days. Energy:700 Special razz eter Cannot wake up during hibernation.
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Posted: Thu Dec 04, 2008 6:54 pm
I think that Bite should up the bleeding damage: When you cut yourself with a razor, it hardly hurts at all, but you bleed like there was no tomorrow.
I think that's about it, unless you want to tweak anything else. mrgreen
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Posted: Thu Dec 04, 2008 6:57 pm
yeah thanks! I can't wait, someone seriously needs to be tony stark. WE need funds!!!! And a cool place to hang...... <_< >_> <_<
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Posted: Sat Dec 06, 2008 8:21 pm
Power: Regeneration
Description: One of the skills that many mutants and heroes have: the ability to instantly heal themselves by sheer force of will.
Energy Cost 20 Ep to regenerate 15 Hp + wis. mod
Special: as much health as desired can be regenerated in a turn, but all actions are forfeit, and your dodge bonus is cut in half
Power:energy manipulation: light
Description: By whatever means, the user has the ability to bend light and a special 'light force' to their will. They can create light in darkness, and can compact light into any shape that meets their limits of control.
Energy Cost
Light: Ep: 1 per turn: This allows the manipulator to summon light from their Source, and manifest it however they choose.
~Special: At the cost of 500 Ep, the user can set a base-ball sized light that will burn for one thousand years in a specific ((STATIONARY)) location. (For whatever reason they may choose to do so.)
Flash bang: 10 Ep: The user can create a blast of relatively harmless light that can blur the vision of all targeted opponents in the vicinity, reducing their attack bonus by -5
Solid energy construct: blunt weapon 30 Ep + 5 per turn: This allows the user to create a rod-shaped construct of light to be used as a weapon. Because it weighs next to nothing, but is harder than steel, the construct can allow for lightning fast attacks that still pack an immense punch.
damage(regardless of type): 10 - 18 + str. mod.
~Special: + 5 to hit.
~NOTE: This classification includes flexible weapons like the nuchaku, three section staff, etc.
Solid energy construct: wall of light (50 Ep + 5 per extra person) + 7 per turn: This technique forms an impenetrable wall of light in front of the caster, or wrapping around them in a dome, to prevent all attacks ( except critical attacks, which cause the wall to dematerialize, flash banging [see technique] ) from hitting them. However, no attacks can be made through the wall form the inside, either, so its use is limited in practice.
Energy manipulation: blast of light EP: 25: By emitting a powerful blast of light in a single direction, the user can temporarily dazzle the target, or in some cases, even permanently blind them.
~Special: The target loses 1/2 of their attack bonus and 1/4 of their dodge bonus.
If a critical is rolled, the manipulator can spend 500 Ep to permanently destroy the vision of their opponent. This results in a permanent deficit of -10 to their base attack bonus, and -5 to their dodge bonus.
Solid energy construct: bladed weapon Ep: 40 + 6 per turn: This technique allows the manipulator to construct a blade of light with a cutting edge. Because it weighs next to nothing, but is harder than steel, and sharp as a razor, the construct can allow for lightning fast attacks that still make a mean slice in their opponent.
damage (regardless of type): 13-21 + str. mod
~Special +3 to hit. Every strike adds an additional +5 bleeding damage per turn. ( ON TOP of the regular bleeding, so getting hit once will inflict +10 bleeding damage until treated.)
~NOTE: This classification includes flexible weapons like whips.
Solid energy construct: prison of light Ep: 60 Ep + 7 per turn: This technique allows the manipulator to use light to trap their opponent, immobilizing them for the duration of the effect
to escape, you must roll a 1d20 vs. a DC of 17. While trapped, the victim's dodge bonus is reduced to 0
Solid energy construct: piercing weapons Ep: 50 + 7 per turn: This technique allows the manipulator to form a weapon out of light that bears a piercing point. Because it weighs next to nothing, but is harder than steel, the construct can allow for lightning fast attacks that carry a harsh bite, inflicting deep wounds that cause massive bleeding.
~Special: +4 to hit, Every strike adds an additional +10 to bleeding damage (ON TOP of normal bleeding, so getting hit once will cause +15 bleeding damage until treated.)
Power: Haze manifestation
Description: This power allows the user to form a thick mist, smoke, or smog (by definition of their other powers,) that covers a large area, suspending in the air, and slowly dissipating after five rounds.
Energy cost: EP: 10 Ep for thirty cubic yards + 10 for every additional twenty cubic yards afterward.
Special: The haze impairs the sights of opponents within the cloud, and of those that are outside, looking in. The user remains immune to the effects, their powers giving them a shared consciousness with the cloud, so that they know the positions of all of the objects in the cloud.
those inside the cloud receive - 10 to strike, and -5 to dodge.
Those outside the cloud, looking in receive -15 to strike
Power: Dematerialization
Description: This power allows the user to change their body's structure, changing it into a lighter substance by altering its molecular composition. In Tease's case, this will cause her body to partially or completely dematerialize, forming into a loosely-held mist, capable of moving without the usual restrictions that accompany moving in this dimension.
Energy cost: Ep (combat): 10 to dematerialize, 1 each turn to remain immaterial.
~Special dodge bonus gets doubled, but all damage is reduced by 75%
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Posted: Sat Dec 06, 2008 9:19 pm
crying this is going to take forever, don't worry though I'll try and get it all done real soon.
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Posted: Sat Dec 06, 2008 9:26 pm
Don't worry about it, it's going to take a while, anyway razz
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Posted: Wed Jan 14, 2009 7:56 pm
Infamous abilities:
Power: Duplication Description:Able to duplicate himself, Legion creates full shadow clones of himself. The weakness? In the Duplication ability, His strength is divided evenly amongst his clones I.E. If Legion was to create two clones, both clones will have 1/2 strength, 5 clones= 1/5 strength in each and so on.
Energy Cost: Energy cost per clone= 63.33- points per clone Maximum clones create = 15
Special: The Illusion game: He divides himself up and surrounds the opponent, creating a 'guess which one' Game. When the opponent would guess wrong, the clones each will deal one d# damage. The dice differs on number of clones; like 1d4 per clone if over 10 or 1d20 if a 50/50 shot.
{TABLE OF DICE DAMAGE FOR CLONE ATTACK} [# of clones l Damage dice--] [------1------l----1d20--------] [------2------l----2d10--------] [------3------l----3d8---------] [-----4-9-----l---4-9d3-------] [----10-15----l---10-15d2----]
Energy consumption: 10 points per attack round
Name: 'The Deal' 'Mortals', legion calls them, can make deals with him, but when they do, they must follow his instructions to the T. Otherwise, he kills the loved one of the mortal, spiraling them into a state of depression as he convinces them to join their missing one by committing suicide. His infamous 'two for one' deal.
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Posted: Wed Jan 14, 2009 8:43 pm
Kies I totally spaced everyone else here knew what the form was and I forgot to post it but it basically this,
Power: Description: Energy Cost: This would be like how much per clone, I'd say like 100 per clone so you would have 9 clones max with energy left over for more. Hmm I don't know I'm still thinking it over, it seems like you should have more than just 9. Special: optional
And fill out the ep for the other one I forgot what it was, for now it's bed time sorry ^_^
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Posted: Wed Jan 14, 2009 8:46 pm
Alright, I'll edit my post for the abilities with the form. ^_^ ::EDIT:: I EDITED IT!!!
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