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diablo_woman
Crew

Original Genius

8,800 Points
  • Invisibility 100
  • Overstocked 200
  • Hive Mind 200
PostPosted: Sun Dec 27, 2009 3:42 am


So this is where I will be posting super powers as well as unusual character characteristics. You will need to roll 1d100 to figure this stuff out. Please use the Dice Rolling thread to do so, thank you heart
PostPosted: Sun Dec 27, 2009 3:50 am


Cause of unusual characteristic. (roll 1d100)

01-20 = an unknown, random element. A complete mystery.

21-40 = Accidental encounter with "strange stuff." This can be almost anything; industrial waste, chemicals, radiation, alien substance, cosmic energy, or other weird strangeness.

41-60 = Genetic Aberration. Mutant gene structure (a million in one chance of fate) is responsible for the mutation or odd characteristic.

61-75 = Deliberate Experimentation with genetic, chemical, radiation, etc. Some kind of laboratory experiment that purposely mutates/changes the individual (chance of recreating experiment is nearly 1% most of the time it kills the subject.)

76-80 = Exposure to strange chemical combinations (deliberate/accidental) that brings on the change.

81-100 = Radiation, an unexplainable mutant transformation caused by exposure to some type/combination of radiation (usually accidental). It could trigger the mutation and may not be the cause of it (the change could have been dormant).

diablo_woman
Crew

Original Genius

8,800 Points
  • Invisibility 100
  • Overstocked 200
  • Hive Mind 200

diablo_woman
Crew

Original Genius

8,800 Points
  • Invisibility 100
  • Overstocked 200
  • Hive Mind 200
PostPosted: Sun Dec 27, 2009 4:14 am


Unusual Characteristic Chart: (1d100) **OPTIONAL**

1-30 = no unusual physical traits

31-34 = Strange Ears (see table underneath)
= 01-20 Pointy
= 21-40 Larger than normal ears by 2-3 times
= 41-60 Tinier than normal, the size of a quarter/dime
= 61-80 Alien Appearance
= 81-100 No ears at all! Just 2 small openings.

35-39 = Odd skin colour (see table underneath)
= 01-10 Yellow
= 11-20 Green
= 21-30 Red
= 31-40 Grey
= 41-50 Light Blue
= 51-60 Stark White
= 61-70 Dark Blue
= 71-80 Black (as in coal black)
= 81-90 Orange
= 91-95 Two colours (reroll the colours)
= 96-100 Metallic looking (soft/warm, but smooth and glossy like metal; gold, silver, bronze, etc.)

40-43 = Ambidextrous (+1 to parry, +5 to climb)

44-47 = Odd Hair Colour (see table underneath)
= 01-10 Green
= 11-20 Streaked with white or other colour.
= 21-30 Light Blue
= 31-40 Bright, Flame Red
= 41-50 Stark white
= 51-60 Bright yellow
= 61-70 Metallic Silver, Red, or Gold.
= 71-80 Dark Blue
= 81-90 Purple
= 91-100 Orange

48-50 = Odd Face (see table underneath)
= 01-20 Skeletal face, sunken eyes and cheeks, line lips, receding hairline
= 21-40 Angelic, beautiful face
= 41-60 Animal Features (long muzzle, canine teeth, resemble ape, lizard, canine, feline, horse, or other animal)
= 61-80 insect/aquatic feature (large, round dark eyes, large mouth, no upper lip, small/flat nose, etc.)
= 81-90 Face looks artificial/mask
= 91-100 Demonic face (small pointy teeth, fork tongue, 2 mouths, 3rd eye, odd lumps, etc.)

51-54 = Double Jointed (+2 to escape artist)

55-58 = Unusual Eyes (see table underneath)
= 01-17 Very small
= 18-34 round
= 35-55 very large
= 56-75 odd colour (red, yellow, white, etc)
= 76-89 very elliptical
= 90-100 glowing eyes

59-64 Extreme amount of body hair (see table underneath)
= 01-20 very bushy, full head of hair
= 21-40 very hairy all over the body (3x normal amount)
= 41-60 human hair over the body so thick it resembles fur (6x normal amount)
= 61-80 fur; short (1/2 inch length), covers all except hands, feet, and face
= 81-100 fure (1d4 inches long) covers palms of hands, bottom of feet, and face

65-68 = Prehensile Feet/Toes

69-72 = scaly skin (+1 natural armour)

73-76 = No body hair at all!

77-79 = small horns (1d4 inches long) protruding from forehead

80-83 = Tough, Lumpy Skin (+1 natural armour, -1 charisma)

84-86 = Sharp Teeth/Fangs (gives bestial appearance)

87-89 = Prehensile Tail (could be monkey, devil, furry, flat, feline, etc)

90-93 = Small Retractable Claws: like a cat in the fingers (1d4 damage, like unarmed)

94-97 = Stocky/Exceptionally broad: husky person about twice as broad as a normal person

98-100 = Odd Hands (see table underneath)
= 01-25 Bird like (taloned hands; deal 1d6 damage)
= 26-50 Extra Large, twice size of normal hands
= 51-75 Delicate, sensitive hands with long slender fingers
= 76-100 Large Hands, 1.5 times larger than normal humans with monstrous/ animal appearance
PostPosted: Sun Dec 27, 2009 4:22 am


Super Abilities/Special Powers: (roll 1d100)

01-15 = 1 Major super ability, 3 minor abilities

16-30 = 4 minor abilities (no major abilities)

31-45 = 1 Major super ability, 2 minor abilities

46-55 = 2 Major super ability, (no minor abilities)

56-65 = 5 minor abilities (no major abilities)

66-75 = 1 major ability, 1d4+2 minor abilities

76-80 = 1d4 major abilities, 3 minor abilities

81-90 = Continuous Mutation:
= lvl 1: 1 major ability
= lvl 2: 1 minor ability
= lvl 4: roll 1 major ability
= lvl 6, 8, 12, 14: roll for +1 minor ability

91-100 = Unstable Powers, roll 1 major ability and 2 minor abilities from the Unstable Powers table.

diablo_woman
Crew

Original Genius

8,800 Points
  • Invisibility 100
  • Overstocked 200
  • Hive Mind 200

diablo_woman
Crew

Original Genius

8,800 Points
  • Invisibility 100
  • Overstocked 200
  • Hive Mind 200
PostPosted: Sun Dec 27, 2009 4:43 am


Unstable Power Table (roll 1d100)

01-20 = Powers are affected by emotions (see table underneath)
= 01-20 Manages to maintain control
= 21-40 Powers are diminished
= 41-60 Powers are enhanced
= 61-80 Wild! (bonuses to dodging is lost, enraged)
= 81-100 All offensive super abilities are momentarily gone! (lasts for 1d4 rounds)

21-40 = Grows in power with experience and age (new power at levels 3, 6, 10, 15. Roll 1d100 = 01-70 is new Minor ability, 71-100 is new major ability)

41-60 = Trauma induced change (whenever character levels up, matures, or neary dies [HP = 0] they lose a minor ability and gain a different one)

61-80 = Body physically mutates from time to time, reroll 1/2 unusual characteristics and make appropriate changes. New minor abilities at levels 4, 8, 14.

91-100 = Dramatic physical changes when angry, extremely frustrated, frightened, afraid of dying, or actually near death.
PostPosted: Sun Dec 27, 2009 4:53 am


Minor Abilities Table: (roll d100)

01-02 = Clock Manipulation
03-04 = Supervision: Advanced Sight
05-06 = Manipulate kinetic energy
07-09 = Bend Light
10-13 = Flight (glide)
14-15 = heightened sense of taste
16-18 = energy expulsion: fire
19-21 = supervision: nightvision
22-24 = power channeling
25-27 = radar
28-31 = flight: wingless
32-34 = heightened sense of hearing
35-37 = mental stun
38-40 = nightstalking
41-43 = energy expulsion: electricity
44-47 = adhesion
48-50 = flight: winged
51-54 = healing factor
55-57 = supervision: x-ray
58-60 = alter physical body
61-64 = energy expulsion: energy
65-67 = heightened sense of smell
68-70 = extraordinary attributes (roll on sub-table)
71-73 = impervious to fire/heat
74-76 = energy expulsion: electrical field
77-78 = underwater abilities
79-81 = superhuman strength
82-84 = energy resistance
85-87 = heightened sense of touch
88-90 = supervision: ultraviolet/Infrared
91-94 = energy expulsion: light
95-96 = horror factor
97-98 = body weapons
99-100 = multiple limbs

=>Any questions can be asked and I will try and find you an answer<=

diablo_woman
Crew

Original Genius

8,800 Points
  • Invisibility 100
  • Overstocked 200
  • Hive Mind 200

diablo_woman
Crew

Original Genius

8,800 Points
  • Invisibility 100
  • Overstocked 200
  • Hive Mind 200
PostPosted: Sun Dec 27, 2009 12:00 pm


Major Abilities Table: (roll d100)

01-02 = Animal Metamorphosis
03-05 = Chameleon - or - Copy Physical Structure
06-07 = Alter Metabolism
08-09 = Spin at high velocity
10-11 = invisibility
12-13 = Energy absorption
14-15 = item reduction
16-18 = control power * (roll on sub-table or pick one)
19-20 = Shape Change
21-22 = darkness control
23-24 = Gravity manipulation
25-26 = Plant control
27-28 = Growth
29-32 = Alter Physical Structure * (roll on sub-table or pick one)
33-34 = Create Force Field
35-36 = cloaking
37-38 = multiple lives
39-40 = animal abilities
41-42 = tentacles
43-44 = sonic speed - or - slow motion control
45-46 = negate super powers
47-48 = magnetism
49-50 = Stretching
51-52 = invulnerability
53-54 = Force aura
55-56 = divine aura
57-59 = bio-ghost
60-61 = sonic flight
62-63 = teleport
64-65 = gem powers
66-67 = natural combat ability
68-69 = disruptive touch
70-71 = sonic absorption & reflection
72-73 = holographic memory projection
74-75 = mechano-link
76-77 = multiple beings/selves
78-79 = supernatural strength
80-81 = mimic - or - negative matter
82-83 = karmic power
84-85 = sonic power
86-87 = vibration
88-89 = bio-armour
90-91 = shrink
92-93 = super-energy expulsion
94-95 = intangibility
96-97 = transeral/possession
98-99 = weight manipulation
100 = Immortality
PostPosted: Sun Dec 27, 2009 12:06 pm


Alter Physical Structure Sub-Table

01-05 = alter limbs/tentacles
06-10 = intangibility
11-16 = alter physical structure: plasma
17-22 = lycanthropy
23-28 = bio-armour - or - Body Weapons (minor; pick one)
29-35 = alter physical structure: plant
36-42 = alter physical structure: ice
43-49 = alter physical structure: fire
50-56 = alter physical structure: stone
57-63 = alter physical structure: smoke or mist
64-70 = adapt to environment - or - alter body (minor; pick one)
71-77 = alter facial features and physical stature
78-84 = alter physical structure: electricity
85-90 = animal metamorphosis - or - multiple beings/selves (pick one)
91-95 = alter physical structure: liquid
96-100 = alter physical structure: metal

diablo_woman
Crew

Original Genius

8,800 Points
  • Invisibility 100
  • Overstocked 200
  • Hive Mind 200

diablo_woman
Crew

Original Genius

8,800 Points
  • Invisibility 100
  • Overstocked 200
  • Hive Mind 200
PostPosted: Sun Dec 27, 2009 12:09 pm


Powers of Control Sub-Table

01-10 = control radiation
11-20 = control static electricity
21-30 = darkness control
31-40 = Control Insects/Arachnids
41-50 = control elemental force: fire
51-60 = control elemental force: earth
61-70 = control elemental force: water
71-80 = control elemental force: air
81-87 = control kinetic energy
88-93 = control others
94-100 = plant control
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