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Posted: 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
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Posted: 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).
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Posted: 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
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Posted: 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.
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Posted: 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.
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Posted: 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<=
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Posted: 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
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Posted: 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
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Posted: 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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