A twist on the Force Field generation powers, this power allows the rapid creation of a large number of force shields, but these shields are considered ablative. In other words, they can absorb any single attack, but will immediately crumble.
The shields themselves are automatically destroyed after sustaining any damage (Short bursts count as one damage infliction, long bursts count as two, and full bursts count as five). Of course, some attacks can just go through the shields anyway. If the attack does more then 100 damage (Increase this to 200 at level six, and 350 at level ten,) then the attack just goes through the shield and strikes whatever is behind it (Deduct the shield resistance from any damage done.)
Accelerated Thought Processes
The augment possessing this ability will see the world much like a fly, with everyone almost moving in slow motion. These advanced thought processes grant the character the following bonuses/advantages:
+1 to IQ
+1 melee attack, +1 at levels 6 and 10
+3 to Strike, Parry, and Dodge
+4 to Initiative
Automatic Dodge possible at half bonuses
+15% on all skills
Can perform skills at double speed at no penalty (Ex: While it would take a normal computer programmer all day [16 hours] to write a particular program, one with this power could write a similar one in half the time. GM's use your discretion with Skill-related advantages like this)
+6 vs. Horror Factor (Relatively more time to recover)
Due to the accelerated thought processes this character possesses, everyone else ALWAYS seems to be moving in slow motion. This can be very annoying, requiring a lot of patience at times. The character must roll below their IQ on a twenty sided-dice to speak at a normal pace. If they talk like this, people listening must make a similar IQ check to be able to understand.
The character must also triple their sugar intake (More specifically, their glucose intake) and double their fluid intake to maintain the advanced faculties, due to the advanced and unorthodox needs of the character's rewired neural systems.
Acid Armour
This power allows the augment to secrete a very potent acidic compound from their pores, solidifying into a jelly-like armour around the body. Activating this power costs two melee actions, and dispelling takes one melee action. If the armour is destroyed, the character must wait half an hour before summoning another batch.
The gelatinous coating has an AR of 12 and an SDC of 75 + 5 per level. It also takes half damage from fire, cold, and electricity. Contact with the armour does 2D6 damage, regardless of AR.
Acidic Bodily Fluids (Inspired by Fox)
Like the Xenomorphs of Alien fame, this augment possesses bodily fluids with an acidic strength surpassing almost anything else. This applies to ALL bodily fluids, including but not limited to (at the risk of being graphic), blood, spit, urine, puss, stomach acid, tears, semen, and so on. Sweat, thankfully, is not acidic enough to damage clothing (If that's what you want though, see above.)
Any of the above mentioned body fluids will do 3D6 damage for 1D4 melees when coming into contact with anything. AR is ineffective against this damage. Concentrating VERY hard, using all but one attack per melee and halving any combat bonuses can nullify these effects.
Also, as an added bonus, the fluids are also designed as a "deadman" attack. If heart rate AND brain activity flatline [effectively meaning death], the acidic fluids instantly combust and explode, showering the immediate area with a burst of acid. This does 3D4X10 damage to everything within 10 feet and 1D6 to everything 20 feet beyond that. Said damage is inflicted every melee for 1D6 melees.
Afterburner (Inspired by Accolade)
This power is effectively similar to an EE power except that potency and knockback are greatly multiplied, with the sole focal points being the back and the soles of the feet. In effect, the mutagenic equivalent of a rocket booster.
Note that when in use, Afterburner gives the augment the power to hover a few inches over the ground, allowing full advantage of the power, although the option of running with this power is open (though dangerous.)
Full Effects:
Max Speed: 480 km/h (300 mph) + 32 km/h (20 mph) per level. This is added onto flight speeds, if a flight power is possessed.
The speed can be added on to running speeds, but the character must take care not to trip and fall (which will be quite difficult,) subject to steep penalties (and damage if fallen while the afterburn is active) as decided by the GM.
The exact type of Afterburner energy is left for the player to decide, but it always leaves a trail of fire, energy, electricity etc. that lasts for one melee round. The trail is about 3 meters (10') high and 1.8 meters (6') wide. Touching this trail does 8D6 damage for every three seconds of exposure. Note that the character does not take damage from his own Afterburner trail.
The power can be used a number of times equal to the HtH attacks of the character. Each use can be used to add or subtract a quarter of the maximum Afterburner speed to the current speed. Note that this means it will require eight attacks per melee to accelerate to full speed, and then turn around and slow to a halt in one melee round.
Bonuses:
+1D4X10 SDC
+1D4 PP
Ambient Energy Blast (Inspired by Game Freak)
This is effectively the EE: Energy power, but with additional pros and cons. Pro, the blast is significantly more powerful and has a greater range. Con, the augment cannot generate the energy necessary to power it alone, requiring an outside source of energy. Roll for or select one of the following energy sources:
01 - 33 Solar Powered: Absorbtion of solar radiation and transmogrifies into destructive energy to use with this power. Absorbing a charge of energy takes 2 melees rounds (30 seconds), and the character can retain a number of charges of energy equal to ¼ PE, rounded down. Obviously, recharging at night is out of the question. 34 - 67 Ambient Radiation: Ambient radiation powers the attack. Absorbing a full charge takes 3 melee rounds (45 seconds), and the character can retain a maximum of charges of energy equal to ¼ PE, rounded down. Note this time will be reduced dramatically in high-radiation areas (although this is highly dangerous.) 68 - 00 PPE Absorption: The augment absorbs Potential Psychic Energy to power this ability. A base PPE of 1D4X10+10 +5 per level of experience is possessed, and can absorb it or steal it exactly the way a Mystical Study character can. Each energy blast takes up 20 PPE.
Regardless of the power source, all energy blasts have the following attributes:
Range: 360 meters (1200 feet) Damage: 1D4X10 per two levels of experience Special: Damage Reduction/Attack Division is impossible with this power, but the blast will inflict half damage on those that would normally be impervious to such damage. Duration: About three seconds (one melee action.) Attacks per Melee: Each energy blast count as one melee action. Bonuses: Cannot be fired Wild, +3 to strike Aimed
Animal Control
This power works the same way as the animal control power described in the Animal Abilities power description in HU2Ed. Select two of the following:
Avian: Can control 3D6 Birds, +1D4 per level
Ursine: Can control 2D4 Bears or Dogs, +1 per two levels
Canine: Can control 2D4 Dogs, +1D4 per level
Equine: Can control 2D6+1 Hooved Animals, +1 per two levels
Small Feline: Can control 2D6 Small Cats, +2 per level
Large Feline: Can control 2D4 Cats of any size, +1 per level
Mustelid: Can control 2D4 Mustelids, +1 per level
Nocturnal: Can control 2D4 Nocturnal Animals, +1 per level
Piscine: Can control 4D6 Fish, +1D6 per leve
Reptilian: Can control 3D6 Reptiles, +1D6 per level
Body Armour
This power can manifest itself in a number of ways: Crab-like armour, thick skin, a rhinocerous-like hide, chitinous plating, metallic skin, or even ancient/modern armour-like plating all over the body. Whatever the appearance (up to the GM and/or player,) the effects are the same:
Bonuses/Disadvantages:
AR 9, +2 at every third level
+100 SDC, +10 per level
-2 PB
+25% Weight
The armour will molt like snake skin when necessary. It can be removed only by extensive surgery, but soon grows back anyway.
Beacon Teleportation
Similar to the Teleport power, but with one major limitation: The power requires a beacon of sorts to home in on.
The beacon itself is generated by the character, and can have any appearance (Little statuette of the character, tiny buoy, etc.), but is usually only the size of an action figure or ketchup bottle. Only one can be generated at a time, and it disappears if it is moved further then 8 Km (5 Miles) from the augment. As long as minor concentration (counts as one melee action each round) is maintained, the beacon will continue to exist. As soon as the character ceases to concentrate, the beacon disappears, and the augment stands where it was a moment ago. Teleportation with this power is always successful, but the augment may not have any solid way of knowing what the destination is.
NB: If the beacon is destroyed, the character must create a new one if he/she wishes to teleport somewhere.
Cloaking/Camouflage Field (Inspired by Fox)
This power projects a limited visual blurring field around the augment, refracting light in a wide arc, muffling sound and confusing pheromone particles. In concert, these effects all but remove the user from detection. When active and completely still, the system is 90% effective (the augment is unseen.) A visible blur develops when running, but still cannot be shot at straight. At full speed, the undetectable factor drops to 25%. When prowling at half speed or less, use the Prowl skill +25%. If seen, but still cloaked, the augment is -3 to be hit. This field is extended to anything being carried, and also to another individual if they stay close.
Limitations:
The augment will be visible to radar and motion detector systems, although the reading will be fuzzy.
Concentration is necessary to keep this power up; It costs two melee actions to activate it and two per melee to keep it going.
Passive thermo-imaging and other such systems will reveal the character.
Consume (Inspired by Blizzard Software)
A somewhat gruesome power, this is the ability to cannibalize and consume just about ANYTHING in order to strengthen oneself. This power can be used on anything, but is particularly effective when consuming things genetically linked to yourself (that is to say, one's own species, or the nearest relatives.)
Consuming something will give one a certain amount of CP (Consumption Points). These can be used to augment PPE, ISP, HP/SDC, or Chi. One CP will buy one point of any of the preceding (except Chi, which is bought on a 3:1 basis.) The augment can only use a total of 25 CP per level of experience (Points used to heal injury by taking in SDC/HP to heal injuries do not count towards this). Note that this augmentation CAN take SDC, Chi, ISP, and PPE beyond their normal limits.
Effects of Consumption:
Inanimate Material - 1D4 CP per 2 Kg (Approx. 5 lbs)
Dead Organic Material - 2D6 CP per 2 Kg
Live Organic Material - 3D6 CP per 2 Kg
Own Species (Check your aligment before trying this) - 5D6 CP per 2 Kg
Damaging Field
Often lumped in with more defensive force field powers, this differs in one important respect: It provides absolutely no protection at all. Instead, it causes a high degree of damage to anything that touches it.
It costs one melee attack to activate this field, which appears as a semi-spherical semi-translucent energy field which covers the front quadrant of the augment. The field can be maintained for a number of melee actions equal to ½ the characters level, rounded up. The field does 4D6 damage to anything that touches it, which increases to 5D6 at level three and 1D4X10 at level eight. Add +1 to damage for every 8 km/h (5 mph), or fraction thereof, the character is moving (remember that a Spd of 10 equals 11 km/h or 7 mph.)
Death Blow Attack
This is the ability to supercharge the accuracy and damage of an attack, transforming into a probable Death Blow. This counts as one melee action to initiate before being used, and can be used on any super power or attack (Armed or otherwise). If the augment connects with this attack, and rolled a 14 - 20 to strike, the attack does double damage direct to HP. Against inanimate objects, it simply does triple damage. Bonuses:
+1 ME
+1 PP
Defensive Matrix (Inspired by Blizzard Software)
The augment possesses the ability to generate a curious field of energy around themselves or another human-ized object. Only one field can be maintained at a time, increased to two at level 4, three at level 8, and four at level 12.
This field appears a criss-crossing field of blue energy bolts, forming a sort of sphere around the target. This field lasts for one melee per level of experience, and during that time will unfailingly absorb any attack, negating all but 1D4 damage. If the total damage done at any time exceeds 40 points per level of the character, the field will dissipate, but the character cannot create a new one until a melee later.
Dense Body Construction
An extraordinarily dense physical body, not altering outward appearance in any significant way but tripling normal mass. The bones and muscles of the augment have become far denser and proportionately more powerful.
Bonuses/Effects:
+75 SDC
+10 PS (Superhuman)
Natural AR of 13
Decompression sickness (IE: The Bends,) zero gravity and other such phenomena have no effect on this character
-1D6 Spd
Triple Body Mass (mentioned above)
Extraordinary Toughness
The augment simply has the ability to absorb huge amounts of damage, resist great amounts of pain, and generally be somewhat difficult to kill. This power is similar to Ex. PE, but the emphasis is on straight damage absorption, and not actual endurance.
Bonuses:
+1D4X100 SDC
AR 6, +1 at levels 5, 10, 15 (alternately, +1 to a higher AR)
+2 to save vs. Pain
Impervious To Electrical Force
The character is impossibly resistant to electrical damage. Any attacks or hazards of an electrical nature, including magical lightning and such, do no damage.
Lesser Force Aura
A less powerful, but still potent, version of the Force Aura power. In this case, the energy field surrounding the character when active is skintight, meaning it is less powerful, but has a small advantage in that it makes it easier to use hand-held weapons.
Bonuses when the aura in is place:
+3 to Roll with Impact
+8 to PS (Extraordinary)
+2 to PE
AR of 11
+120 SDC, +10 SDC per level
Horror Factor of 8 when aura is active
Limitations: When this power is active, the augment cannot touch things with his/her bare hands, as the aura acts as a barrier. Weapons can be used. Unlike Force Aura, multiple people cannot be protected with this power.
Lizard Limbs
Unnerving as this power is, it's certainly quite useful for a quick escape, not to mention a good party trick. With a minor exertion of will and life force (one melee action and 1D4 HP,) the character can TOTALLY separate a digit, or entire limb, from the body. The leg/arm/hand/foot/etc. will simply cease to be attached to the body, with no blood loss and minimal pain. Once the organ is detached, it will regrow within 24 hours, and the HP will recover as normal. If the original piece can be reattached (simply done by sticking it back on,) it will still be functional and the HP will be recovered.
Note that just about your entire body, save the torso and head, can be detached,but loss of all your limbs can be problematic. Also beware of playing this trick on the wrong people ("Here, let's shake on it..." POP!)
Multiple Limbs (Expanded)
This is really just an addition to the existing power, giving some statistics for other kinds of Limbs that could exist. Note that when I say PS damage, I also mean potential Superhuman/Supernatural PS damage.
Also, I would lift the flat restriction on taking this power twice, and replace it with Common Sense(tm). I agree that the torso probably couldn't support two extra pairs of arms, but maybe a pair of arms and a pair of tentacles, as well as two extra legs.
Bonuses from a pair of scorpion/crab/lobster-style claws: One additional attack per melee, +5 SDC, +3 to parry, entangle/pin, +5% to climb, an attack with one of these limbs does 2D6 + PS damage, and a crush from a claw does 3D6 + PS damage per melee. Note that fine work with these limbs is impossible.
Bonuses from a pair of tentacles (Expanded): One additional attack per melee, +2 to Parry, +1 to entangle/pin, and +10% to climb.
Bonuses from a pair of bladed limbs/articulated spines: Two additional attacks per melee, +2 to strike and parry, limb/spine does 2D6+3 + PS damage.
Bonuses from a pair of variable limbs: These highly useful limbs can be used as either legs or arms, although are not as useful as full legs or arms. Used as arms, they provide an additional attack per melee, paired weapons, and +5% to climb. As legs, they provide +4D6 Spd, the ability to leap 10 feet lengthwise, +2 to dodge, a two-legged kick that can do 2D6 damage, and +15% to maintain balance. Add 10 SDC in either case.
Bonuses from a pair of finned limbs: These limbs are fairly useless above water, providing only an additional melee attack and no ability to manipulate things, but underwater are incredibly useful. Underwater, add 1D4X10 to swimming speed, a second additional melee attack, +2 to parry and dodge, and the ability to swim at a 60% proficiency (or +10% to a higher one.)
Bonuses from a pair of overmuscled arms: These arms have little dexterity compared to the rest of the body, but are far more powerful from a physical standpoint. For these two Popeye-esque limbs, subtract 1D6 PP and half any combat bonuses in application to these limbs, but add 2D6 PS with their strength is considered to be one level over what it would normally be (Extraordinary becomes Superhuman, etc.). Also, +15 SDC and attacks with the overmuscled arms are +1D6 to Damage. Note that these limbs are somewhat deformed looking, with large muscles sticking out at odd angles and a generally misshapen look.
Suggestion: At the GM's option, this power could be used as a mutation/feature for Aliens and Mutants. However, these limb types will replace the normal arms, which could cause some problems. Remember to adjust any bonuses accordingly if this option is used [I suggest you subtract the bonuses of "Extra Pair of Arms" from the ones listed here, and add the result to the character, counting any Penalties that may arise].
Radial Energy Discharge
Another variation on the ever-popular Energy Expulsion powers. This attack sends an omni-directional pulse of energy out from the augment, striking anything within a certain radius. To determine the type of energy, roll for/select an EE power and use that type.
The discharge lasts only an instant and has a range of 3 meters (10'). It can be used twice a melee, and does 4D6 damage + 1D6 per level.
Supernova (Inspired by Accolade)
This is a kamikaze power, best used by NPCs or characters who also have the Multiple Lives power. It is quite simply the power to blow oneself up and take out most of what might be surrounding you. The power takes one melee round to activate, and does the following amount of damage. When the Supernova is completed, then roll on the survival table.
Damage Done:
25,000 damage to a 30 meter (100') radius from the centre of the explosion.
10,000 damage to everything 30 meters (100') beyond that.
2000 damage to everything 30 meters (100') beyond that.
1000 damage to everything 60 meters (200') beyond that.
250 damage to everything 75 meters (250') beyond that.
Total Blast Radius: 225 meters (750')
Survival Table: [Roll for a Random Insanity each time this power is survived]
01 - 10: Character survives, no permanent damage. Powers cannot be used for 1D4 weeks. 11 - 92: Character is atomized. 93 - 99: Character loses all Super Powers, but survives. 100: The character survives, but the power mutates into a different (randomly chosen) minor power.