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Powers Guide

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Powers Guide Empty Powers Guide

Post  Admin Tue Aug 07, 2012 11:09 pm

[size=150]Powers:[/size] These are the abilities that make a hero a super hero. Each power is unique and contributes precisely to the types of abilities your character has. They work best if complimented by certain talents.

Sample powers include:
Super Strength, Hyper-Intelligence, and even Hyper-Speed.

The number of powers a hero can learn is limited by a few things.
[size=150]1.)[/size] Origin affects the maximum number of powers you can learn initially.
[size=150]2.)[/size] Intuition affects how many Powers your character can have right now, in addition to your Origin.
[size=150]3.)[/size] The number of possible Powers increases as your Intuition increases by multiples of 10 points.

Ex.
Intuition = 10, therefore 1 power is allowed
Intuition = 20 therefore 2 Powers are allowed
Intuition = 40 therefore 4 Powers are allowed

However, due to a character's origin, they can only end up achieving a certain maximum amount of powers (see Origins thread for details.)
Note*
A character can use their Karma points to purchase an extra power slot or a power for a certain price (see Basic Stats thread under Karma section.)

[size=150]Ranking[/size]
Ranking is the level system of aptitude you have achieved in a specific Power, earned from "experience" (purchasing ranks via karma, which is earned throughout the RP). This way, even if two interacting characters have the same Power, the character with the higher rank will be more versed in its use and thus be able to use it more effectively.

The number of ranks you have initially to divide up amongst your Powers is determined by taking your Intuition stat and dividing it by two.

Intuition/2 = # of possible ranks

You can then divide this number among your powers.
(Note: if you divide a number by 2 and get a result like 7.5 where there's half of a rank involved, just round up to 8 ranks).
Additional ranks can be purchased using karma points.

For list of usable powers see the various groups of powers under the Powers section.

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Powers Guide Empty Misc. Powers

Post  Admin Tue Aug 07, 2012 11:10 pm

Miscellaneous Powers:

These powers do not really have a specific classification.
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Raise Lowest Ability: This is a catch-up power for those truly plagued by horrible abilities. A hero with this power must choose one of their basic stats (Fighting, Agility, Strength, etc…) and for every rank in this power, the hero gains a +3 bonus to that ability.

Phasing: The hero has the power to reduce his own density and pass through solid objects. (For example, Shadowcat from the X-men.) However, there is a catch, the hero must remember to revert back to solid form in a certain amount of time or their power makes it impossible for them to revert. The amount of time the hero can spend phasing is equal to the number of ranks in this power. (For every rank, the hero can spend 1 full turn phasing and then must revert back.) Energy cost for phasing is 10 energy points per use.

Invisibility: With this Power a hero can render himself undetectable by normal, consciously willed sight. This is the form possessed by Sue Richards. The hero's body is totally transparent to the visible light spectrum. He cannot be mechanically detected or recorded (i.e. by photography or television) and is immune to attacks using visible light (lasers, mostly). The invisibility range can be extended to cover other sections of the energy spectrum (infrared and ultraviolet light, radiowaves, hard radiation); this also bestows immunity to attacks using these forms. At these levels the hero can also extend the area
of invisibility beyond his body. This permits the hero to protect others and, more importantly, to wear clothing. (H.G. Wells' Invisible Man was unable to even conceal undigested food within his body.) Energy cost for this power is 5 energy points per turn.


Photographic Reflexes: The hero can observe the actions of others and duplicate them instantly. These reflexes are not permanent, but they do allow a hero to observe another individual and temporarily learn their talents. This affect lasts a number of turns equal to 10 X the number of ranks in this power. (For Example, Echo has this power and observes a martial artist and instantly learns their martial arts talents. Echo has 3 ranks in this power so she will be able to use these talents for 30 turns. No energy cost required.

Power Augmentation: With this power, a hero could significantly increase the effectiveness of another power. For every 1 rank in this power, a hero can choose either one of their own powers or an ally's power and give the selected a +3 rank bonus. For example, if Sage from X-men who has 12 ranks in Power Augmentation, uses this power to enhance an ally with 3 ranks in Super Strength, the resulting bonus put into this power would be equal to +36 ranks. This stacks onto the existing ranks for that selected power.
Only 1 power may be selected per turn at the cost of 10 energy points. However, multiple powers may be selected over a certain duration of time, each costing 10 energy points. The number of turns that this empowerment lasts is equal to the number of ranks in this power. For example, going back to Sage who has 12 ranks in Power Augmentation, she empowers her teammate with Super Strength for 12 turns.

Power Theft: The hero has the power to steal other characters powers. The nature of this power requires physical contact with the hero's skin and the target's skin. The hero can steal a number of powers that is equal to the number of ranks in this power. (1 rank = can steal 1 power.) In addition, the hero deals rank damage upon physical contact as well. In order to steal a power, the rank of this power must be greater than or equal to the power attempting to be stolen. When a power is stolen, the number of ranks in power theft replaces the number ranks of the power that was stolen. Each power that is stolen lasts for 10 turns only. No karma penalties are suffered when stealing other people's powers via this power.
In addition, this power can be used to recover memories from the target (this requires the power rank of the hero's power to be greater than the psyche of the individual whose memories they are trying to steal.) If the target suffers from any trauma, the hero immediately begins to suffer that trauma. Energy cost for this power is 10 energy points per use and then whatever energy costs are for the power that was stolen.

4th Wall Awareness: No ranks for this ability, but the character is aware of himself being in a fictional universe or in this case aware that he is in a forum.

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Powers Guide Empty Light and Magnitism

Post  Admin Tue Aug 07, 2012 11:10 pm

Light and Magnetism Powers: These are powers that are based around the manipulation and generation of photons and electrons
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Magnetic Manipulation: The hero can control magnetic force. He can increase or decrease magnetism's Intensity by his Power rank number. He can use existing magnetism, whether
natural or Power-based, to perform any desired task. The hero can alter the polarity of a
magnetic field (but not a neutron flow!). He can shape the field into forms to produce any effect. These can be developed as Power Stunts. The Power can be used to control simple machinery. The simplest form is merely rendering the machine inoperable by altering the magnetism of the components. A more refined use of the Power enables the hero to actually control a machine. Energy cost 10 energy points per use.

Light Manipulation: The hero can manipulate existing light. This can be visible, infrared, or ultraviolet light. The hero can alter the intensity, frequency (color, in other words), and coherence of light. In addition, The hero can actually change the direction of light and form crude holograms at rank 10. This power grants a +4 to endurance when resisting light empowered attacks (think what Dr. Light did against Wondergirl and Superboy.) Energy cost is 10 points per use.

Light Generation: The hero can produce light in concussive blasts. These blasts deal rank damage. Energy cost is 5 energy points per use.

Electricity Manipulation: The hero can manipulate the flow of electrons. This power can be used to redirect electrical attacks back at opponents. In addition, this power can be used to control machines or at the very least render them useless. If a hero’s power rank in this power is greater than the psyche of a sentient machine, then they may control the machine for several turns until concentration is broken. Energy cost is 10 energy points per use.

Electrical Generation: The hero can produce electrical blasts that deal power rank damage. These blasts may even travel through conductive materials such as metal armor and such. 5 energy points per use is the cost.

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Powers Guide Empty Negation

Post  Admin Tue Aug 07, 2012 11:11 pm

Negation Powers:

These powers are used for negating or canceling out other powers.
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Power Negation:
The hero can negate the powers of selected targets. The maximum number of targets who are effected by this power equals the power rank. However, this power only works if it has a rank number higher or at least equal to half the targeted power/targeted powers. No energy cost.

Magic Negation:

Just like Power Negation, except all magical attacks are deemed useless if the rank of this power is greater than or equal to the ranks of the targeted magical powers. The maximum number of targets who are effected by this power equals the power rank. No energy cost.

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Powers Guide Empty Sonic (sound-based)

Post  Admin Tue Aug 07, 2012 11:12 pm

Sonic Powers:
These powers are primarily based around the use of sound. (Note: detection abilities like Hyper-hearing and Sonar are included elsewhere.)

Sonic Scream:
The hero can scream real loud causing sonic attack damage and nullifying any auditory powers. The scream deals rank damage. Energy cost is 5 energy points per turn in use.

Synthestesia/Sound to Light Conversion:
The hero can view sound as forms of light. In addition, the hero can convert sound into light and furthermore they can concentrate sound in concussive light blasts to attack enemies dealing power rank damage. Energy cost for conversion of light to sound is 5 energy points per use of concussive blasts. Synthestesia is free of cost.

Sound Manipulation:
The hero can adjust the frequency and wavelengths of particular sound waves. This has many practical implications including but not limited to:

-Enhancing the sonic attacks of allies or one's self. The rank of this power is added to the rank of the power that one is trying to enhance. If multiple powers are trying to be enhanced then the power rank is divided among those powers evenly.

-Throwing one's voice such that they sound like some one else. The reason of target characters must be higher than the reason and power rank of the hero in order to discern if the voice is fake.

-Can be used to defend others from sonic attacks by using the rank number of this power to either cancel out sonic attacks or at least weaken them.

Energy cost for this power varies.

Voice Persuasion:
A character with this power can persuade others into doing various tasks via the sound of their voice. This can be done via song or simple speaking. Targeted characters must have a psyche higher than the rank number of the power in order to survive. Costs 6 energy points per use.

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Powers Guide Empty Magic (READ CAREFULLY)

Post  Admin Tue Aug 07, 2012 11:13 pm

[size=200]Magical powers: [/size]
These are magical powers which function differently from normal mutant powers such as matter alteration. These powers do not have to obey laws of science. (Note: Illusionary powers are not present in this list.) Also it is important that spell rank refers to power rank in this category.

[size=150]Diminutive:[/size]
The hero can decrease the size of any target. The target can be of any nature and must be within both line-of-sight and one area of the hero's location. Any material can be shrunk with one exception; the Power cannot affect any target that has already been Diminished by another Power of equal or greater rank. In such a case, the would-be target is assumed to already be Diminished past any point the hero could have shrunk it to anyway. The amount the hero can shrink a target is determined by the Power rank. The levels to which the hero can shring a target are shown below:

1 rank = 50% of original size.
5 ranks = 25% of original size.
10 ranks = 10% of original size
14 ranks = 8 %
18 ranks = 6%
22 ranks = 4%
26 ranks = 2%
30 ranks = 1%

(continue this pattern for every 4 ranks the shrinkable amount equals the half the previous shrinkable value. For example, at 32 ranks the hero can shrink to .5% of his original size.) The duration of this effect is 100 turns times the hero's Reason. Energy cost varies.

[size=150]Enlargement:[/size]
The hero can increase the size of any target. The target can be of any nature and must be within both line-of-sight and one area of the hero's location. Any material can be enlarged with one exception; the Power cannot affect any target that has already been Enlarged by another Power of equal or greater rank. In such a case, the would-be target is assumed to already be Enlarged past any point the hero could have Enlarged it to anyway. The amount the hero can Enlarge a target is determined by the Power rank. The levels to which the hero can Enlarge a target are shown below:

1 rank = 1.5 X original size.
3 ranks = 2 X original size.
5 ranks = 3 X
7 ranks = 4 X
10 ranks = 6 X
12 ranks = 8 X
14 ranks = 10 X
16 ranks = 12 X
18 ranks = 15 X
20 ranks = 20 X
22 ranks = 25 X
24 ranks = 30 X
26 ranks = 35 X
28 ranks = 40 X
30 ranks = 50 X

(continue this pattern for every 2 ranks the enlargement rate is 10+the previous rate X the original size.) The Enlargement duration is 100 turns times the hero's Reason. Energy cost varies.

[size=150]*Spellcasting:[/size] The following listed below are types of spells that can be learned via studying spellcraft. Spellcasting is single-handedly one of the most desired magical powers a hero can have. For every 1 rank in this power, the hero may learn two spells of their choosing (of course pre-approved by administrators first.) This power allows for a multitude of actions and activities including the following (Energy cost varies with each):

Admittance: The hero can direct enchanted energy (cast a spell) at any locked door or container and it will easily open for him, no matter how many locks it has or how big or intricate they are. No ranks in this power, you either have it or no. 1 energy point per use.

Bands: This spell manifests itself in a variety of ways, as the caster chooses: vapors, rings, threads, circles, and so on. When the caster calls up this enchantment, bands (or whatever) form around the target and entrap him. It takes a full round for the bands to completely form. The target can try to dodge through the bands only in the round in which they form and only if the area being entrapped is as large as a 10 ft cube. If the spell is directed at the individual himself, he cannot dodge through it. The bands cause no damage to the entrapped character. Bands have a material rank that is equal to the caster’s Psyche rank. While normal attacks will not affect bands, magical attacks may free the victim. If the magic attack’s spell rank is higher than the bands material rank, it will shatter the bands.
The caster does not have to maintain a high level of concentration to maintain the bands; he can move, cast spells, perform normal actions, etc. However, if the caster is affected by a hostile attack or spell, then he loses concentration on the bands and they receive -5 deficit to their ranks. Bands automatically break if the caster is rendered unconscious. Energy cost for this magic is 5 energy points per use.

Charm: The caster creates a pleasant aura about himself, charming opponents in the area of effect (this determined by the rank in this power. For every rank the area of effect increases by 20 ft.) Every opponent in the area must have a psyche that is higher than the power rank of this spell, in order to avoid being charmed. If the target is affected, he will quickly change his mind about attacking the caster because “there is just something about him he likes”. A charmed target will not attack the caster, but will attack another opponent, if one is available. The caster cannot give orders of any kind to a charmed character; the spell is not a form of mental control.
Each charmed opponent must break the charm on his own; he cannot be persuaded that he is charmed by friends, although a counter spell cast by a friend might break the charm. Unless the charm is broken, it will remain in effect for the duration of the spell (1-5 turns per charm), even if the caster leaves. A charmed character will not remember that he has been charmed once the spell expires. If the caster attacks an opponent charmed by his spell, the spell is automatically broken, and the target retains full memories of being charmed and remembers who is responsible. 2 energy points per each use of this spell.

Conjure: This spell is used to teleport an object from its current location to the caster’s location. Beings cannot be conjured. This spell can even restore a broken or decayed item to its original form while in the act of teleporting. If conjuring a complex or dangerous item, plant, or dangerous creature, or attempting to conjure a broken or decayed item, the caster must have a spell rank of 20. Energy cost for each conjure is 10 energy points.

Eldritch Beams/Bolts: This spell unleashes a magical beam or bolt causing damage equal to the spell rank (a beam is a continuous line of energy, a bolt is an interrupted line of energy). A beam or bolt (hereafter referred to as bolt) affects only one target in the target area. There are several beam/bolt types, all are listed below, each one counts as 1 spell.

-Cold Bolt: This bolt causes freezing damage and is blue. 5 Energy points per use.

-Disintegrating Bolt: This bolt disintegrates non-living, inanimate objects up to 2 areas away from the caster. The limit of what it can disintegrate is determined by the spell rank. Compare the spell rank to the material rank of the object to be disintegrated. If the material rank is higher than the spell rank, the target’s material strength is reduced by the number of ranks in this power. If the material rank is equal to or less than the spell rank, the target is disintegrated. Small objects (fist-sized, for example) can be destroyed automatically. 10 energy points per use.

-Energy Bolt: (Also commonly called Bolt of Bedevilment.) This bolt uses pure universal or dimensional energy. This is the most common form of eldritch bolt. 5 energy points per use.

-Fire Bolt: This bolt causes fire and heat damage and is a reddish line of flame. 5 energy points per use.

-Light Bolt: This bolt causes damage through intense light. The bolt is golden. 5 energy points per use.

-Sonic Bolt: This bolt causes damage through sonic disruption, nerve damage, etc. 5 energy points per use.


Reflective Aura: The caster surrounds himself with an invisible aura that reflects non-magical energy attacks back to the sender or device. Energy attacks with a power rank equal to or less than the spell rank literally reflect off him and are directed, in full force, back at the attacker. Energy attacks of a greater spell rank can pierce through this aura. The spell requires full concentration by the caster. It cannot be used while the caster is engaged in physical combat. Energy cost is 10 energy points per use.

“Shining Circle of the Seraphim”: Creates a ring of “anti-force” around any character the user desires to act as a defense. The spell rank of this magical power is added to the endurance of the hero and the circle lasts for 10 turns. One cannot phase through the circle. Only one character can have a shining circle around him at a time. Energy cost 10 energy points per use.

“Rains of Raggadorr.”: These mystical rains a re extremely cleansing and can destroy even the most vile of evil fungi and plagues, almost instantly. In addition, the rains heal every ally by 10 health points per each rank in this spell. Energy cost 20 energy points per use.

“Mystic Moons of Munnopor.”: If the spell rank of this power is greater than or equal to the targets psyche, the spell shatters any field, magical or otherwise (this includes magical, psionic, psychic, mutant, etc.) which surrounds the target. Once cast anyone within the area cannot use fields for defense for 5 turns. 10 energy points per use.

Necromantic Ladder: This spell releases energy that solidifies into a glittering scaling ladder that reaches up to three stories. Anyone can climb it while it is in existence and its material strength is equal to 10 times the spell rank of this power. The user can dispel it whenever he wishes. Energy cost is zero.

Spell of Silence: This spell guarantees a character cannot speak about a certain subject, reveal certain facts, etc. The spell is automatic when placed upon a character with a psyche less than the caster’s. If the psyche of the target is higher than the caster’s, than this power does not work. Energy cost is zero.

(More spells may be suggested in the Creative Feed back section of the forum.)

[size=150]Exorcism:[/size]
The hero can release a being from any external domination imposed by a third party. Such controls include Possession, Mental Domination, Serial Immortality, and Magic. If there's a control, this Power can break it. This Power rank is compared to that of the Power controlling the subject. This Power commonly appears as a spell used by sorcerers and holy men. The hero must be within 10' of the subject in order to perform the Exorcism. The hero can use this Power to resist the initial attempt by another to control him, but he cannot Exorcise himself later. Energy cost is 20 pts when being used on a target. When using this power on one's self, there is no energy cost.

[size=150]Forced Reincarnation: [/size]
The hero can capture disembodied spirits and merge them into new bodies. The spirits can be the newly-dead, ghosts, or Free Spirits. The bodies. can be anything newborn infants, clones, androids, robots, animals, or plants. Because of the Power's interference, the reincarnated person retains his full memories and Mental Powers. The spirit is permanently bonded to the new body for as long as that body lives, unless the bond is deliberately broken by the hero. or by a hero with an Exorcism Power.
The hero can indefinitely hold the spirit in stasis while seeking a suitable body into which he can transplant the soul. If the hero fails to transplant the soul to a suitable body, they have 10 turns to trap the soul again, this depends on the number of ranks in this power versus the psyche of the spirit. If the power rank is higher, than the spirit is successfully recaptured.
When a character is reincarnated into a body, he retains his abilities of Reason, Intuition, and Psyche, and any Mental Talents and Powers. Physical abilities, secondary characteristics, Physical Powers and Talents are all lost.
Karma awards will depend on how well the hero has handled the spiritual transplant. Just dumping the spirit into the first available body can actually cost Karma, while going to extraordinary lengths to find the perfect situation entitles the hero to a hefty bonus (up to 1,000 karma points). 5 energy points per captured soul. 20 energy points via forced merging with another physical body.

[size=150]Shadow Shaping/Shadow Casting:[/size] This Power enables the hero to affect normal shadows and, indirectly, light as well. The hero can shift the location and size of normal shadows. He can form them into three-dimensional images and weapons that can do Power rank damage to real targets. The hero can also remotely sense through these shadow constructs. The hero can increase or decrease the Intensity of any shadow, whether natural or power-based, by his power rank number. The hero has the ability to see through any shadow as if it were a normally-lit area, provided its Intensity is less than or equal to his Power rank. This does not apply to Darkforce, however. This Power includes Power rank resistance to shadow-based Powers. Energy cost for every use of this power is 5 energy points.

[size=150]Summoning:[/size]
The hero can summon and control extra-dimensional, corporeal beings. Such beings are commonly called "demons" but may be of any nature or disposition. The power enables the hero to
summon any known extra-dimensional being, provided his Power rank is higher than the being's Psyche rank. Trust me, you don't want to summon beings more powerful than you (they might answer). Once summoned, the being must perform a single task ordered by the hero. The being must
immediately set about fulfilling the order. If successful, he can immediately depart for his home dimension.
The creature being summoned must be created with a rough set of stats and features, and pre-approved by the administrators. This implies that the character doing the summoning must send a private message (PM) to the administrator with this information for pre-approval. Energy cost varies depending on approval.

[size=150]Undead Control: [/size]
Firstly, the hero can animate the dead making them undead creatures. The hero can dominate the wills and actions of previously living, still-corporeal beings. Such beings are often called "zombies" or “zuvembies" and are only semi-intelligent. Once control is established, the hero can order the undead to perform any task he desires, so long as it is within their ability. Control ceases when the task is accomplished, but can be reinstated at that time. This Power cannot affect anything alive. A cured vampire, for example, would ignore the Power. Intelligent undead may hold a grudge against the hero and later try to destroy him. Worse, they might attempt to make the hero into one of themselves. Exorcism, Magic Negation, or Power Negation can all destroy the hero's control over his minions. 5 energy points per use.

* = counts as two powers

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Powers Guide Empty Energy Manipulation

Post  Admin Tue Aug 07, 2012 11:13 pm

Energy Related Powers:
Just what it sounds like, powers that are related to the absorption, manipulation, and generation of energy.

Kinetic Charging:
(Think Gambit's power from the X-men). Essentially, the hero with this power can use his own energy to excite the electrons of various atoms that make up a particular object or structure. The amount of mass that the hero can charge is equal to the number of ranks in this power. (For every rank in this power, the hero may charge up to 1kg of mass.) Afterwards the charged up item is now a bomb that must gotten rid of as it does +10 damage times the mass of the object. (note for objects less than 1kg of mass, this is just 10 damage.). This power also allows for the individual to stop the kinetic charging of an object at any time (if rank allows it!). Energy cost is 5 energy points per use.

Solar recharge:
The hero uses the sunlight to recharge their energy and health. However, this power only works for suns of a particular wavelength. Red suns can act as a way to suck away at one's energy. No energy cost. The amount of energy and health recovered is 10 points X the number of ranks in this power.

Energy Source:
The hero draws his Powers from a special source that provides him with all the energy he can handle. As long as the hero can maintain his link with this source, he can continue
to use his Powers. The nature of the source and its link varies with each hero. Some may require the use of specialized gear to harness their source (like Cyclops). For every energy point used for releasing this power, the hero deals damage equal to the rank number of this power. (For example, Cyclops fires an optic blast using 10 energy points and has 50 ranks in this power, which deals a whopping damage of 500 hit points.)

Energy Absorption:
The hero with this power can absorb a particular form of energy and convert it directly to health points. However, in order for this power to work the rank of this power must be greater than or equal to the power being absorbed. If that is the case, then the amount of energy used by the power being absorbed is transferred into health points recovered by the hero. If the power being absorbed is greater than the power rank of power absorption, then only a reduction to the power is made and the hero still takes damage.
With this power, there are several different particular forms of energy to absorb and only one may be chosen at a time. The list include the following:

1.) Pyro-kinetic Absorption: Absorbing heat or fire as health points. This implies the hero has immunity to fire attacks (for when the rank in this power is greater than the rank of the fire attack.)

2.) Electrical Absorption: Absorbs electrical energies as health points.

3.) Raw Energy Source Absorption: Raw Bio-electric energy sources that a target has are absorbed by the hero with this power.

4.) Kinetic Energy Absorption: The most beloved of the absorptions, this takes any form of kinetic energy and converts it into health for the hero. Examples of forms of kinetic energy include punches, kicks, stabbing with knives, grenades, guns, you get the picture...

There is no energy cost for any type of Absorption power.

Control:
The hero can alter the behavior of pure Power, whether it is in a raw or applied state. The hero can control the actions of any Powers within his range and capability. If Control is achieved, it
affects the entire rank of that Power. The range at which the hero can exert control is determined by his own Power rank number (for every rank in this power, the hero can exert control of up to a radius of 50 meters). This power can be used to manipulate elements/energies (power rank must be greater than the power rank of the power the hero is trying to control), negate the effects of certain powers (power rank must be greater than the power rank of the power the hero is trying to control), and magnifiy or reduce these effects (The power rank number is multiplied or divided to the power rank of the other power rank number) as well. Energy cost is 2 X the number of ranks of the power.

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Powers Guide Empty Psionic

Post  Admin Tue Aug 07, 2012 11:14 pm

Psionic attacks:
Different from mental attacks in that they are much more physical in nature.


Psionic Armor:
this power allows a character to guard his body against any incoming harm. This is done by channeling one’s psychic power into creating psychic armor that surrounds the individual. This armor in particular earns the character +2 to endurance and a +2 to strength for every rank in this power. In addition, the characters psyche gains a +5 bonus for every 2 ranks, allowing this armor to function as a sort of mental wall from Mental Probes. Energy cost for armor is 10 energy points per use. (A primary example of this type of power can be seen with the X-man Armory.)

Assimilation:
This nifty techno-psionic power allows a character to literally absorb the form, functions, and actual matter of any device into himself. This process is limited somewhat by the
size of the item to be assimilated, as a character can’t take in an amount of techno matter greater than his body mass. If the character attempts this, they can merge with the new object(s), but the excess matter will protrude from his body in an obvious manner. The number of objects with which a character may bond with is proportional to the number of ranks in this talent. (Every 1 rank in this power allows for 3 devices to become assimilated.) Sentient devices can be assimilated, but they must fail an Endurance check versus the rank number of this power. If absorbed, such items will rebel at every opportunity that presents itself (when the character tries to use them, for instance).
Assimilated devices are used just as they were before they were absorbed, but they must be pulled from the pool of techno mass to do so, forming the item from hands, feet, etc…, so they
may be utilized. While ‘pulled out’, the item(s) are still connected to the character’s body, truly an extension of his being, and are controlled as such. Further, the character may expel any device at any time, returning it to the state it was in when absorbed. However, energy and health cannot be regained from the assimilation of objects. (Unless, you absorbed a device which heals or recharges energy, in which case you can by using the device absorbed.) Energy cost: 10 energy points per use.

Concussive Strike:
Use of this power allows a hero to place his hands (or his feet, or his forehead, etc…) in a powerfully modulated kinetic force field. When used to strike a target, this field releases all its stored energy, inflicting power rank damage per hit. Endurance is used to defend against such attacks. Energy cost is 2 Energy points per use.

Deflection Field:
A hero wielding this power is surrounded by an odd energy field that, though it doesn’t absorb any damage, it will redirect energy blasts and psionic attacks that hit it away from the hero at odd angles. (Note: this not the same as reflecting the attacks back at the attacker. The hero has no control over where the deflected energies go.) Energy cost is 2 energy points per use.

Ethereality:
With this power, a character can render his body immaterial, having no apparent density. While he’s in this state, a character can pass through any matter at will, with the exception of a solid energy construct like a force field; While in this form, only energy and psionic attacks may harm him and he is unable to attack anyone. Energy cost is 10 energy points per use.

Force Blast:
This power is the basic attack form for hero everywhere. It allows the hero to fire a beam of psycho-kinetic force at a target that, if it hits, inflicts power rank damage with each strike. To defend against this attack, an individuals psyche is used. The individuals psyche if greater than the power rank can with stand the power taking no damage from the attack.

Psionic Item/Weapon Creation:
This power allows the hero to form weapons or items from psycho-kinetic energy. Weapons made using this power deal power rank damage per hit (the target’s psyche can be used to defend against this attack.) The hero can only form one weapon to use per turn, but can create a complex weapon by creating it piece by piece for several turns. 5 Energy points per item formed and -1 health for every 1kg of psycho-kinetic energy being used to form mass.

Karma Transfer:
This power is used by totals, either his own or others. In the game, this means the hero can alter the sum of karma points a character has, either up or down, by a number of points equal to this power rank number. It is vital to keep in mind that such changes do not last permanently, and the character’s karma points will revert to their natural state in 10 turns. Any karmic debt must be settled before a character can use any karma again. No energy cost.

Lie Detection:
A specialized form of ESP, this power allows a hero to scan the thoughts of others to determine if they are lying or not. Targets can resist this power with their psyche vs. the number of ranks in this power. No energy cost.

Mental Repair:
A hero using this power can help to heal the mental damage suffered by others. This damage can come in the form of mental anguish caused by mental or psionic powers or trauma caused by horrible life experiences. A hero attempting to cure another of his psychic ills must have a power rank greater than or equal to the psyche of a patient, even if he is a willing participant. The effects of other powers are the easy fixes. To rid a victim of these, all
a hero needs to do is have a higher or equal rank in this power as compared to that of
the original, offending power; this takes 1 turn to complete. The damage more difficult to repair is of the type caused by either the patient’s own deranged mind, or that was inflicted by trauma that was not induced by mental or psionic powers. Karma points are usually rewarded for this kind of act. No energy cost.

Power Dampening:
With this power, a character can dampen ambient energy in his environment. He can negate any energy of intensity equal to or less than this power rank, as long as it is not magic or psionic in nature. If the energy to be dampened is of higher intensity, the character can lower the intensity of the energy by this rank number. 10 energy points per usage of this power.

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Powers Guide Empty Mental

Post  Admin Tue Aug 07, 2012 11:15 pm

Mental Powers:
Powers concentrated on the use of the mind and one's psyche.


Hypnotic Control:
The hero can dominate a target's behavior and actions by implanting commands, not by direct psionic control. The Hypnotic command may pertain to current conditions or lie
dormant until triggered by future conditions (post-hypnotic suggestion). Hypnotic controls come in two forms:
• Commands alter current behavior.
"You are getting sleepy."

• Suggestions alter future behavior.
"You hate orange, rocky skin and must destroy anything with it.”

A person cannot perform any action that goes against his sense of ethics. However, the Power of Hypnotic Control can override the target's innate sense of morality. The psyche of the hero must be greater than the psyche of the target, however the number of ranks in this power is added to the psyche.
Hypnotic Control can be established by any one of a number of means. These include specific gestures, words, songs, or devices. When creating the hero, the player determines which method the
hero uses. The Intensity and duration of a Hypnotic Control are determined by the Power rank. In the case of post-hypnotic suggestions, duration does not include the time prior to activation of the suggestion, but only the time the suggestion is actually in force.

Mind Control:
The hero has the ability to directly control a target's mind through psionic Powers. The hero completely overrides the will and perhaps even the conscious mind of the target. There are four forms of Mind Control (each counts as one psionic power):

• Puppetry—the target mind retains awareness but cannot control the body. (5 energy points per turn using this power.

• Possession—the target mind loses both control and consciousness. (5 energy points per turn using this power).

• Negation—the target mind is completely turned off; Mental Probes show that no mind exists in the target's body. (3 energy points per use.)

• Magnification—The target mind is actually enhanced. The rank of the target's Reason, Intuition, and/or Psyche can be temporarily increased, up to the hero's Power rank. The Power rank determines the Intensity of the hero's control, the range at which he can establish and maintain that control, and the duration of the control. (2 energy points per turn in use.)

Emotion Control:
The hero can alter a target's emotional state and resulting activity by forcing him to feel a particular emotion. The hero can only instill one emotion at a time. However, he can select any emotion he desires. Range and duration are determined by the Power rank. The Power affects
everyone within its range. This Power is an excellent choice when the hero is facing adversaries more numerous and powerful than he is. If an opponent has a Power that is triggered by a specific mindset, such as the way Bruce Banner used to turn into the Hulk when he was angered, this Power can be used either to prevent that Power from taking hold or to trigger it prematurely. Energy cost is 5 energy points per use.

Mind Transfer:
The hero has the ability to switch minds from one body to another. The hero's own mind and body need not be included in any switching that occurs. The hero reshapes the brains of his targets to conform to those he is switching. In effect, the target believes he is the switched mind and thus effectively is that new person. The accuracy of such transfers is 100%. Because of the nature
of this Power, the hero can also transfer one mind into several people simultaneously, with each believing he is the real person. Transferral switches mental abilities, Talents, and mental Powers. Physical Powers are not transferred, nor are physical abilities, Popularity, or Resources. The power rank determines the range at which the Power can initially function and the duration of its effects. Duration is given for a single mind-to-mind transfer. If the hero attempts to transfer one mind to multiple bodies, the duration decreases.

Clairvoyance:
The hero can "see" distant sights without directly seeing it with his eyes. The hero receives a visual simulation of what he would see if he were actually present at the scene. The
Power is not hindered by any of the factors that affect normal light transmission, such as distance, blockage, obscurement, and time lag. It can be used to see things that are impossible for
a telescope or Telescopic Vision.
Normally the Power is consciously controlled. Sometimes it functions automatically. This can be the result of improper control, interference, or be triggered by sudden, dramatic events occurring to someone who whom the hero shares an emotional rapport. ("Oh no, Billy Jo fell off the bridge!") The
Power can work against the hero if unwanted visions obscure the hero's sight or distract him at a crucial moment. For example, if Dr. Strange had a sudden flash while operating on a patient, a malpractice suit might be in order. Clairvoyance can function as a pipeline to draw light-based and Psionic attacks toward the hero. Such attacks may even affect him if they were aimed at something else within the area he is spying upon. As a result, the hero takes a -1 to their endurance when guarding against light based attacks and/or a -1 to their psyche when guarding against psionic attacks.
The higher the rank in this ability, the more clearly a clairvoyant can see and know what they are seeing. (no energy cost).

Danger Sense:
This is also called Combat Sense and Spider-sense. It is a combination of automatically functioning Psionic Powers (Telepathy, Empathy, and Precognition) that warns the hero about impending danger. The advance warning time is for every 2 ranks, the hero has 1 full turn to be aware of the coming danger.
In a combat situation, the Power can be used replace other, lower ranked abilities. It can replace Intuition for determining surprise, Fighting for blocking, Agility for dodging, and Strength for escaping. But it should be noted that this power does not function automatically and can only be active when a character makes it active. (no energy cost).

Hyper-Intelligence:
Normally a character's Intelligence is determined in the Character Generation Process as one’s Reason stat. But, extreme levels of Intelligence can be a Power in its own right. Examples include The Leader and the late Soviet scientist known only as Gargoyle. The hyper-intelligent character is a genius of awesome potential. He can quickly master new subjects, retain that
knowledge indefinitely, and easily succeed in any mental endeavor.
There are two ways the Power can be incorporated into a character. Only one may be selected.
The first method is a permanent modification of the hero's Intelligence. The Power rank number of hyper intelligence is added to either the Reason or Intuition of the character. No energy cost for this method.
The second method uses Hyper-Intelligence the same way most other Powers are used-intermittently. Just as Siryn doesn't scream all the time, so too would a Hyper-intelligent character have normal intelligence most of the time. When he uses his Power, he transforms himself into a mental giant. The way it operates is the character's normal rank for either Reason or Intuition is multiplied by the number of ranks in this power upon activation. This allows a hero to obtain a massive reason or intuition when in a tight jam and needing to plan of attack. For every use of Hyper-intelligence however, it costs the character 20 energy points.

Mental Probe:
The hero can telepathically probe a living mind or a psionic phenomenon to gain a detailed analysis of the target. Living minds can be searched for specific images and thoughts, although the hero must have a basic idea beforehand of what she is looking for. The target mind is allowed to resist with their psyche, but if the psyche is less than that of the hero doing the probing, they will succumb to the probe. This is automatic, even if the target mind is initially unaware if the attempted probe. If resistance is successful, the probe is rejected with a headache-like backlash that prevents the
hero from trying to probe that target again for 24 hours. The result of a probe may leave the target with -1 penalty to their psyche for 24 hours.
Mental Probes can be used to analyze independently existing psychic phenomena. Such things include poltergeists, psionic emissions that were so strong they permeated an area and now
continually echo, and psionic Powers intercepted by the hero. Mental Probes have a range determined
by the Power rank number. (1 rank equals an area of 10ft.) 5 energy points is the energy cost for each use of this power.

Mind Blast:
The hero can create bolts of pure psionic energy that can be used to directly damage a target's neural system. The Power does rank Intensity damage to the target. The target’s psyche must be used to resist such attacks or if the target has a power like Mental probe/Mind Blast, he/she may use the rank of that power to resist the Mind Blast attack from the hero. Mind Blasts have a range determined by the Power rank number. (1 rank equals an area of 10ft.) Note that this Power can only be used against a target that actually possesses a functioning brain. Zombies, animate matter, plants, and non-sentient Robots are immune to the Power. Player characters Robots are assumed to have
a sufficiently human-like mind that they are susceptible to the Power's effects. Energy cost of 5 Energy points for each use of this power.

Telepathy:
The hero can communicate on a direct mind-to-mind basis. This is automatic with willing
minds or Psyches with ranks lower than the Power rank. Range is determined by Power rank. (1 rank equals an area of 10m.) No energy cost.

Technopathy: Ability to manipulate technology. Manifested as a special form of electrical/telekinetic manipulation, a special form of "morphing" which allows physical interaction with machines, or even a special form of ESP that allows for mental interface with computer data. Either way this ability can be used to communicate with machines and tell them what do if the rank of this power exceeds the psyche of the machine. Energy cost is 5 energy points per use.

Memory manipulation:
Ability to erase or enhance the memories of another. The power rank of this power must be greater than the psyche of the target in order to modify the memories of the target. Energy cost is 5 energy points per use.

Total Memory:
The hero has the ability to remember anything that he has ever experienced. This could be a book he's read, the faces of everyone he saw on Tuesday, what birth was like, and so
on. The accuracy of his recall is his Power rank number treated as a percentage.

Post Cognition:
The hero has the ability to "see" the past. The power requires the hero to have physical contact with the target whose history is being examined. The hero can mentally
examine a person, item, or site and mentally re-live a specific moment of history from the target's point-of-view. As such, it only reveals factors that somehow affected the target. The hero can delve into the past the number of weeks equal to the Power rank number. 2 energy points per use.

Post cognition can be used to gain information on what an item is and who may have handled it. It cannot provide a detailed analysis of the item's internal structure or as-yet-unrealized potential.
For example, examining a nuclear bomb would reveal how it was manufactured and handled but the Power wouldn't even hint at the bomb's explosive potential.

Precognition:
The hero can see into the future. The Power gives the hero sufficiently clear insight into upcoming events that he might be able to use that foreknowledge to his advantage. The Power can only be used only once per day at full rank. The visions are vague until the higher ranks. Energy cost for this is 2 points per use.

One problem with the Power is that the time stream is extremely malleable. Each decision made creates an alternate timeline, a parallel Earth.

Telelocation:
The hero can Psionically locate a chosen target. This differs from normal Tracking in that no physical or sensory contact, however tenuous, is required. Consequently, the power is not hampered by the concealment, erasure, or absence of the target's "scent." Telelocation can
operate over immense distances. The only factors that can hinder the power are those that diminish any Psionic activity. To overwhelm these powers the hero’s power rank in this power must be greater than or equal to those powers that diminish psionic activity. Telelocation varies in duration depending on how well hidden the target wants to stay. Energy cost 5 points per use.

Telekinesis:
The hero can handle material objects without having to make direct or indirect physical contact (pushing or blowing, for example). The hero can perform any action that could be accomplished using normal Strength. The Power rank serves as an equivalent for the Strength rank. Most Telekinetics ("TKs") visualize their Power in terms of an amorphous arm extending from the
body. This leads to a curious psychological handicap in that most TKs cannot lift their own bodies. Only rare examples like Marvel Girl have overcome this bit of irrationality. Energy cost varies.

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Powers Guide Empty Movement/Transportaion

Post  Admin Tue Aug 07, 2012 11:16 pm

Movement/Transportation Powers:
These powers affect a hero's movement patterns.

Astral Body:
The hero can send his astral form off to any destination. The physical body doesn't go anywhere; it remains in a comatose state until the astral body returns. The astral body is intangible and invisible to normal senses. In the Earth dimension it can use any of the hero's mental or Psionic Powers but not the physical ones. In other dimensions the astral body regains visibility, solidity, and the physical Powers. A magical silver cord connects the astral and physical bodies. The astral body
travels at up to Power rank speed (for every rank in this power, the astral form travel 1km/s.) If the physical body is killed, the cord is snapped automatically. The hero is now trapped in astral form as a Free Spirit. The astral body resembles the hero's resemble the real body. All clothing and appearances that the astral form carries are unreal simulations of the real items; they still have equivalent effects though. Astral bodies can be detected by Psionics, Magic, Extradimensional Detection, and by this Power. They can be attacked from the physical world by mental and Psionic Powers, Exorcism,
Summoning, Spirit Storage, and Force Field vs. Magic. 1 energy point per hour while in astral form.

Dimension Travel:
The hero can travel into a number of other Dimensions. Transit to a random dimension normally occurs automatically but the Power is weakened by adrenaline (50 energy points to travel to another dimension). The number of dimension one can travel to is the number of ranks in this power.

Electrical Transportation:
Ability to travel through electrical conduits (such as power lines or telephone lines). Can enter through devices such as televisions, electrical poles or computers. Energy cost is 10 energy points per turn.

Hyper-Leaping:
The hero can jump great distances. By repeated leaps, the hero can rapidly cover large distances. The power rank indicates the amount of distance covered in a single bound. (1 rank = 6 ft). The effects on the area the hero lands on might not be the same as if a normal jump occurred. No energy cost.

Hyper-Swimming:
The hero can cover large distances by swimming at Power rank speed (1 rank = 200 feet/second). Speed is decreased 1 rank for each 100 feet of depth at which the hero us swimming. This is due to increased water pressure. Water Freedom can negate this limitation. The Power does not free the hero from the need to breathe. No energy cost.

Dreamwalking:
The hero can actually enter into the short-lived pocket dimensions created by a person's
dreams and nightmares. These dreamworlds are outside the boundaries of normal reality and exist solely as a reflection of the dreamer's imagination. The Dreamtraveler must be within ten feet of the dreamer in order for the Power to function. The Dreamtraveler has no direct control over the conditions within the dreamworld. He can interact with things within that world by performing "physical" actions much as he would in the real world. Fighting, Agility, Strength, and Endurance are all represented by this Power's rank. If the hero has other Powers, these exist in equivalent forms that possess this Power's rank instead of their own. The Dreamtraveler can suffer real damage as a result of events that
affect him within the dreamworld. He might even die. The equivalent of the damage appears in the hero's real body.

*Hyper-Speed:
The hero is capable of extremely fast motion and may even surpass light speed. Normally this Power includes a specific resistance to friction and lungs that are adapted to breathe
high-velocity air. The Power can also be used to perform tasks in greatly reduced time. The Power rank number is treated as a multiplier to show how much more quickly a specific task can be accomplished by someone with this Power. For every rank in this power, the speed and movement of the hero increases by 30m/s. In addition, the hero may get an extra attack at every 2 ranks in this power. At rank 10, the power allows for the hero to create a cyclone by running in a circle, and control of that cyclone. At rank 20, the power allows for an individual to vibrate their molecules so as to increase their body heat or destructively interfere with the molecules of others or solid objects. The speed force may be tapped into when one has reach 60 ranks in this power. For every turn using this power, the cost is 2 energy points.

*Teleportation:
The hero can vanish at one location and instantly reappear at a distant site. He does not physically. cross the intervening distance and is not affected by most physical barriers. The maximum distance one can teleport is determined by power rank (for every rank in this power the hero can travel 1km). Depending on the number of people being teleported with the hero, their rank number is reduced per each person and the remaining number ranks is used for the total maximum distance the hero can travel with these people. Energy exerted per teleport is 20 energy points.

As the hero rematerializes, gases and liquids move aside before he solidifies. In addition, the nature of how teleportation occurs varies with the individual. (Must be explained by the character.) The character must have a clear idea of the location they are trying to teleport to, otherwise the hero could risk teleporting into a solid object, resulting in the hero’s instantaneous death.

Water Walking:
The hero can temporarily solidify the surface of the water (or for that matter any liquid substance) to enable him to walk on it without getting more than his feet wet. The pathway smoothes the water's surface to an average wave height and is not affected by waves of equal or less Intensity. The path slides along the water's surface. This permits the hero to travel at Power rank speed (1 rank = 30 km/s). No energy cost.

True Flight:
The hero can fly through air and space without an apparent means of propulsion. This is the most desired Power in the history of the world. The Power rank determines the maximum speed the hero can attain in a specific condition (1 rank = 30km/s). 2 energy points per turn in the air.

Wallcrawling:
The hero can travel along vertical or inverted surfaces with only minor difficulty. The maximum speed is number of ranks in this power multiplied by 10 m/s. Any slicked surfaces reduces the speed by 1 rank. No energy cost.

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Powers Guide Empty Elemental/Mollecular

Post  Admin Tue Aug 07, 2012 11:17 pm

Molecular/Elemental Manipulation and Creation Powers:
This deals with the control of elements, molecules and the creation of physical objects from energy.

*Particle Acceleration: The hero can speed up the particles of any substance, object, or being granting them super speed and intangibility for a few seconds. Physical contact must be made to use this power.

Crystallization:
The hero can transform any target material into a gemlike material that possesses Power rank material strength. Crystallization occurs because the hero has the ability to shape the molecular bonds of normally amorphous matter into a crystal matrix of great strength. The crystallization can occur at any site within the hero's line of sight and range; distances are
determined by the Power rank (1 rank equals a max radius of 50 meters). The newlyformed
Crystal is initially stationary; it cannot be launched like a missile (unless the hero possesses Missile Creation, but I'm getting ahead of myself). It can be formed in such a position that gravity immediately affects it. Crystallization automatically affects non-living, unprotected, stationary targets. Crystal can be formed in any shape the hero desires. The amount of Crystal the hero can create in a single turn is the number of square feet equal to the Power rank number. The material to be transformed into Crystal is drawn from particles in the air or from the target itself. Solid targets can themselves be Crystallized. If the Power is used on a living target, innate safeguards incorporated into the Power place the target into a semi-state of Suspended Animation; all life functions temporarily cease but the target remains aware of its condition and surroundings. A Crystallized lifeform must remain intact if the process is to be reversed. If the Crystallized lifeform is shattered, the transformation is permanent.

Normally Crystallization is only temporary. The duration of a given Crystal is the number of minutes equal to the Power rank number. At the expiration of this time, the Crystal reverts back to
its original material. If the Crystallization was directed in the air the original material was probably dust particles. Energy cost per use is 10 energy points.

Geoforce:
The hero can detect and control geological forces. These include plate movement, stress, faults, and volcanism. This Power only applies to natural rock and semi-natural materials such as concrete, cement, and asphalt. Radically altered material (steel, plastic) is not directly affected by the Power. (Think of the capabilities of the Teen Titan Terra.) The higher the power rank the greater the abilities of the user. (These abilities will be determined later by the administrator.) Energy cost varies.

*Weather Control: The hero has complete control over the weather. He can sense those factors in the air that create weather and alter any aspect of them at his desire. Any of these factors can produce both physical and psychological effects on humans. He can control temperature by raising or lowering the air a maximum number of degrees equal to his Power rank number. He can increase or decrease wind speed by a number of miles per hour equal to his Power rank number. Wind direction can be changed up to 60 degrees at 5 ranks, up to 120 degrees by 10 ranks, and completely reversed 180 degrees by 15 ranks. Humidity can be increased or decreased a maximum percentage equal
to the Power rank number. (Note: the maximum humidity is 100%. Apparently humidity has some effect on human behavior and health. As humidity approaches 80% or higher, people become more sluggish and irritable, especially if the air temperature is also 80 degrees or higher.) If the air has any moisture at all, the hero can Collect it into any type of cloud, whether Cirrus, Cumulus, Stratus, a
common Fog, or any other type. He can form Nimbostratus clouds that continually disgorge moisture in the form of rain, hail, sleet,-or snow, depending on the air temperature and wind direction. Rainfall
per hour can reach a maximum number of inches equal to the Power rank number. If the precipitation falls as snow, the snowfall depth is equal to six inches for each inch of rainfall (since snowflakes pack less densely than rain). The Power can form Cumulonimbus clouds into thunderheads that deliver lightning as well as rain. The hero can control the emission and direction of lightning, producing bolts that do rank damage. As mentioned briefly, the hero can detect any aspect of the Weather that he
can control.
The area of weather over which the hero has control is a circle (a vertical cylinder actually) with the Weather Controller at the center. The diameter and height of this cylinder is determined by the Power rank (1 rank = 10miles by 10 miles and this increases with each rank by 10 miles by 10 miles). The duration of the effect the Power has over the weather varies. The hero has a limited amount of time each day she can actively control the weather. The maximum length of time is the number of minutes equal to the hero's Health. Each minute spent using this Power temporarily costs the hero one point. (Note: this does not decrease the hero's actual Health; instead it decreases a "dummy account" set up for the purposes of the player's bookkeeping.) The account is replenished at the start of each new day.
10 minutes is equal to one turn. (So if a player had 30 health they could control weather for 3 turns per day.) Energy cost for each turn using this power is 10 energy points.

Water Manipulation: The hero can control sources of water on the ground. (The hero cannot form clouds or cause it to rain.) this includes changing the direction of currents, producing powerful tidal waves, creating weapons out of water, launching watery projectiles that deal rank damage, and what-ever water bending techniques exist (except freezing attacks.). (Sorry had to do the avatar reference.) In addition, the hero with this power is able to hydrate or "give water" to organisms and dehydrate organisms, reducing them to dust. The amount of water the hero can hydrate and dehydrate is proportionate the number of ranks in the power. (1 rank = 10% water of organism.)

At rank 30, the hero can produce a Tsunami. At rank 20, the hero can blood bend or absorb moisture from objects and other beings at a cost of -20 karma points per use. Water cannot be created from this talent, but one’s sweat can be used as water. (Again, I apologize for making Avatar references.)

*Manipulation/Generation of Ice: Essentially, this is what Iceman and Killer Frost can do. This involves the ability to create structures made of ice, projectiles and weapons that deal rank damage, and freezing targets. (FUN!) A targeted object or character must have a higher endurance than the power rank of this power or they risk being frozen.
When frozen the target is susceptible to shattering, in that if another attack that is double the endurance of the target hits the target. They die and their pieces are scattered across the floor, and must be painstakingly reassembled, in order to ever have a hope of bringing the character back. Shattering a target that is living, receives a penalty of 50 karma points. Other than the risk of shattering, a character is kept frozen for a number of turns, until either another power thaws them out or until their strength is higher than the power rank of this power. For example, The Muscle has been frozen by a witch with a power rank of 45 in this power. The muscle has a 30 in strength and so it takes him two turns to break out of his icy prison. (45-30 = 15 – 30 = -15, hence he tries two turns until successfully freed.)
Ice generation is only made possible assuming the hero is in a climate with moisture in the air. If the hero is dehydrated, he cannot use this power. Energy cost per use of this power is 5 energy points per turn.

Air Manipulation: Essentially air bending abilities (again, I apologize for the Avatar reference.) A hero with this power can change wind direction, redirect projectiles from him, create air bubbles to help breathe underwater, air shields that cancel lighting, fire, and water attacks, and increase their movement speed by 1m/s per each rank in this power. In addition, the hero can intensify wind and blow projectiles at a target, dealing power rank/2 damage. At 10 ranks, the hero can create cyclones. At 30 ranks, the hero can create air elementals to do his bidding. Each attack by an elemental deals power rank damage. Energy cost for each use is 5 energy points.

Fire Manipulation: The hero can control fire. (No, I will not make an Avatar reference here.) Uses of this power can range from increasing one’s body heat to resist the cold, immunity to fire attacks, melting ice attacks, evaporating water attacks, intensifying or diminishing the intensity of fire by power rank number, and at 20 ranks, creating images out of fire, they deal rank damage. The hero can also take fire from external sources (like a light, torch or a flamethrower) and deal rank damage from fire attacks. No they cannot generate fire or control volcanoes. Energy cost is 5 energy points per use.

Pyro-Kinetics The hero can produce fire. This includes fire-breathing, fireballs and fire blasts. Fire cannot be produce if atmosphere has no oxygen or too moist (or if the hero is underwater.) Each fire attack deals rank damage. 5 energy points per use.

Elemental Conversion/Creation:
The hero can convert any matter into a specific element. The matter to be converted can be any one element or a combination of elements. The resulting element can be any of the hundred-odd natural, artificial, and mythical elements. Natural elements are those numbered 1 (Hydrogen) to 92 (Uranium) on the Periodic Table. This can also include the conversion of compounds as well as the creation of elements and compounds. Energy cost per use is 10 energy points.

Simple Artifact Creation:
The hero can create a desired object from virtually nothing. The artifact can be of any substance, and is limited to being composed of a single piece. Although the Power can create facsimiles of more complex construction, close examination reveals that all the smaller pieces are
fused together. However, the hero can create complex items by forming them one piece at a time.
The hero can create in one turn a number of ounces equal to his Power rank number. The durability of the artifact is determined at the time of creation. All stats and features of the artifact must be sent in a (PM) to the Administrator for pre-approval. Each ounce of created matter temporarily costs the hero one Health point. The hero can regain all his lost Health points after 24 hours. Thus, the hero can only create a number of ounces in a single day equal to his Health point total. 5 energy points per use.


*Mechanical Creation:
The hero can create complex mechanical devices from virtually nothing. The newly created machine originally forms in one mass, then separates into its components. The size of the machine is limited to its weight. The hero can only create in one turn a maximum number of kilograms equal to his Power rank number. Heavier machines have to be assembled in several turns.
Each kilogram of created matter temporarily costs the hero one point of Health. All points lost in this way are regained after 24 hours. Thus the hero can only create in a single day a number of kilograms equal to his Health. The hero can materialize the machine at any site within one area. The machine is
initially stationary but if it is self-powered, it can immediately begin to move on its own. The hero can also drop the machine on a target, but that is a real waste of material, people. 10 energy points per use.

Gravity Manipulation:
The hero can control gravity, the force that attracts all particles to all other particles. Gravity always exists wherever there is tangible matter. (in dimensions composed entirely
of energy, though, gravity is optional.) The hero doesn't really generate gravity; he simply changes the Intensity of what's already there. He can increase or decrease the Intensity of gravity by his
Power rank number. This effect may be centered on himself or projected onto a target. This permits him to develop a variety of Power stunts:

• Changing the direction of gravity.

• Creating artificial gravity in a normally
weightless situation.

• Launching targets into space by
reducing their weight to zero and letting
the Earth's revolution fling them upward.

• Levitation at 1m/s speed; this can be
done to the hero himself or a target.

• Incapacitating a foe by suddenly,
drastically increasing his weight beyond
his Strength's capacity to move.

• Forcing aircraft to land by increasing
their weight beyond their engines' lift
potential.

• Sinking ships by making their weight
exceed their buoyancy.

•Forming large asteroids by coalescing
spatial debris.

The gravity remains altered for as long as the Power functions. After cessation, gravity returns to normal. Energy cost is 10 points per use.

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Powers Guide Empty Biological

Post  Admin Tue Aug 07, 2012 11:17 pm

Biological/Life Manipulation and Alteration:
Powers that are based around alterations to one's physiology.

*Regeneration:
The hero has the ability to heal (as above) and can recreate large areas of lost tissue, such as severed limbs or destroyed organs. +40 health X the number of ranks in this power is the amount recovered per each round. In addition, any lost limbs are automatically recovered after 2 turns.

Revival:
The hero can actually bring the dead back to life. The Power rank number is the maximum number of days the target can have been deceased and still be revived. Energy cost is 30 points.

Healing:
The hero can cure the damage caused by wounds, trauma, toxins', and disease. +20 health times the number of ranks in this power is the amount recovered per each round. The hero can increase the target's Health by an amount equal to the number of ranks in this power. This is the maximum benefit the hero can give per week to one specific person. Increase to a target’s health is permanent. (It is the player of the target’s responsibility to take note of this power.) 5 energy points are the cost per use of this power.

Decay:
The hero can accelerate the cellular collapse of body tissue. The Power can cause Power rank damage per turn. The target becomes leprous, dies, and quickly crumbles to dust if the Power is used long enough. Energy cost is +1 per turn.

Damage Transfer:
The hero can heal another by apparently taking that damage from the victim and moving it into the hero. The Power first heals the target; the manner is the same as for Healing (above). Simultaneously, the hero's body reshapes itself into a duplication of the damage being healed. Note: that the damage taken by the hero is half the damage being recovered. Once the target is healed, the hero's Self-Healing abilities (same rank) then cures this damage. A hero cannot heal another person until he has returned to normal. Energy cost is 5 points.

Disruption:
The Power can upset the smooth functioning of the physiology. The target suffers Power rank losses to his health as he suffers anything from minor discomfort (nausea, chills) to fatal trauma (coronary attack). Energy cost +1 per turn.

Aging:
The Power can accelerate or reverse the aging process. The rate of aging is +1 year (or minus 1 year) multiplied by the Power rank number. Energy cost is 2 energy points.

Agelessness: The hero with the Agelessness power has the ability to never physically grow old. For every 3 ranks in this power, the hero gains a +1 to their intuition, since they have gained experience throughout their life wandering aimlessly and never worrying about time as an enemy. This power does not imply immortality, merely it states that the hero's rate of aging is slowed so greatly that it appears that the character never ages. No Energy cost.

*Bio-Vampirism:
The character is a super-carnivore able to increase his Strength, Endurance, Psyche, and Power ranks by consuming living biological materials. The most common examples of
Bio-Vampires are the traditional bloodsuckers like Dracula. As a new type of Bio-Vampire, your character need not follow the traditional abilities and limitations associated with the old Vampires. It's a new world and a new Vampire.

Bio-Vampires have a Bonus Power of Mind Control/Puppetry that renders their victims unable to physically struggle against the Bio-Vampire. However, the victim's Psyche remains uncontrolled; the victim continues to try to resist the Bio-Vampire's attack. Each successful vampiric attack enables the Bio-Vampire to drain Health points from the victim. The amount drained is equal to the Power rank number. In addition, this number is equal to the amount of energy drained and the amount by which a hero can increase their ranks for their strength, endurance, psyche and any other powers. This amount is divided equally among each of these qualities. This is converted into energy that is divided equally among the ranks for Strength, Endurance, Psyche, and any Powers the vampire has except this one. No Vampiric Power can ever increase its own rank. Energy cost is zero to use this power.

For every vampiric attack, the hero loses 50 karma points and 50 points to their popularity. In addition, Bio-Vampirism is communicable. A sentient victim who was, completely drained as a result of a feeding frenzy must have a psyche greater than the number of ranks in this talent in order to avoid becoming a vampire.

Finally, vampires have all the typical weaknesses (i.e. sunlight, stakes/ arrows to the heart, removing the head, garlic, and the holy cross.) (NOTE: TWILIGHT IS A LAME MOVIE/BOOK AND VAMPIRES DO NOT GLOW IN SUNLIGHT!)

Body Transformation:
The hero can alter the nature of elements and compounds within a living target's body. Innate safe-guards in the Power maintain the target's life force for as long as the target is in the altered state. Such states are not necessarily mobile, but if they are, they may require the target to move in new ways.
While in a solid altered state, the target retains his overall normal appearance. If liquid or gaseous, he can assume any shape but can still automatically revert to his original shape when the Power's
effects end. When transforming a target, the hero normally changes the entire body unless the player states beforehand which specific section he is changing. The safeguards still take effect, but the
target loses sensation in the affected areas. Transformations can take any of three basic forms:

-Chemical: The target's chemical makeup is changed to other chemicals. This includes liquid or gaseous forms and the ability to assume any shape. (Think Metamorpho). Energy cost 10 pts per use.

-Physiological: The target's basic life functions are changed. The target may be changed to animal, plant, or a different chemical basis. (Think Iceman or Wolfsbane) Please note this is different from the Armor Skin power. Energy cost 10 pts per use.

-Energy: The solid target is converted to a coherent energy field. (Think Human Torch and Static Shock) Energy cost is 15 pts per use.

The Energy type can also be considered as an attack, the target can choose to resist; he can also forego a resistance if he so desires. Power rank determines the Intensity of the effects on the target, the range at which the effects can occur, and the duration of the effects.

Elongation:
This is a specialized form of Shapeshifting. The hero can temporarily increase the length of any part or his body without losing leverage or strength. The hero can elongate any single part a maximum number of yards equal to his power rank number. If two or more parts are elongated, this limit is the total combined length for all parts concerned. The hand counts as part of the arm unless the hero is specifically elongating his fingers; in this case, the maximum is divided by the number of fingers elongated. (For example, Mr. Fantastic is usually shown elongating an arm with a normal hand at the end of it; this gives him a greater reach than if he elongated his hand instead.) The hero can maintain any single act of Elongation for a number of turns up to his power rank number. For every use of this power, the energy cost is 5 energy points.

Shapeshifting:
The hero can drastically alter all of his physical parameters (dimensions, appearance,
physiology) to achieve any desired shape. Despite appearances, the hero retains his basic chemical composition. (For example: Hobgoblin of the Shi'ar Imperial Guard transforms himself into a stone wall. Despite its granite-like facade, it's composed of flesh; instead of chips flying when the wall is attacked, it bleeds.) Normal duration is determined by Power rank. If the hero attempts a shape
that exceeds his normal size limits (i.e. not more that 150% nor less than 50% of his original size), this affects the duration, dropping it is the equivalent of -3 ranks in this power. 2 energy points per turn in a different shape.

Shapechange-Others:
The hero has the ability to change the shapes of other living beings. The result can take any shape and appearance the hero wishes: animal, vegetable, mineral. The target's basic physiology remains unchanged despite the apparent differences between the original and new forms.
When Shapechanging a target, the hero must make sure that the new form still allows basic life functions to continue (especially breathing!). If not, using the Power constitutes an instant kill and results in the loss of all karma. 5 energy points per use.

Acid generation:
Ability to generate acid, can be manifested through touch or as a spray. Deals rank damage and implies immunity from generated acid. Cost is 2 energy points per use.

Animal Mimicry:
This is a form of Power Duplication. The hero can duplicate the natural abilities of any animal. Only one animal at a time may be used, changing to a different animal takes two turns. Abilities and stat changes will be allowed depending on the animal being used. (For example, Animal man takes on a gorilla’s abilities and as such gains a +4 to strength and a +2 to fighting.) 5 energy points per use. The number of animals one can mimic is determined by the number of ranks in this power.

Waterbreathing:
This may be a "wimp Power," but it would be embarrassing for an extremely powerful character to drown while a relatively wimpish water breather went unharmed. No energy cost and no rank, you either have this power or you do not.

Lung Adaptability:
The hero can breathe any gaseous or liquid medium without harm. The lungs can extract required gases (oxygen for humans) or even create them by converting available elements. Energy cost is 1 energy point per turn using this power.

Prehensile Hair:
The hero's hair can stretch incredible lengths and carries the heros strength stat. Prehensile hair can function in two unique ways:

1.) The hair can be used to grapple opponents or climbing up buildings by using the hair's strength to pull themselves up. This also means that the hair can act as a third arm, capable of holding weapons or items.

2.) The second function of this hair is its weapon-like nature. The hair is hard as steel and can be used to pierce the flesh of living organisms or weak armored robots. The amount of damage done by the hair is power rank damage.

The hero can use both methods and this power is in their complete control. For every 10 ranks in this ability, the hair acts as an extra attack for the hero. However, it should be noted that since the hair is controlled by the hero's nervous system, the hero suffers a +5 bonus to damage whenever an attack is targeted at their hair (like fire attacks or ripping the hair from the hero's skull.) Energy cost is 3 points per use.

Armor Skin:
This is a natural form of Body Armor. The hero's skin is transformed into a damage-resistant form. The Power rank number decreases the Intensity of any physical or energy attack. This decrease applies each turn for as long as the attack continues. For every time using this form the energy cost is 10 energy points. Armor skin yields a +2 to fighting as well as bonuses to the hero’s strength and endurance. (+3 strength X the number of ranks in this power and +4 endurance X the number of ranks in this power).

Thick-skinned:
Hero’s skin is does not change but is more durable than normal skin. +1 to endurance per each rank in this power. No energy cost.

Extra Body Parts:
This power affects one appearance by granting them any number of additional limbs or extra physical appendages (wings, tail, beak, etc...). This power can only grant the individual a select number of extra body parts at a time, each one capable of granting different bonuses to the character. An example of this includes Angel's wings, which grant him the ability to fly, however he can only fly at rank speed (1 rank = 20m/s.)
Although there is no energy cost to use this power, the nature of this power causes a change in the individual's appearance, which inevitably results in a -10 to their popularity for every rank in this power. Below is a list of what additional limbs provide what kind of bonuses:

1.) Wings = They grant the individual the power of flight at rank speed (1 rank = 20m/s)

2.)Prehensive tail (think Nightcrawler) = an additional attack per every 3 ranks.

3.) Multiple eyes = Circular Vision.

4.) Extra arms = for each arm the individual receives a +2 to their strength stat per every rank in this ability. (Note: if an individual had two arms and 2 ranks in this power, the corresponding bonus to the character's strength stat would be +8. [2+2] X 2 = Cool

5.) Beak = treated as non retractable Natural Weaponry.

6.) Gills = Water Breathing

7.) Fins = Hyper-swiming ability (treat rank for this power as rank for Hyper-Swimming power).

8.) Extra Head = For each head the individual receives a +4 to their Psyche per every rank in this ability, as it is hard for one mind to use mental attacks on multiple heads. (Note: if an individual had two heads and 2 ranks in this power, the corresponding bonus to the character's psyche would be +8. 2 (4) = 8.)

9.) Centaur legs = grants the user a bonuses to escaping and to their overall movement speed by +1m/s per rank.

10.) Claws or teeth = treated as Natural Weaponry non-retractable.

11.) Extra Fur = resistance to cold (and cuddlieness!)

12.) Prehensile tongue = treat the same has prehensile tail.

13.) Extra body mass = +1 to strength, +4 to Endurance, -1 to agility bonuses are taken per rank in this power. In addition, resistance to cold and energy blasts with only 3 ranks is granted to this character.

And so on. (Any suggestions add to the BBS section of the forum.)

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Powers Guide Empty Deduction/Sensory

Post  Admin Tue Aug 07, 2012 11:18 pm

Detection/Sensory:
These powers are geared towards detection and enhanced sensory of the hero.

Abnormal Sensitivity:
The hero's senses function in their normal manner but their normal range of sensitivity is altered. The senses detect what they normally cannot and cannot detect what they normally can.
This affects either vision or hearing. The former case, the hero sees infrared and ultraviolet light, radio waves, and radiation. In the latter case, the hero hears extremely high and low pitches.

This may be considered a handicap for human characters while for aliens this could be a fact of life. A hero can turn it into an advantage by devising a means of negating the senses of his adversary that does not hinder his own altered senses.

Circular Vision:
This is simple enough to explain. The hero can see 3 degrees around himself. There are two ways to do this. The first is the hero's eyes are placed far enough apart that they can see in all directions. Since this is somewhat grotesque, the hero loses -20 on his Popularity, but gives him a +1 to fighting.

The second, more socially acceptable method is the hero possesses a weird lightwarping field that funnels light into his otherwise normal-looking eyes. Both these methods are immune to interference by power-manipulation Powers. This power has no rank. The hero either has it or he does not have it.

Energy Detection:
The hero can detect and identify energy and related phenomena. The power can only detect actual energy, not potential energy (it couldn't detect a bomb until it explodes, for example). Likewise, while it can detect the energies consciously emitted by superhumans, it cannot detect the superhumans themselves. Rank determines range. (1 rank in this power equals 100 yards.)

Environmental Awareness:
The hero has increased sensitivity to conditions in, disturbances in, and influences on the environment. The hero automatically maintains full knowledge of current conditions in his surroundings. This awareness extends to such factors as weather, chemicals, movement, and life. The rank determines the range to which the awareness extends (1 rank equals 50 sq. miles).

Extradimensional Detection:
The hero can sense across the dimensional barrier and see things existing in other dimensions. These include Asgard, the Astral Plane, Avalon, the Dark Dimension, the Demon Dimension, etc. The power rank number equals the number of different dimensions into which the hero can see (This power begins with one dimension and then every 3 ranks a new dimension can be seen).

Hypersensitive Hearing:
The hero can detect extremely faint sounds and unusual frequencies. He can identify objects by the sounds they emit. Because of the sensitivity of the hero's hearing, he is more vulnerable to sonic attacks (they deal twice as much damage to the person with this power. On the bright side no rank or range for this ability, the hero either has it or he does not have it.)

Hypersensitive Olfactory:
The hero can detect the presence of minute traces of substances and accurately identify them. This Power is continually functioning; the hero has learned to ignore unpleasant smells. If he loses his ability to mask out nasty odors, he'll be so distracted (and possibly sickened) by the intruding odors (-1 to reason and intuition.)

Hypersensitive Touch:
The hero possesses an Enhanced sense of touch that permits him to detect extremely fine surface details and to identify materials by their surface "feel." If stabbed or hit a +2 bonus to the damage is taken by the hero with this ability.

Life Detection:
The hero can detect the presence of life and identify the nature of that life. The hero can probe a specific target for more detailed physiological data. Hence this power grants the hero the ability to request more information on any number of living characters (their stats and abilities) and it is the responsibility of the creators of these character to produce a rough set of stats and features to the hero requesting this information via a private message (PM). Energy cost is 5 points per use.

Magic Detection:
The hero can detect and identify magic and its effects. The Power can detect both magic in actual use and in potential. As such, this allows the hero to request information on the all the spells or magical powers of a character, and it is the responsibility of the creator of this character to provide them via a private message (PM) to the hero who requested this information. Energy cost is 2 points per use.

Microscopic Vision:
The hero’s eyes can focus on extremely minute targets, objects too small for normal vision to perceive. This Power functions in two stages. The first is light magnification; the hero's eyes function as normal microscopes. This allows the hero to see things as small as chromosomes.
Beyond this level, light no longer carries images. The second stage of this Power is a variation of Clairvoyance that permits the hero to see miniature, rather than distant, targets. The Power automatically shifts between these stages without the hero's conscious choice. (It is up to the administrator to determine exactly what a hero is able to see based on their power rank number.)

Penetration Vision:
This is commonly called "X-ray vision" but may not actually use X-rays. The hero can see through solids; the effect is as if the obscuring material were transformed to clear glass. The Power rank number equals the depth in feet to which this Power can penetrate. Penetration Vision can be coupled with either Telescopic or Microscopic Vision to extend its range and permit the other Power to function despite intervening barriers. If this Power is interfered with by outside forces, the hero might be unable to use his normal vision. The result is the hero perceives everything as a transparent outline. It is important to note that this visionary power does not work on a certain isotope of lead.

Power Detection:
This is a power that can function as "Mutant Detection." The hero can detect and identify superhuman Powers. He can also identify specific superhumans by their characteristic Powers. As such, this allows the hero to request information on the all the powers of a character, and it is the responsibility of the creator of this character to provide them via a private message (PM) to the hero who requested this information. In addition, the hero can identify the presence of previously invoked power when examining former targets of Power. Energy cost is 2 energy points per use.

Psionic Detection:
The hero can detect and identify psionic Power and related phenomena. It can detect both actual psionics and the potential to use them. As such, this is the last way to detect mutants. As such, this allows the hero to request information on the all the psionic abilities of a character, and it is the responsibility of the creator of this character to provide them via a private message (PM) to the hero who requested this information. In addition, The hero can identify the past use of psionics on a living subject. Energy cost is 2 energy points per use.

Radarsense:
The hero can gain a three-dimensional picture of his surroundings through the use of electromagnetic waves. The hero both emits and senses these waves. He can use the Power to locate and identify targets by their characteristic echoes. Because of the hero's sensitivity to electromagnetic waves, he has an increased vulnerability to electrical and magnetic attacks (+2 to damage taken from these attacks and radarsense is negated.)

Sonar:
The hero can gain a three-dimensional picture of his environment through the use of soundwaves. The Power allows the hero to locate and identify targets by the way they reflect sound.There are two ways this Power can operate. Passive Sonar utilizes existing sound.

Active Sonar uses special sounds emitted by the hero (this is how bats and dolphins do it). The latter form requires a special adaptation of the hero's voice; otherwise there is no real difference
between them. Because of the special sensitivity of the hero's hearing, he is vulnerable to sonic attacks (+2 to damage taken from these attacks and sonar is negated.)

Telescopic Vision:
The hero's eyes can focus on extremely distant targets, objects too small for normal vision to perceive. The eyes function as telescopes, magnifying normal visual images. With this Power, the hero can see anything in his line of sight, even the surfaces of distant worlds. However, the Power is limited by the speed of light. Images of Alpha Centauri, for example, are five years old. If the hero has other vision-based Powers, he can couple them with Telescopic vision to extend their range.
When using this Power, the distant objects appear very close. An adversary with a means of altering the hero's control over this Power might make the Telescopic Vision continually override the hero's normal sight. The effect would be disastrous (imagine trying to walk through Manhattan when all you're seeing are the sands of Mars). No rank in this talent, you either have it or do not have it.

Thermal Vision:
The hero can see infrared light and heat images. This allows the hero to see in the dark, perceive temperature differences (especially those left by a living person's contact with an object), and partially see through solids. In the last case, the hero can only see the heat patterns of objects touching the other side of the barrier. With practice, the hero can judge the temperature of a target by its thermal color. The hero has an increased risk of being blinded by strong heat sources, even those that don't affect normal vision.

True Sight:
The hero can see the correct image of a target, despite any attempts at concealment or disguise. This Power can penetrate any means of hiding something's true nature, whether physical, psionic, illusionary, or power-based. True Sight can penetrate any disguise at or below its rank.

Ultraviolet Vision:
The hero can see ultraviolet light. Because UV light isn't as readily absorbed by water as normal light, this Power enables the hero to see clearly through fog and at greater distance in the water. It also grants the ability to see in the dark, but there is strong risk of being blinded by intense sources of radiation.

Weakness Detection:
The hero can detect flaws and stress points in a target. This doesn't guarantee he can exploit this knowledge, though. The rank determines the types of weaknesses he can detect. (ranks 5 and below = physical weaknesses, ranks 10 and below = mental and physical weaknesses, and 20 ranks or above = power based, metal, and/or physical weaknesses.) 5 energy points per use

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Powers Guide Empty Physical Abilities

Post  Admin Tue Aug 07, 2012 11:19 pm

Physical Fighting Types: Powers that are used to enhance one's physical attack.


Berserker:
(Energy cost is nothing) The hero can enter into a battle rage that alters the hero in some significant ways. Reason and Psyche plummet by the number of ranks in this power (that is the total number of points taken away is a determined split between these two stats which add up to the number of ranks in this power.) While Strength and Fighting increase by the +2 X the number of points taken away from the Reason and Psyche stats. (That is, the total number of points placed in each stat is equal to the number of points lost from Reason and psyche, as well as the number of ranks in this talent. For every point added to strength and fighting it is treated as a +2 bonus for each point. Splitting the number of points between the two stats is up to the character.) The hero also develops Iron Will for the duration of the Berserker rage; the rank for this is the same as the Berserker Power's rank. The Berserker lasts for the length of combat and 10 turns. When the rage ends, all the altered Abilities return to their original ranks. Since the Iron Will also disappears, the hero finally feels the effects of any damage he suffered while in the Berserker rage.
Example: Orlando the Furious has 10 Strength, 20 Fighting, 36 Reason, 40 Psyche
and 20 ranks in the Berserker Power. When he enters the Berserker rage, the following occurs. Psyche drops by 9 points and Reason drops by 11 points a total of 20 points. This is divided between Orlando's Strength and Fighting stats. Strength increases to 34, Fighting to 36 (note the +2 x each point placed in each stat). Finally, he develops Iron Will. The carnage that ensues is short and messy. Orlando emerges victorious but remains rather dangerous to be around for another 10 turns.

Note: Iron will in this case refers to a +4 bonus to one’s endurance while in this status.

Martial Arts Supremacy:
In this system, Fighting is considered an Ability, not a Power. However, this Power increases a hero's already-mastered Martial Arts (a talent in the game system) to dramatically higher levels and allows him to perform actions that would otherwise be impossible, like splitting a battleship in two with a single karate chop.
Martial Arts falls into five categories labeled A through E for simplicity's sake:

A-This form uses the opponent's Strength against him and permits the hero to Stun or Slam an opponent regardless of their relative Strengths and Endurances.

B-This form is keyed to offense by inflicting damage by short, quick bursts. The practitioner of this
form of martial arts gains a +3 to their Fighting ability when engaged in unarmed combat.

C-This form concentrates on holds and escapes. The practitioner of this form gains a +2 to his/her Strength for grappling attacks (including damage), a +2 to their agility for purposes of dodging.

D-This form seeks out the opponent's weak points and strikes at them. The hero can ignore the effects of physical Armor when determining Stun and Slam results. Unfortunately, the hero must study his opponent for two turns before he can bring this effect into play.

E-This form encourages quick striking to catch an opponent off-guard. Heroes with this form of martial arts are at a +2 to their agility while in unarmed combat.

The player chooses one of the above Martial Arts and determines its rank when he creates the hero. When this Power shows up, add its Power rank number to the already determined talent rank number.
For example, If Iron Fist had martial Arts A as a talent and has martial arts supremacy as a power, the number of ranks in this power would be added to the talent. Therefore, he would be able to damage an opponent with the number of ranks he has in this power.

Natural Weaponry:
The hero's body contains special anatomical features that can function as weapons. These may be of any nature and can be external, internal, or retractable. If these are
damaged the hero suffers as if they were normal body parts. When creating the hero, the player
decides the nature of the weaponry. The weaponry chosen possesses this Power and rank taken as material strength for purposes of determining potential damage. Each time the player rolls this Power,
he can add another weapon to the hero. For every rank in this power, the fighting ability of the hero is increase by +3.
A drawback to this Power is that if the hero is somehow deprived of his Natural Weaponry, he suffers a loss to his Fighting Ability equal to his weapon's rank. If the Natural Weaponry is made of materials not normally found in the body, it makes the hero vulnerable to attacks that affect those materials.
Examples of this power include: Wolverine’s bone claws, Skeleton Key’s key-like fingers, Marrow’s ability to produce dense weapon-like bones from her epidermis that can be removed and used as spears, etc. No energy cost.

Super Strength:
The hero with this power can lift heavy objects with ease. For every rank in this power the hero gains a +5 to their strength stat. A disadvantage with this power is the tendency to underestimate one’s own strength. For example, Superman goes to throw a villain into the air and due to this ability he has the potential to launch the villain accidentally into space. To avoid this tendency it is recommended that the hero also equips the power Focus or Control. (No energy cost.)

*Weapons Creation:
The hero can create any desired weapon out of thin air. The weapon can be of any design, size, and material. The size of the weapon is limited by its weight. The hero can only
create in a single turn a maximum number of kilograms equal to his Power rank number. Heavier weapons have to be assembled in pieces over a span of several turns. While the material strength
of the created weapon is the same as that of a normally-manufactured weapon of the same type, its duration is much shorter. The lifespan of the weapon is determined at the time of creation. (Number of uses equals half the number of ranks in this talent.)
Each kilogram of created matter temporarily costs the hero 1 Health point. All points lost in this manner are regained after 24 hours. Thus, the hero can only create a weapon weighing the
number of kilograms equal to his Health score in a single day. The hero must have-detailed
knowledge of any weapon he wants to create. He can only store a limited number of weapons' designs in his memory. The total number of memory slots available to this Power equals the hero's Reason. (Starting at 5 points, 1 memory slot per every 5 points in reason). The player must keep a record of the weapons he can create, as well as a rough set of stats of these weapons. (NOTE: for every weapon created, a description of the weapon and its features must be submitted and pre-approved by the administrator before creating that weapon.) Energy cost is 5 points per use.

Weapons Tinkering:
The hero can devise and assemble any weapon that can be made with the available materials. Provided he has the resources, the hero can assemble a functional copy of any
weapon. Compare the Resources with the cost of the desired weapon. If it is equal or lower cost weapons can be created without any cost. If the cost of the desired weapon is more than $60 higher than the hero’s resources, then the weapon cannot be made. If the cost is less than $60 higher than the hero’s resources, the cost of the desired weapon is now available at half price. For every rank in this power, the hero gains a +$50 to their resources. No energy cost for this ability. A clever character can also use this Power to make money off of other characters by building weapons on commission. After all, somebody's got to be building all those super-weapons that fill the pages of comic books…

Iron Will
A hero with this power gains a +6 bonus to their endurance and a +3 bonus to their psyche when defending against any attacks. If caught off-guard, this power has no effect. No ranks or energy cost are necessary for this power.

* = counts as two power slots.

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Powers Guide Empty Illusionary

Post  Admin Tue Aug 07, 2012 11:20 pm

Illusions: Powers that create illusions to fool others.

Animate Image:
This is a specialized form of Illusion-casting that enables the hero to apparently bring any flat image to life. Whatever the original nature of the image—drawing, painting, photograph, print—the image gains three dimensionality and independent movement. A blank white area now fills the area formerly occupied by the newly solidified Image. In actuality, the hero has created two Illusions. The obvious one is the Animated Image that has peeled itself away from its flat background and filled out into three dimensions. The second, more subtle Illusion is the "blank white area." The hero automatically casts this Illusion to mask out the still-existing original picture; this secondary Illusion lasts for 10-20 turns or until the primary Illusion ceases to exist, whichever comes first. The initial range at which the hero can Animate an Image is line-of-sight for one area. This is also the maximum range at which the hero can normally maintain the "realism" of the Image. Simply put, the hero has to be able to clearly see both the Image and its surroundings. When either is beyond his vision, the believability of the Image drops drastically. When the Image gets beyond the hero's field of clear vision, he can no longer make it realistically conform to the surroundings. The Image can exist for as long as the hero concentrates on maintaining it. Although the Image can only be realistically controlled within one area of the hero's location, the Image can be projected up to the full range for this Power.
Once beyond the one area limit, the Image is easily perceived by others as a holographic projection. The hero can overcome this limit by extending the range of his own senses, either through artificial means (telescopes, remote TV camera, etcetera) or by using sense extending Powers. In such cases, the hero can extend realistic control of the Image up to the range limits for this Power and whatever means he employs to extend his vision. The Image possesses whatever abilities or characteristics the original model possessed. At least, it possesses those abilities or characteristics the hero believes the model possessed. This is after all an Illusion that the hero has created. As such, it conforms to his expectations. What traits the Image has are determined by the hero's imagination and memory for detail.
The accuracy of the Image is determined by the hero's Reason (hence, if the reason of the hero is lower than the reason of the villain, the accuracy of the image is flawed.) The typical Animated Image is an intangible holographic projection. Since most people rely 'exclusively on their vision as the means of sensing their environment, the Animated Image is easily accepted as reality. Only when other senses are used does the Image get exposed as Illusion. Such Images are mechanically detectable and recordable by such means as photography and television. Images can also deceive the artificial senses of mechanical beings. Since the Image is intangible, it cannot directly do physical damage to a target. If the Image incorporates bright light, it has the potential of blinding the target. However, if the hero possesses certain other Powers that can be combined with the Image then it can do actual damage. If the hero also uses Energy Solidification or any of the Matter Creation Powers, the Image gains temporary solidity. This lasts for 1 -10 turns, regardless of the normal duration of effect for the supplementing Power. Any of the Energy Emission Powers can be apparently redirected through the Image. 2 energy points per turn is the energy cost to use this power.

Illusion-Casting:
The hero can create realistic holographic images that have apparent solidity. These Illusions can be mechanically detected and recorded by such means as photography or television.
That separates this Power from the psionic, image-generating Power called Hallucinations, which produces images directly in the target's mind and cannot affect mechanical senses.
The Illusion can take any size or appearance the hero desires and is limited only by his imagination. The Illusion can be a realistic simulation, a fanciful creation direct from the hero's mind, or an abstract display of light. The hero is playing with light itself and can create anything that is visible. Since most people depend. on vision to gain information on their surroundings, this Power presents the awesome ability to apparently alter the nature of reality. Illusions last as long as the hero concentrates on maintaining their existence.
A drawback in characters who have this Power is that they tend to become philosophical about the relationship between Reality and Illusion. Companions find themselves drawn into interminable arguments about what is real and what is not. Illusion-Casters may even begin to feel that they themselves are an Illusion being cast by some unknown being.

There are three specific types of this power (each count as one different power)

-Illusory Duplication: This is a specialized form of Illusion-Casting that permits the hero to generate completely realistic simulations of a single object, namely himself. Unlike the other Illusory Powers, this permits the hero to see through these nonexistent senses and to communicate through apparently normal speech. The hero can create a finite number of exact holographic duplicates of himself (3 dupes per each rank in this power). The accuracy of the duplicates is determined by one's Reason versus the individuals trying to discern which duplicate is the illusionist. (Please note: this power cannot be used to earn experience in two separate campaigns. The individual must be physically present in order to receive karma points and other rewards for a completed campaign.) Energy cost 1 energy point per turn.

-Illusory Invisibility: This is not true Invisibility but is actually a clever simulation. The effects are nearly the same, anyway; the hero becomes effectively invisible to any living or artificial being. The hero actually remains visible but he can now surround himself with a holographic Illusion of empty space. This field can be limited to the hero's body or increased to cover a large area. The maximum radius of this effect is the number of feet equal to the power rank number. Energy cost +3 energy points per turn.

-Illusory Scenery: The hero can create a scene that is actually a clever simulation. The area of effect is equal to number of square miles equal to the power rank number. Energy cost is 2 pts. per turn.

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Powers Guide Empty Defensive

Post  Admin Tue Aug 07, 2012 11:20 pm

Defensive:
These powers are primarily geared towards protection.

Body Armor (Artificial):
The hero possesses artificially-created armor that provides protection and possibly a way of possessing other Powers. Armor comes in many forms exotic plate-mail, nuclear-powered exoskeletons, or mechanically-created force fields. Powers built into the armor can later be modified and enhanced; think of the changes Tony Stark has made in the Iron Man armor.

On the other hand, Powers that are built into the armor may suffer mechanical failure. The armor's Power rank determines its ability to resist damage. The player also has to determine where he got the Armor in the first place. Additional powers built into the armor can be later added depending on the number of ranks in this power. For every 10 ranks in this power a modification or enhancement may be made to the armor. For every 2 ranks in this power, the hero gains a +3 to endurance.

Force Field:
This is the type of field used by the Invisible Woman. It provides protection against a variety of forces, including brute force, energy attacks, and extreme temperature conditions. It can be projected and used for a variety of Power stunts. The following four force fields protect against specific forms of attack. Each protects the hero and the surrounding area. The maximum size of the force field is the number of areas equal to 25% (1/4) of the Power rank number.

The force field completely absorbs any attack which has an Intensity equal to or less than the Power's rank number. If the Intensity is higher, it is reduced by the Power's rank number. The remaining Intensity breaches the force field and affects anyone within, by this diminished effect.
The hero can form shields to protect distant targets at +2 X the number of ranks in the power as a range. By expanding his field outward, the hero can sweep his surroundings clean of anything affected by his force field. The Power can be used as a filter to sort out anything affected by his force field. The force field can be formed around something it would affect, thus trapping it. Here are the following types of force fields (note: that each force field type counts as a separate power slot. They do not fall under one power.)

1.)Force Field vs. Emotion Attack: The field protects anyone within from attacks that are emotion-related or aimed at the Intuition, including Emotion Control, Hallucinations, and Domination. If the intuition of the hero is greater than the attacker’s intuition, then the attack can be reflected back at the attacker.

2.)Force Field vs. Energy Attack: The Field protects anything within from any emitted energy forms, whether natural, artificial, or Power-based. Such attacks include Light, Heat and Flame, plasma, Hard Radiation, Electricity, Vibration, Sonics, Cold, and Kinetic Bolts (most of the Energy Emission category).

3.)Force Field vs. Magic: The field protects anything within from magical attacks, whether mental or physical in orientation.

4.)Force Field vs. Physical Attack: The field protects anything within from such things as brute force, hostile environments, temperature extremes, hazardous chemicals, and airborne infection. Note that while this Power will prevent hostile environments from harming the hero, it does not provide life support materials. For example, this Power permits the hero to walk unharmed on the surface of Venus, provided he has his own oxygen supply.

Resistance to Physical Attack:
The hero has increased resistance to any physical attack. This includes brute force, chemical weapons, bio-chemicals, disease, hostile environments, and temperature extremes. The hero can ignore any physical attacks with Intensities less than the power rank number, and may reduce damage from higher level attacks by the Power rank number.

Resistance to Magic Attacks:
The hero has increased resistance to magic based attacks, whether physical or mental in orientation. The hero gains a +3 to their psyche when guarding against magical attacks for every 1 rank in this power.

Resistance to Mental Attacks:
The hero has increased resistance to attacks aimed at the mind and neural system. Such attacks include psionics, neural manipulation, and any other attacks aimed at the Psyche. This does not include magical and emotion-based attacks. For every 1 rank in this power the hero gains a +3 to their psyche when guarding against these types of attacks.

Resistance to Emotion Attacks:
The hero has increased resistance to emotion-related attacks. Such attacks include Emotion Control, Hallucinations, Domination, and attacks aimed at the Intuition. The hero can ignore attacks with Intensities less than the Power rank, and may reduce damage from higher level attacks by the Power rank number.

Resistance to Energy Attacks:
The hero has an increased resistance to any emitted energy form, whether artificial, natural, or Power-based. Such attacks include Light, Heat, Flame, Plasma, Hard radiation, Electricity, Vibration, Sonics, Cold, and Kinetic Bolts (most of the Energy Emission category). The hero can ignore attacks with Intensities less than the Power rank, and may reduce damage from higher level attacks by the Power rank number.

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