
New Powers for the DC Heroes RPG
(Repository #4)
Sequence
This is one of our new DC Heroes RPG Powers repositories.
Everything is explained — and there’s a full table of content — at the “base camp” article about Powers.
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Skin Armor (Usage clarification)
Author: Sébastien Andrivet.
On writeups.org, Skin Armour is assumed to protect against “Kinetic” class damage, but not against “Energy” or “Neither” damage.
(These categories are listed on BoH:SE, p.224).
Cause and effects
This stems from a misunderstanding of the word “Physical” in DCH. Which is discussed in the “Physical vs. Kinetic” article the New Rules File Miscellanea.
As it happens, the misunderstanding works great. Because we often need to denote characters more resistant to Kinetic damage than to other types.
If a different approach is sought, you will see Bonuses and Limitations as “Skin Armor also protects against energy attacks” or other such clarifications for a specific character.
Protection vs. Knockback
Furthermore, Skin Armor is assumed not to protect against Planned Knockback Attacks. These attempt to displace the character, but do not in themselves inflict the Physical RAPs that Skin Armor defends against.
This also corresponds to how things usually work in comic books, where strong characters can sometime knock back foes they cannot hurt.
The Molten Man (Mark Raxton) has the Skin Armour Power.
Slow (EQ)
Author: Sébastien Andrivet.
Mystical Power
Link: INF
Range: Normal
Type: Dice
Base Cost: 20
Factor Cost: 03
The Slow (EQ) Power allows a Character to slow and hinder the actions conducted by the target. This is generally used to blunt the effectiveness of their assaults. However it also affects other Dice Actions such as Character Interaction, Perception Rolls, etc..
The movement speed of the target (and their gross mobility in general) is unaffected. The effect only hampers fine coordination. Likewise the *strength* of the target’s attacks isn’t diminished. But they are easier to see coming.
RAPs
The APs of Slow (EQ) Power are the AV/EV tested against the target’s INF/SPI. RAPs are interpreted using the following table :
RAPs | Effects |
---|---|
01 | LDD against the target’s Dice Actions receives a 1 Genre Column Shift Bonus. |
02 | Both LDD and OV boosting against the target’s Dice Actions receive a 1 Genre Column Shift Bonus. |
03 | As for 2 RAPs. Furthermore OVs for the target’s Dice Actions are all raised by 1 AP. |
04 | OVs for the target’s Dice Actions are all raised by 1 AP. LDD, OV boosting and RV boosting against the target’s Dice Actions all receive a 1 Genre Column Shift Bonus. |
05 | OVs for the target’s Dice Actions are all raised by 1 AP. OV boosting and RV boosting against the target’s Dice Actions all receive a 1 Genre Column Shift Bonus. LDD against the target’s Dice Actions receives a 2 Genre Column Shift Bonus. |
06 | OVs for the target’s Dice Actions are all raised by 1 AP. RV boosting against the target’s Dice Actions all receive a 1 Genre Column Shift Bonus. Both LDD and OV boosting against the target’s Dice Actions receive a 2 Genre Column Shift Bonus. |
07 | OVs for the target’s Dice Actions are all raised by 2 APs. RV boosting against the target’s Dice Actions all receive a 1 Genre Column Shift Bonus. Both LDD and OV boosting against the target’s Dice Actions receive a 2 Genre Column Shift Bonus. |
08 | OVs for the target’s Dice Actions are all raised by 2 APs. LDD, OV boosting and RV boosting against the target’s Dice Actions all receive a 2 Genre Column Shift Bonus. |
09 | As for 8 RAPs. Furthermore, the target receives a 1 Genre Column Shift Penalty to all AV boosting. |
10+ | As for 9 RAPs. Furthermore, the target receives a 1 Genre Column Shift Penalty to all EV boosting. |
“Genre Column Shift Bonus” are applied on the Genre Table on p. 227 of Blood of Heroes: Special Edition. Bonuses mean a leftward shift, penalties a rightward shift.
“Boosting” is used as a shorthand for the usual spending of Hero Points in a Dice Action, as explained in Idea Seven: Hero Points (BoH:SE pp126-127).
Design notes
This emulate the effect of the slow spell lines in the original Everquest video game. For EQ writeups.
It is named Slow (EQ) with the parenthetical in case we later need a Slow Power that works differently.
This approach seeks to replicate the tactical applications and general feel of these spells. *Technically* it could be a Time Slow Power. But that doesn’t carry over as well and completely fails for lower-level versions of the spells (such as Drowsy, that slows attackers by but 10-ish percent).
There are ample precedents of RAPs-based result tables (though not usually that detailed), and the DCH online community has used Genre Column Shift mechanics before. The combination of the two is unusual, but it does give a precise control of the output of the Power to avoid weirdness.
If you are looking for a more traditional approach, consider the Numb Power.
The Slow (EQ) Power assumes the use of one-AP-wide columns via variant Action Tables and Result Tables. Otherwise, raising the OV by one AP would have almost zero effect in more than half the cases, eh ?
The ranger Gitane wielded the legendary sword Earthcaller, with the Slow (EQ) Power.
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Spirit Steed v1.1
Author: Mike Winkler.
Helper(s): Gareth Lewis.
Mystical Power
Link: SPI
Range: Special
Type: Auto
Base Cost: 55
Factor Cost: 05
This Power allows a Character to invoke a personal transport of an animal, mechanical or mystical nature.
When the power is purchased the Character must determine the specific form that the steed will take. Such as a certain breed of horse, a particular type of motorcycle, a skateboard, or a preposterously large sea horse.
Whether the steed is land- or water-based should also be determined at this time. The steed’s Characteristics will be fixed thereafter. Once a white horse, always a white horse.
When the power is activated the Character must spend one Phase summoning their spirit steed. It will then appear within 2APs of the Character at the location of their choice. The steed will respond to the verbal commands of the Character and perform as they command within the limits of its abilities.
Any attacks performed are Ramming Maneuvers using the APs of Spirit Steed as AV/EV.
Example
The Mystic Rider has Spirit Steed at 8 APs. He calls forth his motorcycle, determined at during Character creation to be a 1952 Silver Black Phantom . When Mystic Rider calls it forth he can order it to run down his enemies (AV/EV of 08) or to give a ride to a friend. He could not command the bike to pick up a baby from a burning building as it has no hands.
The spirit steed’s movement speed is equal to the Power’s APs. The steed may also travel as far as ½ of its APs in ways that involve minor aberrations of physics, subject to GM approval.
A spirit steed might run up walls or make seemingly-impossible leaps, but not pass harmlessly through walls or teleport past obstacles. At no point can the steed travel more than its APs of power away from the Character.
The BODY and STR of the spirit steed are equal to the invoking Character’s Current Spirit Condition. If the Character takes Mystic Damage the steed’s Attributes are reduced appropriately. Likewise, if the spirit Steed is damaged the Character’s Current Spirit is similarly reduced.
At no time will a Spirit Steed have Mental Attributes. Such a steed would be better represented as a Pet.
Special Bonuses
Amphibious (+2FC)
The steed can travel on land or water with equal facility.
Flyer (+2FC)
The spirit steed is a flying form such as a giant eagle, winged horse, or a flying carpet.
Malleable (+10BC)
The Spirit Steed can be cosmetically altered with each invocation. A sporting gear Spirit Steed could be of any general type (rollerblades, skateboard, kite board, skis, snowboard, etc.) while a motorcycle steed could be of any make or manufacture or even a unique design.
While the appearance may vary from one invocation to the next, the game effects of the steed remain the same.
Distinct Entity (+2 FC)
The steed’s STR and BODY are equal to the invoking Character’s Spirit, not his Current Spirit Condition, and damage to one does not sympathetically harm the other.
The user can also purchase other Powers to be used with the steed, if appropriate. Power Usable by the Spirit Steed Only is a -1 FC Limitation. Examples of applicable Powers include Energy Blast, enhanced or extended Senses, and Dimension Travel.
One of these Ghost Riders has the Spirit Steed Power.
Split v3.7
Author: Gareth Lewis.
Helper(s): Sébastien Andrivet, John Colagioia, Roy Cowan, Kal El el Vigilante, Eric Langendorff, Andrew Lee, Dr. Peter S Piispanen, Chris Cottingham, RD Miles.
Physical Power
Link: DEX
Range: Self
Type: Auto
Base Cost: 50
Factor Cost: 10
This Power allows the character to split themselves into two or more complete beings. A character can split into a total number of additional separate beings equal to the APs of the Power.
Each split being possesses the same Attributes, Powers (excluding Split itself, which only the original retains), and Skills as the original character at that character’s AP levels, minus one (1) AP for each active AP of Split.
Example:
A character with all Attributes at 6 APs, Split of 2 APs, and an Energy Blast of 8 APs, could split into three separate beings. Each of whom would possess all Attributes at 4 APs and 6 APs of Energy Blast.
Special cases
Duplicates created through the Split Power do not themselves possess the Split Power. Rejoining of duplicates is instantaneous at the original character’s will, so long as the character and duplicates are in physical contact, at which point the character sustains the greatest amount of damage taken by any one of the duplicates.
Dead duplicates cannot rejoin with the original character. Additionally, for every duplicate which dies, the original character automatically and permanently loses one AP from each of his Attributes, Powers and Skills.
The character is aware of all duplicates, but has no direct knowledge of their experiences until reabsorbing them, at which point he gains their memories. For the character and his duplicates to be aware of what each is currently experiencing, Split must be purchased with the Common Consciousness Bonus (+2 FC).
Conversely, Split can also have the No Awareness Limitation (-1 FC) where the character has no awareness of the duplicates’ locations, and the original body doesn’t gain their memories on reabsorbing them.
If they have the No Original Body Bonus (see below) then either one body may be dominant, with their memories being retained for the character, or no memories at all are retained of the time they were split (in which case the Limitation gets an extra -2 FC).
Splintering
It’s possible for duplicates to manifest slightly different personalities from the original, or dominant, body, but this is more a role-playing matter than another Bonus or Limitation. If used in conjunction with the No Awareness Limitation then the duplicates may be able to retain their memories between splits.
It’s possible the distinct duplicates could try keeping their memories separate even without this Limitation, as a Mental Check using their INT/WILL against the APs of Split, success indicating the original/dominant body may not be aware of the withholding. (The character may or may not have the No Control over Duplicates Limitation (see below)).
Special Bonuses and Limitations
Alternative AP Loss Bonus
AP loss per Split follows AP Loss Table below (+1 FC).
Split APs | AP Loss |
---|---|
1 | -1 |
2-3 | -2 |
4-7 | -3 |
8-14 | -4 |
15-29 | -5 |
Duplicates Vanish at 0AP (-1)
Whenever any of the duplicates’ Current Conditions reaches 0 they vanish, automatically reabsorbed by the character.
Exponential Split (+4FC)
The total number of beings the character can split into is decided by using the APs of the Power as an exponent of two (1 AP splits into 2, 2 AP splits into 4, 3 AP splits into 8, etc.).
AP loss per split is minus one (1) for each active AP of Split. If a duplicate dies, the character receives a Burnout of 1AP of the Split Power.
The Alternative AP loss Bonus, and the No reduction of attributes on Split death Bonus, are both incompatible with this Bonus.
No AP Loss (doubles the Base Cost (to 100) and increases the Factor Cost (+3 FC))
No AP Loss to Original Body (+1 FC)
AP Loss only applies to the duplicates.
No Control over Duplicates (-2 FC)
The GM has complete control over duplicates. This limitation should be consulted with the GM before being purchased.
No Original Body (+1 FC)
When the character splits, they are splitting themselves rather than creating a duplicate of their original body, so each body they possess is considered equal. If any body is killed, the character survives as long as one split remains alive.
No Reduction of Attributes upon Split Death (doubles the Base Cost (to 100, 200 if the No AP Loss Bonus is taken) and increases the Factor Cost (+3 FC))
Puppeteer (-1 FC)
The duplicates are only extensions of the character’s will, and the character has to concentrate to have them do anything, leaving him unable to take any Actions.
The duplicates are unable to perform any kind of social interaction, have 0AP Mental and Mystical Stats, and no HPs of their own, although the character has Leadership for the purposes of directing them.
The No Control over Duplicates Limitation, and No Original Body Bonus may not be taken with this Limitation.
Range Reabsorbing (+1 FC)
The character can reabsorb duplicates at a distance rather than needing to be in physical contact, to a maximum distance of their APs of Split.
Split Power is Possessed by all Duplicates (+2 FC)
This enables the duplicates to themselves create duplicates. The total number of duplicates in existence at any one time is still limited by the APs of the Power.
Time limit on Split (-3 FC)
APs of Split = APs of time the Splits may be active, but with a -1 AP for every AP of Split currently in use.
Madrox is the most famous character with the Split Power.
Stagger
Author: Sébastien Andrivet.
Helper(s): Eric Langendorff, Black Adam, William Chamberlin, Chris Cottingham, Peter Piispanen.
Link: STR
Range: Ranged
Type: Dice
Base Cost: 20
Factor Cost: 03
A Character with this Power can attempt to briefly incapacitate — or at least hinder — a target, without inflicting damage per se.
Depending on its in-universe description, the Stagger Power might daze, stun, knock prone, confuse, buffet, set on fire (forcing the target to extinguish the blaze), choke, nauseate, etc.
The in-universe workings of a Character’s Stagger Power should be defined during character creation. And both the Player and GM should agree that the mechanics of Stagger are a good approximation of the effect the Character is envisioned to produce.
Mechanically, what Stagger does is make it difficult for the target to a/ move quickly and b/ make Dice Actions such as attacks, Perception rolls, Character Interaction, etc. It may also move the target back a bit and/or force them to sacrifice Actions to shake of the effects.
Stagger is classified as a Physical effect, but a Mystic-Linked variant (attacking INF/INF and shaken off with INF/AUR) or a Mental-Linked variant(attacking INT/INT and shaken off by INT/WIL) are possible.
Attack
- The Character makes an Action Check using the APs of Power as the AV/EV against the target(s) DEX/DEX as the OV/RV.
- The Bracing Manoeuvre (BOH:SE) p150 can be used to reduce the RAPs from a Stagger attack.
- When taking the Stagger Power for a Character, the Player must specify two Defensive Powers that are allowed to increase the RV of the target. Common examples include Density Increase, Growth, Joined, Flame Immunity, Lightning Immunity, Skin Armour, Cold Immunity, Shade, Force Field, etc. Further allowable defenses can be selected, each effective defense beyond the first two lowering the BC by four.
RAPs
- The target’s AVs and movement rate are all reduced by the RAPs inflicted by the Stagger Dice Action. This concerns all AVs (Physical, Perception, Mental, Character Interaction, etc.) and movement rates (Running, Swimming, Flight, DEX-derived running speed, etc.)
- If the Stagger Dice Action gains more RAPs then the Weight of the target in APs, then the target is Knocked Back by zero APs.
- On the Phase that follows the Stagger Dice Action, targets can attempt to shake off RAPs inflicted by the Stagger attack. This is a Dice Action using DEX/STR against the RAPs gained by Stagger ; each RAP erases one RAP inflicted by the Stagger Dice Action.
- The RAPs inflicted by Stagger automatically fade, at the rate of 2 RAPs per Phase. This is on top of any RAPs gained by a Dice Actions to shrug the effects off. This fading effect takes place at the very end of the Phase, once all Actions have been resolved.
Design notes
Attacks that destabilise opponents without quite damaging them are not as well-represented in the rulesbook as straight damage ones.
Historically we’ve used Flash as a general-purpose dazing/destabilising tool – or considered that damage effects were close enough. But in many cases this is not satisfying.
Other Powers in the same vein in this document include Shockwave (a specialised version of Stagger) and Vertigo. These and Stagger have designs that stick close to Flash but add important details.
Stagger-type effects are usually encountered in video games. The final impetus leading to creating the Power was some special ammunition types in the Mass Effect saga. In most other media, the Stagger-type effects are associated with actual damage, and are usually covered by the default Stun mechanism in DC Heroes.
Design notes (continued)
Readers are welcome to consider Stagger in lieu of Flash in older writeups where Flash is shoehorned as a general dazing mechanic and Stagger might be a better choice.
A telltale sign is the “Flash is not resisted by Shade, but by…” note. Though it doesn’t automatically means that Stagger mechanisms would be better than Flash mechanisms.
The approach with a selection of effective defenses is loosely based on the precedent of having a Player-chosen “taboo substance” for X-Ray vision. The goal of this approach is to avoid having a large array of Powers with Stagger-like effects. Like the array with Energy Blast, Mental Blast, Projectile Weapons, Laser Beam, etc. which are essentially the same thing with different descriptors.
Stagger-type attacks or much less prevalent than straight damage effects, and having an array of them would be noise.
This Power assumes Power APs/Power APs as the AV/EV as per DC Heroes default, though the common case on writeups.org is that Powers aren’t their own AV.
Zaeed Massani’s weapons can employ the Stagger Power.
Stretching
The No Fine Manipulation Limitation (worth -1FC) is routinely used for the Stretching Power of weapons such as whips and lariats.
It means that actions that requires manual dexterity, such as typing on a keyboard, turning a key in a lock or opening a beer, cannot be performed via Stretching.
The Whip’s whip has the Stretching Power with this Limitation.
Subjective Reality (aka Imagination Gone Kablooie)
Author: Dr. Sean MacDonald.
Mental Power
Link: MIN
Range: Special
Type: Auto
Base Cost: 100
Factor Cost: 01
The way that reality works for the Character with this Power is drastically different than the way reality works for others. For example, a Character with this power might have a stuffed toy that in his reality is alive, but to others in “real” reality, it is not.
Similarly, a Character with this power might be unable to experience magic since there is no magic in his reality, while others in “real” reality know perfectly well that magic exists.
When conflicting worldviews clash, reality accommodates both worldviews as much as possible, though this may limit what can possibly happen.
For example, the “living” stuffed animal might not save his owner from being beaten up by a bully, since this would clash with the bully’s worldview that said stuffed animal is only a toy.
A Character with this power can only notice something that conflicts with his worldview if it has a Power or Attribute higher than the APs of this power. Thus, a skeptic can only notice that a powerful mystic entity is really a ghost if it has at least one Attribute or Power whose APs are higher than the skeptic’s APs of Subjective Reality
Specifics
When a Character with this power is created, the details of his reality must be explicitly defined. Certain aspects of the Character’s reality might be disadvantageous.
For example, in a child’s imaginary world, scientific laws are arbitrary, so gravity might temporarily reverse, or he might grow until he is larger than the galaxy.
However, it is reasonable that more aspects of the Character’s worldview be advantageous, such as that child’s Gadgetry ability or his stuffed animal companion.
Calvin has the Imagination Gone Kablooie Power.
Systemic Antidote
Author: Sébastien Andrivet.
Helper(s): Dr. Peter Piispanen, Roy Cowan.
Physical Power
Link: BODY
Range: Self
Type: Auto
Base Cost: 5
Factor Cost: 4
Systemic Antidote add its APs to the RV of a Character against toxins and pathogens.
Like with other RV boosters in the rulesbook this is done using linear maths. Therefore, a Character with a BODY of 06 and 04 APs of Systemic Antidote would have a RV of 10 against relevant attacks.
Systemic Antidote will provide protection against :
- Poisons such as neurotoxins, hemotoxins or necrotoxins (venom, poison gas, cyanide, etc.).
- Bioactive compounds such as drugs (say, truth serums or narcotics), intoxicants (say, alcohol), irritants (say, tear gas) or anaesthetics (say, chloroform).
- Pathogens such as bacteria and viruses.
- Anything that a layman would confuse with any of these.
In many comic books though, it doesn’t protect against malignant tumours (cancer). Systemic Antidote doesn’t provide protection against corrosives (acid, strong bases, etc.) either.
For protection against old age, see the age-moderating Advantages.
Special Limitations
Possible Limitations for Systemic Antidote include :
- Systemic Antidote does not protect against disease (-1).
- Systemic Antidote does not protect against poisons or bioactives (-2) (i.e., it only works vs. pathogens).
- And in some rare cases :
- Systemic Antidote does not work against poisons (but works against bioactives and pathogens) (-1).
- Systemic Antidote does not work against bioactives (but works against poisons and pathogens (-1).
Design notes
An expanded and more detailed version of the Power to represent how it almost always works in the comics, which also makes writeups easier.
Deadpool has the Systemic Antidote Power.
Temperature Control
Author: Sébastien Andrivet.
Mental Power
Link: WILL
Range: Normal
Type: Dice
Base Cost: 20
Factor Cost: 04
This Power allows a Character to create a field of heat or cold.
The Character may affect a volume up to their APs in the Power. Characters caught in the field are attacked with an AV/EV equal to the APs of the Power vs. an OV/RV of BODY/BODY.
The Power may also be used to create comfort zones in an otherwise inhospitable environment. To maintain a comfort zone, the Character with Temperature Control must expend an Automatic Action every Phase.
This Power can be purchased with the following standard Limitations : Only to Generate Heat (-1 FC), or Only to Subtract Heat (-1 FC).
The volume of effect can be expanded by a cumulative +5 APs for every +1 to the Power’s Factor Cost.
Elijah Snow has the Temperature Control Power, but only for cold.
Time Slow v1.4.1
Author: Danielle Mendus.
Mental Power
Link: WILL
Range: Normal
Type: Auto/Dice
Base Cost: 75
Factor Cost: 06
Time Slow allows a Character to slow the flow of time around themselves and/or others and put them in stasis.
A Character who uses Time Slow on themselves must state the specific amount of time they wish to remain in stasis or what event will trigger their revival.
(Time Slow can replace the Suspension Power. This power may also be mimicked by Time Control).
Mechanics
While under the effects of Time Slow, a Character may subtract the APs of Power from the amount of subjective time that passes for them. Such a Character will age, heal and consume food and air at the same subjective rate.
For instance, a Character with Time Slow: 08 slows time around themselves for two hours (11 APs). For them, 3 APs of time (11 APs – 8 APs), or 30 seconds, pass.
To slow time around another Character, make an Action Check using APs of Time Slow as the AV/EV and the target’s DEX/BODY as OV/RV. Targets with Time Travel, active Superspeed, Continuum Control or Time Control may add their APs of the highest applicable power to the RV.
RAPs are subtracted first from the target’s APs of Superspeed (if applicable), then any remaining RAPs are subtracted from the target’s subjective time as stated above.
Stasis
While in stasis, a Character’s OV against any attack is reduced by the APs (or RAPs, if the Character resists) of power. The APs (or RAPs) are also added to the OV of any opponent the Character attacks while in stasis.
The Character may participate in combat, but only experiences a single Phase every 0 APs of time plus APs of Time Slow.
Therefore, a Character with 3 RAPs of Time Slow acting on them experiences a Phase every 3 APs (30 seconds, or every 8 normal Phases). A Character may declare and take actions normally, but suffers the OV restrictions mentioned above. In addition, the RAPs of Time Slow affecting the Character are subtracted from their Initiative.
The stasis effect lasts for as long as the Character with the Power desires (through the expenditure of a Dice Action each turn), or they may make subsequent checks with the RAPs from these checks replacing RAPs from previous checks.
The length of any subsequent effect is determined from the last successful check, not the first. To choose a new target or set of targets, stasis must be dropped on the current target (the current target may be reselected within a Multi-Attack if the user desires).
Special Bonuses and Limitations
This power may be purchased with the standard Bonus: Aging Defense (+2 FC) which allows the APs of Time Slow to be added to the Character’s RV against Aging Attacks.
Time Slow may also be bought with the standard Limitation Self-Suspension Only (Base Cost: 5, Factor Cost: 1, Range of Self).
Mountjoy has the Time Slow Power.
Time Stop v3.2
Author: Danielle Mendus.
Helper(s): Alan Witchalls.
Mental Power
Link: WILL
Range: Special
Type: Auto
Base Cost: 75
Factor Cost: 08
This Power allows the user to step outside of time, effectively stopping time for the world around them.
While outside of time, the Character is separated from the rest of the space/time continuum. They cannot affect anything in the normal timestream.
The number of Phases a Character with Time Stop may stop time is equal to their APs of Time Stop.
The Character may take anything or anyone they can carry or touch outside of time – so long as the APs of weight they are removing do not exceed their APs of Time Stop. This has the effect of recalculating how long they can remain outside of time (including what they’re carrying or touching).
To determine the length of time, subtract the APs of weight from the APs of Time Stop. The difference is how many Phases the Character and his cargo can remain outside of time. Once they re-enter the timestream, time begins moving again at its normal rate – and the hero can again affect others in time.
This power can be mimicked by Time Control.
Special Bonuses
Time Stop may also be bought with the following standard Bonuses:
Extended Duration (+50 BC, +2 FC)
Allows the Character to remain outside of time for a number of time APs equal to their APs of Power (rather than a number of Phases equal to same).
Partially in Phase (+2 FC)
Allows the hero to manipulate and move objects still in time (though attacks are still not possible).
Design notes
As an alternative take, one can use Superspeed with the following Limitations: Fatiguing (-2 FC), Usable on Others (+5 FC), Cannot Substitute for Physical EV (-1 FC), Miscellaneous: Touching anything not similarly stopped is an automatic Charging Attack (-2 FC).
This handles the duration (Fatiguing hurts), movement, Initiative changes, ability to notice odd stuff, dodging out of the way, and the inability to touch things (you can, it’ll just hurt you and the object).
It does *not* handle multiple actions in the “conventional” sense (which is fine, because DCH doesn’t like that), but you get the equivalent effect with high AP values (Pushing too, probably) and a big-time Multi-Attack.)
Kid Quantum (James Cullen)‘s belt had the Time Stop Power.
Ultra-Vision
Author: Sébastien Andrivet.
Mental Power
Link: INT
Range: Normal
Type: Auto
Base Cost: 10
Factor Cost: 01
This Power allows a Character to see at night or in the dark just as if it were daylight. This effect is created through the intensification of existing light sources – possibly including radio waves, static electricity and so on.
This type of vision also allows the Character to see underwater unhindered and to spot Invisible objects (see the Invisibility Power).
Special Limitations
The Ultra-vision Power can be purchased with the following special Limitations :
Night Vision Only (-5 BC)
Allows the Character to see in the dark but not underwater. Does not include the ability to spot Invisible objects with this Power.
Light Amplification Only (-5 BC)
Allows the Character to see in anything but total darkness (as some light, however dim, is required for the Power to work) and underwater but lacking the ability to see Invisible objects.
Design notes
The goal here was to standardise recurrent Limitations.
Man-Beast has the Ultra-Vision Power.
Unpredictable
Author: Gareth Lewis.
Helpers: Sébastien Andrivet.
Mental Power
Link: INT
Range: Self
Type: Auto
Base Cost: 10
Factor Cost: 04
The Character is too chaotic for others’ Powers to predict their moves.
The Character adds the APs of Unpredictable to the OV/RV against attacks using Powers such as Danger Sense or Weakness Detection.
Special Bonuses
This Power can have the following Bonuses:
Replication Immunity (+2 FC)
The Character’s Abilities and Skills cannot be copied by Powers such as Photographic Reflexes or Adaptation. If they wish their other Powers to also be protected by Unpredictable then it’ll be a further +1 FC.
Never the Same Twice (+1)
The Character’s moves fluctuate so much that attempts to view the future may not see the exact future that occurs. The APs of Unpredictable are added to the OV/RV against Precognition attempts where the Character is involved, and a failure may provide an incorrect vision.
Agent X has the Unpredictable Power.
Vertigo
Author: Gareth Lewis.
Helpers: Eric Langendorff, Fran, Adam, Chris Cottingham, Peter Piispanen, Frank G. Murdock, Roger, Black Adam, GoBlueAero.
Link: STR
Range: Normal
Type: Dice
Base Cost: 25
Factor Cost: 07
Vertigo allows a Character to attack their opponent’s sense of balance, leaving them uncoordinated in their movement, or completely unable to move.
The APs of Vertigo act as the AV/EV, and the target’s DEX/MIND as the OV/RV. RAPs are subtracted from the target’s DEX, AVs and OVs (Physical, Mental, and Mystical), and their Initiative, while under the effect, and if the DEX is reduced to 0 the target is unable to act.
Even if they can act, any Physical movement Powers they possess are also reduced by the RAPs.
Being freed
The effect remains as long as the Character expends an Automatic Action to maintain it, and the target remains within Range.
When the target is freed from the effect, the RAPs drop by an AP a Phase. Being freed can be a result of:
- Leaving Range (which under their own power would require them to overcome Vertigo long enough to move).
- The Character releasing them from the effect.
- The Character with Vertigo being rendered unconscious.
Breaking free
If the target breaks free from the effect, they no longer suffer any penalty.
To overcome the effects of Vertigo, the target must roll using their DEX/WILL as the AV/EV, with the RAPs of Vertigo as the OV/RV. Success means the active RAPs of Vertigo are reduced by the RAPs of their roll.
This reduction is cumulative, and once their RAPs are greater than the remaining RAPs of Vertigo, they’ve completely shaken off its effects for the rest of the encounter.
If the target has Iron Will, its APs add to their attempts to resist the Power.
Special Bonuses and Limitations
The Power can be Mentally of Mystically Linked, in which case the target’s DEX is replaced by their INT or INFL (Respectively) for their attempts to resist the Power.
Sonic Limitation (-1)
With this Limitation the Power is a sonic-based attack targeting an opponent’s inner ear.
As a sonic-based attack it may be countered by other sonic-based Powers (either blocked by Sound Nullify, Shade (audio) or similar Powers, or countered by Sonic Beam or other sonic-based offensive Powers [which may perform a Block manoeuvre, with the APs of their Power replacing their RV against the attack if greater than their MIND]), and may not be able to affect deaf Characters (GMs discretion).
It also can’t affect those without ears, or similar audio receptors (and characters with No Vital Areas have a +1CS to their OV/RV against Vertigo). Targets possessing Super-Hearing or Extended Hearing suffer a -1CS to OV/RV. APs of Acrobatics (Athletics), Acrobatics (Dodging), Artist (Gymnastics), or Artist (Dancer) may be used in place of DEX for resisting the power.
Overwhelm Bonus
For each successive round an Automatic Action is used to successfully maintain the effect the target suffers 1 AP Damage to their Mind, representing the disorienting and debilitating effects of vertigo, and will pass out when their Mind reaches 0 APs.
This Bonus raises the BC by 50, and the FC by 1.
Count Vertigo has, unsurprisingly, the Vertigo Power.
Vibe Being
Author: Gareth Lewis.
Physical Power
Link: BODY
Range: Self
Type: Auto
Base Cost: 15
Factor Cost: 06
This Power allows a Character to vibrate their body to such degree that anyone or anything touched by or touching a Character with an activated Vibe Being Power, including contact made in hand-to-hand combat, incurs a Physical Attack with AV/EV equal to APs of Vibe Being.
This special attack form does not count as an Action for the Vibe Being Character.
The APs of Vibe Being may also be substituted for a Character’s STR as the EV of any hand-to-hand attack.
Spider-Man villain Shaker has the Vibe Being Power via his suit.
Water Blast
Author: Peter Piispanen.
Helper(s): Roy Cowan.
Physical Power
Link: STR
Range: Normal
Type: Dice
Base Cost: 15
Factor Cost: 04
The Character can blast a powerful stream of water which attacks all targets within a 0 AP-wide Area Effect corridor. This is a Physical Attack with the APs of Water Blast acting as AV/EV.
This Power can be also be used to attack multiple targets who would not be encompassed in a single standard blast with the normal Multi-Attack penalties. Though standard uses of this Power are Bashing Damage, it can be used for Killing Combat in a manner similar to an industrial waterjet.
Each blast creates a volume of water equal to the APs of Power.
Special Limitation
This Power can be purchased with the special Factor Cost Limitation: Environmentally Dependent (-1FC).
The Power functions normally in high- or medium-humidity locales but in arid places the Power loses 2 to 4 APs and ceases to function entirely in areas where there is no free water in the environment.
Flow of the Ultramarines has the Water Blast Power.
Weakness Detection v1.1.1
Author: Paul “Z” Ewande.
Helper(s): JD, Steven Howard, Jackson, Mike Semchuk.
Mental Power
Link: INT
Range: Normal
Type: Dice
Base Cost: 75
Factor Cost: 08
Weakness Detection allows a Character to analyze their opponent’s physical defenses in order to launch a devastating assault with a specific attack form (chosen when the Power is purchased) and to probe their opponent for possible Attack Vulnerabilities.
Hand-to-hand is the default attack form, but the Character can select other attack forms at the time when the Power is acquired.
Attack
The Character may target his opponent’s OV and/or RV. The APs of Weakness Detection act as AV/EV and the targeted defensive statistic (usually but not always the relevant Acting or Resistance Attribute) acts as OV/RV.
RAPs are subtracted from the targeted defensive stat of the opponent for any attack made with the chosen attack form in the next Phase. RAPs cannot exceed the APs of the targeted defense attribute.
The Character may also target both the Opposing and Resisting values by adding both AP scores (using normal math, not AP math) and with a +1CS penalty to the final OV/RV of the Action Check. The RAPs are split evenly between the opponent’s OV and RV, with odd RAPs going to RV.
This same approach can be used to target multiple RVs (such as BODY and Skin Armor simultaneously), with +1CS added to OV/RV for each ability targeted past the first. In those cases, odd RAPs go to the targeted stat with the highest APs first.
The opponent can still boost their reduced defences with HPs as usual using the unmodified value of the attribute to determine the maximum number of HPs that can be spent.
RAPs
A Character can also probe the opponent for Attack Vulnerabilities by using the Resisting Attribute as OV/RV and the AP of Weakness Detection as AV/EV, interpreting the RAPs as for Clue Analysis:
1 RAP | You know whether the target has Vulnerabilities. |
½ RV | You know what the target’s Vulnerablities are about. |
RV+ | You know both the type and level of the Vulnerabilities. |
Examples:
- A Character with Weakness Detection: 20 is fighting an opponent with BODY 15. They make an Action Check with 20/20 against 15/15.
They get 11 RAPs which are deducted from the opponent’s BODY in the next phase, leaving him with an effective BODY 04 for purposes of defending against the relevant attack. - The same Character attacks an opponent’s DEX 13 and gets 11 RAPs. The target then defends against the relevant attack in the next phase with an effective DEX 02 but uses his unmodified DEX 13 when spending the maximum possible HPs for defense, raising his final OV to 15.
- That Character now faces a target with BODY 05, Force Field: 09, and Skin Armor: 08. They can target the BODY, Force Field and/or Skin Armor, but chooses only the latter two, which results in an OV/RV of 17/17 plus a +1CS modifier.
Special Bonuses and Limitations
This power can be taken with the following Bonuses and Limitations: Additional Attack Form (+2 FC for each one), Cannot Target OV (-3 FC), Cannot Target RV (-2FC), Cannot Be Used On Living Beings (-2 FC), and Cannot Be Used On Non-Living Matter (-1 FC).
The Cyborg Superman has the Weakness Detection Power.
X-Ray Vision
Commenters: Maficklin, Brent Walters, Pufnstuff.
If no blocking substance is specified in a writeup for a Character with this Power, you can usually assume lead. That’s the traditional one, after all.
Kryptonian characters such as the Superman of the year 2465 are the usual exemplars for the X-Ray Vision Power.
Zoomorph
Author: Sébastien Andrivet.
Helper(s): Roy Cowan.
Link: WIL
Range: Self
Type: Auto
Base Cost: 30
Factor Cost: 07
This Power allows a Character to bodily transform into an animal, while retaining their own consciousness. This is limited to the beasts of one’s native planet.
The Character will retain their own Attributes, Powers, Skills, Advantages, Drawbacks, etc. but can adopt any Attribute, Power, Skill, Advantage, etc. from the animal’s character sheet. Use our Animals File as a source.
Mechanics
The Drawbacks and Limitations of the animal form must be adopted. Furthermore, most animal forms come with implicit problems – lack of hands, horizontal posture, difficulties to use vehicles, etc.
The Character cannot replicate any Attribute, Skill or Power with higher APs than his Zoomorph APs – including Shrinking and Growth. If the animal has one or more score above the Character’s APs of Zoomorph, the Character cannot adopt its form, even if the score in question is not being adopted.
The GM can allow some leeway, for instance if the Player provides examples of populations of animals smaller or larger than the specimen in the Animals File.
Shrinking and Growth must be adopted at the full value for the animal being considered. This produces the normal effect for using these Powers at these APs – Growth increases STR and RV, Shrinking increases OV and decreases movement, etc.
A Character can always opt to adopt the scores for the animal — for instance a movement Power or a STR score — rather than their own scores as adjusted by Growth or Shrink.
Special Limitations, and related Power
This Power may also be purchased with the following special Factor Cost Limitations: Can Only Assume Limited Range of Forms (birds, reptile, creatures of the night, etc.) (-2 FC) ; Can Only Assume one Specific Form (polar bear, white shark, etc.) (-4 FC).
Some Characters also have a few APs of Power Reserve (Zoomorph), described in our New Powers documents.
Design notes
A variant on Shapechange for those Characters not properly modelled by Shapechange unless a silly amount of modifiers gets involved.
Snowbird has the Zoomorph Power.
