| Alter Personal Physics | |||||||||||||||||
| With this powerful ability, the super being has limited control over the laws of physics in relation to his body. This control allows him to do things deemed impossible for a person to do. The character can lean completely back and not fall over, run along a wall, jump incredible heights, pull off feats of unbelievable strength or agility and anything else that breaks the laws of physics. | |||||||||||||||||
| Note that this ability mainly affects the character that possesses it. He has very little control over the physics of others or objects. Also, the human body is not built to oppose the laws of physics in this way. Over use of this ability can harm or even kill the super being. The being must be smart about how this power is used and how often or he may find himself bending to the laws of physics rather painfully. | |||||||||||||||||
| Range: Self | |||||||||||||||||
| Duration: See below | |||||||||||||||||
| Attacks per melee: It costs one melee action to use, but can only be used ½ the number of attacks the character has per melee round without causing physical damage to the character (see below). | |||||||||||||||||
| * Only one effect can be used at one time. | |||||||||||||||||
| To avoid abuse of this ability, this power is limited to the following effects: | |||||||||||||||||
| 1. Enhance Strength: The character appears to increase his strength to monstrous levels as it applies to lifting only! No damage bonus for strength is gained. But the character can lift enormous loads with little effort. This is done, actually, by reducing the weight of the object(s) for a few brief seconds. Thus, if the objects were thrown, they would not travel very far as the weight returns to normal. In game terms, the character can lift 1000 times his weight for only 2-3 seconds. The short time limit means the character better put down whatever he is holding quickly or risks being crushed. As soon as the character releases the object, the weight returns to normal, negating any possibility of the item being thrown and causing great amounts of damage. And setting an object on person to crush a victim is cruel and no hero would ever do such a torturous action. | |||||||||||||||||
| Duration: One melee action | |||||||||||||||||
| 2. Enhance Agility: This alteration allows the character to stand easily on a wire, run along a wall, handspring, tuck and roll through security lasers with no fear of getting touched or jump onto a moving car and maintain perfect balance. This ability, in game terms, allows the character to perform one physical agility skill or maintain balance roll at 99% with no penalties. | |||||||||||||||||
| Duration: One melee action | |||||||||||||||||
| 3. Enhanced Speed: This allows the character to triple his Speed attribute for a few seconds. The burst of speed is done by lowering his weight and reducing friction to almost nil. The short burst of speed could be used to increase damage from a body tackle (note the character will also take ½ of the damage from a collision as well), close on a potential foe and still have time to attack all in one action or place himself in front of an innocent to protect him/her. This allows the character basically one free movement without using an attack. | |||||||||||||||||
| Duration: One melee action | |||||||||||||||||
| 4. Negate Force/Momentum Field: This allows the character to surround himself in a field of null motion. Anything entering the field will be unable to close within three feet of the character. Thrown objects will stop in mid-air and hover until the field expires. Once the field expires, any object held motionless will fall to the ground. The field only prevents motion towards the character. Sentient beings (like people, animals or AI robots) will be able to move around or away from the character but they cannot get any closer. Anyone or anything within the field at the time of activation will be quickly pushed to the edge of the field. No damage is caused to characters standing in the way of large objects because the momentum is not fast enough and, if the opponent is close enough, he is being pushed as well. As long as the field is up, the character cannot do any other action. This ability can be used to stop incoming projectiles, like bullets, if a successful parry is made with half of the normal bonuses. | |||||||||||||||||
| Duration: As long as the character concentrates; no other actions are possible or the field collapses. | |||||||||||||||||
| 5. Enhanced Attacks: This ability allows the character to attack three times in one action. The being speeds up his body to punch three times, grab and throw then kick an enemy, or any other melee combination, all within one action! All the attacks must be on the same opponent and, due to the speed of the attacks, no PS damage bonus is applied. Also, at the cost of one of the three attacks, the character can increase the force of one melee attack to cause automatic knock back a number of feet equal to the character?s PS. Usually the opponent will collide with another object taking an additional 3D6 points of damage and they are always knocked down. If the opponent collides with another person, he will take 3D6 damage and the unfortunate person he collided with will take 2D6 damage. | |||||||||||||||||
| Duration: One melee action | |||||||||||||||||
| 6. Enhanced Auto-Dodge: With this ability, the being gains the ability to dodge any and all attacks for one turn. This means that from the point of activation until the character's next action, this power is active. Any and all attacks that the character is aware of can be dodged with no loss of melee actions, except the one spent to activate this ability. In game terms, the character is able to use his regular dodge bonuses, with no penalties applied, including for fast moving projectiles. The dodge acts like an auto-dodge and costs no extra melee actions to use. But, as with all these abilities, this is the only one that can be active and it is recommended that the character not immediately activate a new ability on his next action or suffer the side effect below. | |||||||||||||||||
| 7. Increased Jumping: By reducing his weight and friction, the character is able to jump astounding distances and heights. The character's jumping distance is increased by 10 times! The character could jump to the top of a small building or over a house. On the other hand, this allows the character to fall ten times his enhanced jumping distance and take no damage! To accomplish this, though, the character must make a saving throw of 10 or higher, +1 per every 500 feet. The being must alter his physics just before the point of impact to avoid taking damage. ME bonuses do apply to this save. If he fails, the character takes normal damage, which could be fatal. | |||||||||||||||||
| 8. Side Effect: (Note: This power could easily be abused by anyone. This side effect is more for a balance than it is based off any real law of physics or nature.) | |||||||||||||||||
| This ability can only be used a few times per melee before nature fights back. If two powers are used consecutively, with no rest in between (usually one melee action is all that is required), then the character takes 3D6 damage directly to hit points! | |||||||||||||||||
| A further, consecutive attempt to use this power without allowing the laws of physics to return to normal will cause 6D6 points of damage directly to hit points! And the time required for nature to correct itself doubles. | |||||||||||||||||
| Any further attempts, without allowing for normalization, from this point on will cause the character to destroy his central nervous system. The character will enter a vegetative state and never return. | |||||||||||||||||
| 9. Other bonuses: | |||||||||||||||||
| - Auto dodge at +1 at level 1 then +1 at levels 4, 8, 12 and 15 | |||||||||||||||||
| - +1 to ME | |||||||||||||||||
| - +2 to Dodge | |||||||||||||||||
| - +2 to Parry | |||||||||||||||||
| - +3D6 SDC | |||||||||||||||||