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Super Powers

Minor

Berzerker Rage

Like the ancient Norse Warriors of old, the super powered being is able to attack their foes with a berzerker rage, giving them an edge in combat over opponents. This is a screaming blood frenzy that enables the hero to attack with superhuman strength and ferocity.

Abilities and Bonuses: +1D10 P.S., +2D6 P.E., +1D4 M.E., +1D4x10 S.D.C., +5 sv Horror Factor, +1D6 initiative, +4 strike and parry, +2 dodge, +1 attack.
Note: The draw-back to this power, is that the character is constantly aggressive and driven, it doesn't take much to set them off.

Major

Super Power Channeling

This is an upgraded version of the minor power that allows the possessor to do a great deal of damage to targets using their body as the weapon of destruction. This channeled power also has a few extra abilities lacking in its minor form.

1)Power Channel Upgrade
Range: Touch(duh...)
Damage: Punch- 3d6 plus additional 1d6 per level of experience
Kick-4d6 plus an additional 1d6 per level of experience
Body Block?Tackle- Does 3d6 damage plus an additional 1d4 per level of experience
Headbutt/Elbow/Knee attack- Does 3d6 plus an additional 1d6 every two levels of experience after the first.
Super Punch/Super Kick Attacks: These dangerous attacks drain the character of all but one of his attacks for the punch or all attacks for the kick but do devastating damage to the target! The punch does 1d6x10+1d6 per level of experience while the kick does 2d4x10+1d6 per level of experience.

Each attack also counts as an attack doing twice as much damage to determine the chance of knocking an opponent back or down.

2)Channeled Parrying
Range:Hands(or other parrying surface)
Effect: This use of the channeling field allows the user to parry and all attacks with the designated body part without fear of harm to the limb used. The character gets no additional bonuses to parry with this effect though and any failed attempts to parry will do full damage to the character. A successful roll means the attack was parried and the character is unharmed. Even rune/energy weapons may be parried with this effect without fear of harm unless unsuccessful.

3)Ground Pounder
Range:10' radius around the character
Damage: All within range in touch with the ground take 1d6+1 per level of experience in damage and have 01-65% chance of being knocked off eet( targets under 300lbs.- those between 301 and 500lbs are 01-35% chance of knckdown and larger/heavier need not worry at all).
Actions/Attacks: Counts as two attacks as the character focuses their power and then slams their hand/foot into the ground and releases the energy of the attack.
Note: Automatically hits all in range standing on the ground, no parry or dodge.

4)Stun Attack
Range: Touch
Damage: Does 3d6+1d6 per 2 levels of experience in 'stun'- if this damage exceeds the character's PE, they are stunned for 2d6 melee rounds plus one for every two points that the stun damage exceeded their PE by. Those stunned are basically barely concious- no attacks at all, one melee action, SPD of 1 and -75% to all skills for the duration of the stun.Attacks/Actions:Attacks count as one attack, but the character must first use up one attack/action to alter their focus of energy from lethal to nonlethel orientation. This effect stays until the character spends the extra action again to switch the orientation back to lethal force.

Other Bonuses: Character takes no damage from their own powered strikes and 1/2 damage from all other users of this power. Character takes only 3/4 of normal damage from all other energy attacks. Character can focus enough energy into any part of body to make it glow equal to 60 watt light.