Post by A_Shadow_of_Life on Dec 6, 2017 23:18:06 GMT -5
Capes and Cowls – The Accident
You’re all high school students in your Tenth year of schooling, and all of you were attending a class field trip to Washington D.C., and on the way back to the hotel you were all staying at you happened to travel near where the Biotech company known as NERVE was having a public showing of their latest in their Personal Tank program. During the climax of the spectacle, a battle between the companies security team, unknown assailants, as well as unknown vigilante’s broke out. During this battle between these forces, the new Personal Tank armor was hit by multiple powerful forces which resulted in a fantastic eruption of energy of various forms. This energy surged through the city in a one mile radius, causing all sorts of strange energies to come into contact with people. The after effects of this incident have caused a large number of those effected to develop extraordinary abilities from various origins.
You and your closest friends have all been effected by this strange occurrence and have banded together. You’ve all agreed to help each other, as well as to find out the origins of your supernatural abilities.
Level: 1
Ability Scores: 30 Point Buy.
Setting: Custom. Marvel-inspired.
Super Powers: As normal. See Restricted and Ban List.
Age: 15-18. Average age is 16.
Concepts: Rough idea is that your powers came from the incident, or were triggered by it if you want to be a mutant. Aliens or such might be viable if you can come up with a way to tie it in.
Variants in Play:
- Pathfinder Crunched Skills
- Background Feats
- Flaws (up to 2)
- Traits (Unlimited POWER!!!)
- Multiple Special Attacks Variant (Enhance Self to gain Ki / RR Pool)
- House Rule: Minimum 1 for all Powers and Advantages.
- True Hero: Everyone starts at 3. It scales with the story.
Restricted List –
Transformation (Must have the Flaw “Malevolently Artificially Intelligent”)
Hyper Power – You may not select “Free Action” to switch your powers. Nor may you apply Immediate Response to Hyper Power itself.
Multiplier Up: Restricted to once, and an additional time every 10 levels.
Ability Scores: Soft capped at 50 until level 10, where I will devise a new limit. This is to keep players roughly in range of each other.
Banned List –
Hero for Fun
Superior Heroics on Special Attacks / Transformations
- Special Attack: +X Enhancement
- Special Attack: +Xd6 or +X[BW]
- Special Attack: Spontaneous Distribution
New Variants –
Reality Manipulation Clashes:
Whenever someone utilizes Reality Manipulation against someone else whom also has Reality Manipulation, whomever has the higher Reality Manipulation wins. If they both have a Reality Manipulation of equal ratings then they may make opposed Will Saves against one another, the victor of this roll wins.
True Reality Manipulation trumps temporary Reality Manipulation. (You may overclock your Reality Manipulation to win a clash, however.)
New Power –
ADAPTIVE MIND [MIND]
Cost: 2 Super Points/level
Level Range: 1-20
Relevant Ability Score: Intelligence, Wisdom, or Charisma
Power Description: Choose one ability score from the Relevant section, and one type of action/emotion. While you are feeling that emotion or doing that action, your chosen ability score increases by +2 per level of this power every three turns. Your ability score cannot more than double with this power. The effects of this power last until the end of combat at which point the effects end immediately.
Examples:
- Sorrow (Increasing your Charisma while suffering from negatives)
- Fear (Increasing your Intelligence while under the effects of a fear effect)
Special: You may take this power beyond level 20 with GM permission.
Advantages:
- Swift Adaptation: Your Ability Score increase comes every other round instead of every third round. (+1 Super Point/level)
- Super Swift Adaptation: Requires Swift Adaptation. Your Ability Score increase comes every round instead of every other round. (+1 Super Point/level)
- Strategic Mind: For each iteration of bonus you receive, you gain a +2 to all Reflex Saving Throws and Defense rolls (+2 Super Points/level)
- Double Adaptation: You now gain this power’s benefits to two ability scores using the same action/emotion (+4 Super Points/level)
- Triple Adaptation: You now gain this power’s benefits to all three ability scores using the same action/emotion (+4 Super Points/level)
- Increased Wick: Increase the multiplier to which you can increase your ability scores to by 1. (+1 Super Points/level)
- Versatile Mind: You may choose an additional action/emotion that triggers your Adaptive Mind. (+1 Super Point/level)
EDIT:
Updated Ban List. Removed "The Unstoppable Force". I posted the wrong Prestige Path.
Added Hero for Fun to Ban List.