Post by Trakx on Mar 30, 2006 15:21:54 GMT -5
I'm going to post a series of powers that were listed on Dan Hamilton's MSHAG game book compilation. I can't be sure this power, and others that I will post, are by him or that he found them by someone else and added it to the file. I - and him, too, I'm sure - would love feedback on them.
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ALTER LIMBS
Trump Suit: Agility
Exemplars:
Related Powers: Body Transformation, Shapeshifting.
Your hero may convert his or her limbs into different mechanical forms. At it's most basic level, this power can transform the hero's limbs into a variety of melee weapons, whether blades, clubs, maces, morning stars and so. By making an average Alter Limbs (Agility) action, the hero's limbs can be changed into mechanized forms, anything from useful machinery such as drills, screwdrivers, or lifting forks, to motorized weaponry such as chainsaws, pneumatic hammers, or even assault cannons and mini-guns. All melee weapons, whether ancient or motorized, cause damage at anything within striking distance with ancient having a damage bonus maximum of +7. Motorized and ranged weapons have a bonus of up to +10 or do damage equal to this power's intensity (whichever is greater). Note that weapons like chainsaws may do considerable collateral damage as well. To fire projectiles from a gun-like weapon, the hero can either use conventional ammunition, of any type, or create ammunition from his or her own body, which causes the hero to lose one point of health each exchange that this is done. This follows the usual rules for ranged combat and causes damage equal to the intensity of this power plus any extra effects from special ammo types. The hero may only fire energy bolts if he or she already has some form of the Energy Blast, but firing an energy blast from a gun-like limb increases the hero's usual firing range by about 50%. (Note: Motorized forms do not use any fuel or combustion in any way. The movement of small, complex parts is due to a highly specialized and localized form of telekinesis. Also, while Alter Limbs is in effect, the changed limbs have a material strength equal to this power's intensity.)
Limit--Masochistic: The hero loses one point of health on EVERY exchange that a motorized limb is used, regardless of its actual function.
Limit--Simple Forms Only: The hero can only transform his or her limbs into non-mechanized forms.
Stunt--Shield Arms: The hero can form his or her hand and forearm (one or both) into a medium sized shield. The shield is can be used to block or parry incoming attacks. The shield has Body Armor equal to the Alter Limbs intensity.
Stunt--Elongation: The hero gains Elongation, but only his or her limbs.
Stunt--Locomotion: The hero can transform his or her feet (and/or hands for travel on all fours) into wheels (or roller blades, roller skates or any other small wheels) or small tank treads and so on. Motorized versions give the hero Lightning speed at intensity equal to half the intensity of this power.
Stunt--Unbreakable: While the hero's limbs are altered, they cannot be damaged or broken. When not changed, they are treated as normal.
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ALTER LIMBS
Trump Suit: Agility
Exemplars:
Related Powers: Body Transformation, Shapeshifting.
Your hero may convert his or her limbs into different mechanical forms. At it's most basic level, this power can transform the hero's limbs into a variety of melee weapons, whether blades, clubs, maces, morning stars and so. By making an average Alter Limbs (Agility) action, the hero's limbs can be changed into mechanized forms, anything from useful machinery such as drills, screwdrivers, or lifting forks, to motorized weaponry such as chainsaws, pneumatic hammers, or even assault cannons and mini-guns. All melee weapons, whether ancient or motorized, cause damage at anything within striking distance with ancient having a damage bonus maximum of +7. Motorized and ranged weapons have a bonus of up to +10 or do damage equal to this power's intensity (whichever is greater). Note that weapons like chainsaws may do considerable collateral damage as well. To fire projectiles from a gun-like weapon, the hero can either use conventional ammunition, of any type, or create ammunition from his or her own body, which causes the hero to lose one point of health each exchange that this is done. This follows the usual rules for ranged combat and causes damage equal to the intensity of this power plus any extra effects from special ammo types. The hero may only fire energy bolts if he or she already has some form of the Energy Blast, but firing an energy blast from a gun-like limb increases the hero's usual firing range by about 50%. (Note: Motorized forms do not use any fuel or combustion in any way. The movement of small, complex parts is due to a highly specialized and localized form of telekinesis. Also, while Alter Limbs is in effect, the changed limbs have a material strength equal to this power's intensity.)
Limit--Masochistic: The hero loses one point of health on EVERY exchange that a motorized limb is used, regardless of its actual function.
Limit--Simple Forms Only: The hero can only transform his or her limbs into non-mechanized forms.
Stunt--Shield Arms: The hero can form his or her hand and forearm (one or both) into a medium sized shield. The shield is can be used to block or parry incoming attacks. The shield has Body Armor equal to the Alter Limbs intensity.
Stunt--Elongation: The hero gains Elongation, but only his or her limbs.
Stunt--Locomotion: The hero can transform his or her feet (and/or hands for travel on all fours) into wheels (or roller blades, roller skates or any other small wheels) or small tank treads and so on. Motorized versions give the hero Lightning speed at intensity equal to half the intensity of this power.
Stunt--Unbreakable: While the hero's limbs are altered, they cannot be damaged or broken. When not changed, they are treated as normal.