Psychic powers.Superpowers,works like magic.
Below are said super powers so far.
Please note; Everyone with access to the power, can access up to 5 levels of it. That is the cost. The points are "Focus" points, and the max is ten. Natural psychics and plasmid users can restore focus points with time in a battle.
MC implant users need the power tanks, or else no dice. (Though MC unit is actually the most powerful, in terms of applying powers. Why it is a option.)
Air: Control the wind, and the static charge in it.
level1:
- Shocking Arc: A close combat/fire shot spell in which lgihting escape sthe fingers, to shock the hell out of the enemy. Damage is pretty good. and Percp/Int/Killer Instict is targeting.
2:
- Float: Now able to "Fly" for the next 4 turns.
3;
- Ball Lighting: Akin to Shocknig Arc, only now akin to a D&D Fire ball, yes, a exploding ball of eletric force, that can hit multipe targets.
4:
- Fog: A cloud appears to block off signature of the caster, to hide completely.
5:
Pressure: Use on a target, SLOW down big time. (Only 2 die for movement and dodgin gnow.) Ignores defense, and hits 3 die 20 sided.
Earth: Your actually controlling what controls the Earth, Gravity and Magnetism, not the rubble/soil of it.
Lvl1:
- Antibody: A energy bubble/layer to protect you. + 4 die, 6 side sfordamage soak. For next three attacks your hit.
2:
- Energy Force: Super charges attack, add 5 die to daamge total of next 3 attacks.
3;
- Repulse: Pushes targe tor attakc away (Like deflect. Or the Gravity gun.)
4;
- Sink: Holds up to 3 targets in place if they fail their save throw. if netted, stuck in spot for next 5 turns. (Ow)
5;
- Crush: 1 target, hit 8 times, no armor save. Got to get 'tagged' in order to be hit, if not tagged, avoided it. See what happens, flatten or saved.
Energy: Your controlling broad band energy, like Kinetic force and
Energy:
Lvl1:
- Energy Blast: Think shocknig arc, but just a generic bema blast of laser light.
2:
- Energy bubble: Better than Antibody, as it can protect up to 3 people nearby, same defense benefit.
3:
- Energize: Restores power to item that needs charging. (Some armors, energy weapons, etc.)
4:
- Construct: Int/Wit/Percp /Will power die roll, declare construct. (Wall, road, bridge, tool, etc.0 To make life easier.
5:
- Kinesis: Casts "haste" to whole party and "Slow' to opposing side. For next two turns.
Fire: Needless to say, you cause shit to burn.
1:
- Flame control: Roll Int/Will/Wits. Result? Command nearby fire, more fire for more daamge, or lessen for defense reasons.
2:
- Fire wall: Make a wall of fire infront or side or bheind you,lasts for 3 turns, anything that steps in,gets burned for damage, and halted there for next turn.
3;
- Blazing Bullet: Big, mean projectile attack, hits one target. Damage.
4:
- Burn: Nastier than the bullet, causes a target to spotnaous combust. Roll Killer Intent/Willpower for total damage. (Stats as die number + 10 sides.)
5:
- Ignition: Causesa item or landscape item to explode, all those nearby must make a save roll, or get blowen away some tne feet, well getting burned formd aamge total fo the above.
Flesh: Control over your own cells and sometimes cells of others. (Bio kinetic power.)
1;
- BIo feed back: Reads your body, team mate,s and enemy bodies by language, so you "know' ho wmuch HP the yhave.
2;
- Osomisis: Able to cure disease/ status alingments.
3:
- Healing: Nuff said. Empathy/Will power/Wits/medicene skill= total hp back.
4:
- Alter: + 3 die, what for? You decide, for well next four turns.
5:
- Wither: Must be looking at target and it must be flesh and blood. Better results if touching. Turn on power with 5 Focus count. Result if successful? Instant death to target.
Far away? Can cripple/harm the target but not kill.
Mind: Telepathy power
1:
- Tower of Force: Mental defense up, less likely to get afraid or mind controlled or what not. Should be used, a lot.
2;
- Mental Relief: Take away your team mates pain, terror and etc, and give them ego boosts, +die for next two turns.
3:
-Terror: Strike fear into hearts and minds of the enemy, they lose 2 die in everything, due to stumbling and what not.
4:
- Ego Crush: It is the attackers Ki/Willpower vs Defenders Wits/Willpower, if attacker wins, target does nothing next 1-6 turns.
5:
- Temporal World: 1 side-20 die, both parties, if winner ends up better off, that target is TRAPED in a illusion, unless a Random Willpower save that matches or beats the roll of winner, to escape. (But should be hard to pull out) Otherwise, completely under the spell of caster. (make them see or believe anything, for nasty results.)
(Attacking teammates, suicide self, etc.)
Water: Control of water, in the air, and in solid state.
1:
- Cure: Fix disease AND heal.
2:
- Sickness: Cause disease/illness to suck up damage of the victim.
3:
- Life Drain: Melee attack, hit,damage total= hp gain.
4:
- Icy Fangs: 4 ice projectile attacks, 1 die-8 sides, roll 1 die 20 sides, if attacker wins or defender fails miserable, frozen solid.
5:
- Freeze: Akin to the above, but can hit up to 5 targets, save throw or frozen. (Cannot move, and no defense rolls, completely vulnerable, and X 8 damage against fire/heat.)
Location:
1: Speed Boost: + Speed for next couple of moves.
2:Warp: Teleport self. Self explaintory.
3: Warp Attack: Next 4 attacks,attacks warp to target, that much harder to dodge.
4: Mass Warp: Teleport anything nearby or touching, including vehicles with next teleport.
5: Tele-Shred: Melee contact, teleport pieces off the target.
Telekinesis:
1: Push: Knock thing or person away.
2: Lift: TK Grab, throw, slam, etc.
3: Damper: Force field of TK force, works as a damper field.
4: Surgical Damage: Hurt the organs of a target or insides.
5: Tear: Tear apart with your mind, pull, crumble, etc.
Illusion:
1- Diguise: Diguise user, until acts out in hositlity.
2- Mass Diguise: Diguise anyone near user when turned on. Stays on til a action takes place in the form of a attack.
3- "Tag": Place illusion on a target, to diguise them as enemy, so other enemies attack target.
4- Warp the World: Alter the very landscape in a illusion for 3 turns.
5- Reality: Zone gets tainted with illusion, altered the senses of all who fail their save.
Transfiguration:
1- Scan: Look at target, know everything about it.
2- Alter Surface: Change ground or wall or door into something else.
3- Transmutate matter: Change any matter your touching, based on science knowledge.
4- Clone: Make a clone of yourself.
5- Resurrection: Bring a fallen ally back to life.
Creation:
1- Small constructs: Bug sized constructs.
2- Medium constructs: Human sized constructs.
3- Army of Constructs: 100 small constructs or 25 human sized
4- Advanced Constructs: Construct is in question are not simple, possess different properites, like energy attacks and such, or regenearates.
5- Big constructs: Gigantic Constructs, up to blue whale in size.
Destruction:
1- Weaken: Take away targets armor value/defenses next two turns.
2- Amp Damage: + Damage with weapon/action for next 3 turns.
3- Destruction Blast: Hurls a ball fo destructive energy that explodes with contact.
4- Disruption Touch: must be touching target, roll, high risk of damage/instant death.
5- Bomb Field: Alters the atomsphere with destructive energy, enriching the kill zone to make bomb energy releases out of thin air.
Terrakinesis:Now on emoves the ground.
1- Earth Wall: Makes awall, to obscure path or act as a brief deflector shield.
2- Boulder Cannon: Big mean rock projectile.
3- Sand Wave: Earth moves user, three free moves.
4- Crystal Armor: Big time defense boost for 5 turns.
5- Hungry Earth: Ground engulfs target with insane damage/death.
Sound Control:
1- Throw sound; Confuse enemy in stealth in thinknig your somewhere else.
2- Babel noise: Target cannot understand noises being heard.
3- Sound Null: User and any team mates no longer make sound for three turns.
4- Frequencey Shield: Energy field for defense.
5- Sound of Thunder: Super radial attack.
Technomancey:
1- Jam: Halts a machine from being used this turn.
2- Repair: Fix damaged item or machine/robot.
3- Optimize: Makes psersonal item work even better for 3 turns.
4- Destroy: Destroy a item or robot.
5- Re-Construct: Rebuilds any brokken item or robot
They come in two classes. Equip, and use. Note that gloves,boots, and eye gear do not alter armor choice. only added on/fused. Gloves: For your hands
1: Charge glove: With said glove, you can charge your "energy guns' equipped, so no need of a battery, applied to your own armor, well, cna recharge it, takes a while, and a steady hand. (Turns lost) Cost; 30
2: Hand Gun: A glove that acts as a energy gun, six blasters (Palm and
fingers.) Also can "switch" What said energy is. cost: 40
3: Vita Hand: A medic glove, put it on, touch friend, heal, takes some time though. Cost: 70
4: Fetch Hand: A small gravity puller is in, can "pull' items towards you, within 70 pounds. Cost: 20
5: Mighty Hands; They add +5 strength to your total strength pool, for lifting, and damage dealing in melee. Not a power fist. Price: 60
6: Data Glove: The tech in this glove has a digi amp. It turns other items into data. And then can restore it to mass. You got someone to carry any and all items the team may have. 90 pts
Eye wear: To cover your eyes.
1: Heat Vision Lens: Look, hit button, and fry enemy with your heat vision. Cost; 50
2: Hunter Goggles: A device that shows and predicts where your target is heading, so you may fire in said direction, to hit them. Cost; 40
3: X Ray : Look pass armor (Perv) and flesh, to see vita organs and such to attack, for weak spots. Cost: 30
4: S Device: A small spherical eye on the fore head region, result? Get 360 degree vision. So harder to sneak up on and such. Cost is 80
5: Night Vision: Nuff siad, see in the dark. Cost is 10
Foot wear: For your feet.
1: Boost Gears: Able to run fast, mad dash style with them. 70 cost
2: Jump Boots: Jet blast, helps you jump damn good. 50 point
3: Gravity Pads: Able to walk on any surface, walls, ceilings, water, etc. 60
4: Flight Feet:Anti Gravity with magnetic force fields, the result? Can fly, and stay in the air. 80
5: Blast boots; Feet have two shots, one in each foot, do a kick, and blast comes out. 40
6: Scale: Able to dig in and ride! Even move along sheer surfaces. 50pts
Back Pack: Stuff to equip onto your back.
1: Carrier; Carry spare stuff for use inside. Free (only 3 pre team though)
2: Charge pack; Nuff said. Electric juice. free (3 only though pre team) ^- To get more buy, only 10 pts a piece.
3: Rocket pack: Jump rules apply here. 30
4: Replicator: Unlimited ammo for some weapons. 90
5: 90 pts. Shield carrier:Turn on,a big shield covers certain amount of space. Four turns,or three hundred damage points to take it out.
6: 70 pts. Missile Pack:One time weapon a game,homes in on target.Sensor based technology.
These here can be equipped damn near anywhere on the body. Can up up to 4 of them. The wrist is a popular option.
Equippable: Gear that can be equipped, that does not match the other stuff, but important, never the less.
1: Shield: A shield, attached to arm/armor's sleeve. Three levels. (More points pre level, more protection.) level1; A metal shield, does good job at taking away damage, can be used up to 6 times though, then well worn down. (or acid nulls it.) 20
Level2; Photonic energy shield, absorbs more damage than level1, though, can be turned off with emp, magnetic, electric attacks, or energy drained. Also max absorb is 4, instead of 6, as the frequencey pad of rthe shield is more delicate, than the metla shield. 40
level3; Absorbs as much damage as level 2 shield, but, unlimited uses, as it is a hybrid alloy, that absorbs impacts, and regenerates. 60
2: Scanner: Use and hit option with it, and you get vital info down. 10- pts
3: Motion Detector: A scanner, that displays map, anything that moves, based on numbers of movements, speed, or size, and it will appear as a blimp. 10
4: Personal Force Field: A extra layer of protection. 50
5: Radio Telepathy set: Able to keep in contact with all team mates, at all times. by voice. Goes to brain. And can hear what others are saying. 50
6: Personal Teleporter: Able to teleport your damn self, only good for 1-3 goes though. Still hand, the limit is as far as you can see. 90
7: Sensor Blanket: Blanket of cameras and sensor probes, that well coat you and well up to 12 feet away, for a early warning system. 70
8: Hyper Computer: To the wrist, a worst watch sized compute,r that does the math for you, so you just have to act. 80
9: Phase belt: Turn on, can walk thorough sheer surfaces or things. Only as limited as teleporter though. 100
10: Cameo Field: Stealth bubble, think "Predator." 60 It lasts for 3 turns.
To use; use up and then that's it, no more.
1: Berserk Pack: Use on target (Self or team mate) And said target gets a BOOST of speed, reaction time, and raw strength. A "normal" human in "no" armor, can tear a mook enemy apart, with your bare hands, and kill the higher ups, with time, while it lasts. 40 pts a box.
2: Bubble Field: Place in spot, and well a massive bubble field stretches a radius of 20 feet, protects all inside, go inside though and can attack, does not regenerate though, and has time limit. 90
3: Holo field: Akin to above, but a means to hide, only, and any who go into field, still perplexed by illusionary holograms. 70
4: Medic Kit: Nuff said, use it to give out health and medicine. 10 pts
5: Kick Start: When a target is down or stun, or what not. (Even dead, but not bodily destroyed) Can, revive target with this method. (Think Chest paddles from Left 4 Dead 2.)
6: Regenerator: Turn on, you gain a brief moment of regenerative properties, to gain back lots of health. 80
7: Aux Weapon: Attachdd to another weapon, more points you spend into it, more powerful it is, but the shots are severally limited.
level1: Shotgun, 6 blasts, then useless.
2: Fire wall, makes a 4-4 wall of fire. 4 shots.
3: Electric burst; A shock arc of electric, 2 shots.
4: Grenade Launcher; Can now fire grenades you buy, from your gun, instead of just throwing them, need grenade though.
5: Photon Lance: A powerful hard light burst of energy, one shot, plows through up to 9 layers of target. (Target, walls, more targets, etc.)
6: Micro Saw: Unlimited ammo, has to be Melee, hurts like hell though.
8: Tele Hole: Makes a massive hole of light, go in, go back home.. Though no more points gain, and your considered a chicken shit, and such. For cowards who do not want to die. Hole lasts for 3 turns, any who go in, go to home base. 50
9: Gate Jack: Like the above, however, can teleport the whole damn team across map. (Or whoever is close to the user while on.) For ambushes and such. 90
10: Resurrection Ball: The pre ultimate medic device, brings dead team mates back, in the MIDDLE of a damn game, only 2 times can be used, max persons is 2 at a time, make them count. 100
11: Holo clone device: Make shard light copies of yourself, who are only a quarter of your strength, but will distract enemy for a little while. 40
12: Deflector: Use only once, bounces a attack away. 20
13: Quad Damage: 80 points, lasts for 4 turns, damage out put is X4. Only once is it used in a game, got to buy more if want to re-use.
14: Mega Armor: It adds 80 to your body armor. For sake of defense. 80 points.
Cyberware: Cyborg parts that are implanted,buy in advance. They are machine
1: Power Motor: 60 point cost. A power motor in the body,provides electric charge for recharge items and such. Warning: Critical in chest can now get deadly. (As it can break down, or explode.) Also a means of surviving under water or dry land. The motor *breathes* for said user. And to charge the motor, is to drink or eat. Under water it constantly fries the sea water so it becomes water, getting rid of salt in process.
2: Sub Dermal Armor: 20 points. When attacked, get to knock off 3 points of damage from total.
3: Bone Coating: 50 points, your bones are now unbreakable. Slightly slower (By one die.) But never have to roll broken bones of injury table. (Also harder to chop off parts from said person. Still possible though due to joints.)
4: Wired Reflexes: 50 points, add 2 die to Dodge, and 4 to Initiative rolls.
5: Body Propulsion system: 70 points, you now fly, no matter what.
6: Environmental Guard: 80 pts. Now immune to all environmental damage.
7: Sound Null pads: 40 points, movement, makes no noise now.
8: Bionic Arms: 60 pts, +20 str to arms.
9: Servo Arms: 40, 60, and 80 pts. Each price is different level.
A: 4 arms, can decide to let them do work this turn, climbing, moving, and attacking and such.
B: Now have weapons attached, blades, guns and such.
- Blade
-Needle
-Machine gun-
-Laser: .
C: The servo arms are now unbreakable.
10 Nano Helpers: 100 pts, now have regen/healing factor, up to 3 uses.
11: Grapple Arm: 60, replace a arm, with a grapple arm, that can grab up to maximum range of vision.
12: Bio Monitor System: 20 pts. Now can monitor one' health, and team mates know condition your in, also, save + poison, and some injury rolls. (it is a life support system.)
13: Cloak Drive: 100 points, now invisible non stop, until it's turned off or killed.
14: Compatiblity Chip: 10 pts, allows user to now accept 2 more upgrades. (making it ten instead of 8, but got to keep this sucker, so 9 options.)
15: Sensor Array: 60 pts, now +20 perception, and + die for awareness/alertness rolls.
16: Remote Brain: 40 pts, your body no longer houses your brain, so if head shot, or dead, not counted as dead. Your brain, is now in a flying sphere, if said sphere is destroyed, your officially dead. (So cheap cause the container is that damn flimsy.)
17: Defense Probes: 70 pts, + attack against melee targets and pre-mature denotates explosives. (Getting only 1/4 total damage.)
18: Mind Jack: Not used in the arena, you turn "Game points' into XP points, to upgrade/tutor/train your damn self. (10 pts)
19: Molecular Controller: 100 points, now have access to power schools. And get a bonus die with using them, but cannot recharge focus points. (10)
20: Vehicle jack: With this in play, you now can control a vehicle, with that one person. (40)
21; Mental Processor: 60 pts, now have +10 int +10 Wits and +2 die results.
22: Psi Damper Shield: 90, protects your brain from all brain damage attacks and what not.
23: Dermal Armor: 50 pts. Your "Skin" Now has armor rating of 50. Lose 2 Appearance points. But still handy.
24: Body Plates: 60 points, now Plates guard heart, lungs and stomach. Harder to get Critical damage in chest region. (And lowers damage over all. By 6 pts))
25: Bionic Legs: 80 pts. You can now jump up 40 feet+ Str + Athletics total, and you run really freakken fast now. (Bonus 5 die to movement/reaction.) Adds 40 to speed.
26: Machine Speak: 50 points. Now you have to do is just talk, and your gear obeys.
27: Weapon Link: 20 points, gun in your hand has "Smart gun' rules now.
28: Armor Eyes: 40 points. Immune to Flare, Dark vision, and +3 armor rating, by eyes.
29: Cyber Shell: Varies.
100 Points: Body stats are 30, Wits go up to 20, and keep human appearance.
200 Points: Change to 40, 30, and now Intelligence stuff at 20. As armor rating is now 12.
300 points: Body stats at 60, Int at 40, Armor rating is now 30, no human appearance (0) and vehicle weapons option, now "huge' in size chart.
30: Cyber Weapon: Varies, below are the weapons and type.
5: Ebony Teeth: Really strong teeth, to bite into anything. Melee attack.
10: Knuckle Bombers: In reality, really strong punches due to enforced metal knuckles.
15: Pop Blades; Freddy Kruger style claws, tugged in fingers, they fold when revealed.
20: Cyber Blade: Hand is a cyber weapon. Pop out a long, machete style blade for hacking and stabbing. Require some skil towield though.
30: Wolvers: Fast to draw out,they stab and slash. Really easy to wield.
40: Hi Five; Hand pops off, revealing a high caliber gun
50: .Micro Missile Launcher; Burst of 6 tiny missiles, ouch.
60: Doom Eye: One eye, gets a super charged beam attack.
70: Shoulder Mounted Lasers: Four shots per set. Can have two. (Both shoulders.)
80: Taser aura system, in which amps bio electric charge for painful shocks.
90: Cyber Snakes: Whips that pop out, very flexible and monoblade to slice through things, with ease. And it's a smart weapon, so it will not attack it's owner.
100: Plasma Field Generator: Affects equipped arm, now can launch plasma bolts, or hit others with plasma fueled hits.
31: Cyber Arm: Arm is replaced, it has strength rating of 30, and level 7 armor, also able to get more upgrades. (All price is at 50 pts, expensive, but worth it.)
Arm costs 50 points
- Morph Arm: Now has multiple modes. Blade/Sword, Shield, Gun, Rocket launcher.
- Power Pistons: 30 is now 50 in str.
- AI System: Now can roll and act on it's own benefit (Free movement/action, with Cyber Arm, has Initiative of 18.)
- Unbreakable Coating: Cannot break the cyber arm, always has armor rating of 12.
- Nano Virus: Attack, declare with successful hit, up to 3 uses a fight, virus, decays 1/10 total hp ever turn til death or cure.
- Quick Motors: Now can with arm up to 3 times a match.
- High Frequency: +4 damage die for results total.
- Wave Gun: Get a wave gun mode, 500 points, invest energy in attacks, does not recharge like real one though.
32: Micro Tanks: 30 points. Combo with Molecular Controller. With it, you can restore focus points with it.
33: Body Structure Enforcement: 40 points. With this in place, can buy the "Growth' bio ware, even to the point of going passt 35 feet. (Maximum humans can go.) and expand on up to the Godzilla range. (With enough buys.)
Edit: New one.
34: Acceleration Unit: It costs 100 game points. It allows for up to 6 uses of raw super speed. In which one gains 8 moves and lots of bonuses to dodge,melee and such.
As the system not only boosts body movement, but reaction speed to react.
35: Life Pod: A gear that acts as a back pack,in which lots of items can be stored or created. The second function is life support for the one wearing it.
Bioware: Cloned and mutated DNA matter/tissues,to be implanted into the original, Flesh/blood version of cyborgs tuff.
Bio Ware: The genetic verison of Cyber Ware, no power tools. But lab growen tissue that is from clone cells, so your body accepts it as their own.
Same princple, just different method.
1: Muscle Pack: Up to 5 levels. (Does not add up, rather replaces.) And each level, just add a (0) behind the level number.
1: Str is now at level X 2.
2: Now X 3
3: X 6
4: X 8
5: X 10
2: Chitin Armor: 100 points:
+ 50 Str, +50End + 45 Dex 0 Appearance, Enviro Immunity, And body as default now has a Armor level of 50. (As a second layer.)
3: Second Heart: 70 points: BIG Bonus to HP (+50 hp points.) And + To End Rolls.
4: Tail: price varies:
Grab Tail: 10 points, can use tail as a third arm.
Stinger Tail: 20 points, can stab things, and grant a nasty poison.
Crush: 50, heavy tail, really strong, 10 die worth damage if hit.
Blade: 40 pts, swift,deadly and sharp, can attack twice, for cutting/stabbing.
Barbed: 60. Lots of barbs on tail, for multiple hits pre tail swing, can "launch" the barbs out as darts.
Multi Tail: 80, now have 3 tails, and get to act with each of them, aside your own body pre actions.
5: Wings: 50: Can now fall harmlessly to the ground due to gliding, and can fly up to 3 turns. With Anti Gravity organ, goes up to unlimited. (Making it a nice combo)
6: Glutton's Embrace: 80 pts. Nasty! If your enemy has left behind a corpse, skip a turn, declare "devour" ability. Eat enemy body, get hp back from enemy.
7: Pheromones:70 pts: +10 Appearance, as people and things find you attractive, can also tamper with chemicals to entice, charm, or frighten targets, does not work on all though.
8: Anti Freezing Fluid: 50 pts Now immune to being frozen solid.
9: Skin Pocket: 10 pts: Can now store up to 2 small items in your body.
10: Anti Gravity Organ: 50 pts: Gain +10 Dex. And safe fall to the ground, with wings, you get to fly.
11: Adrenaline Burst: 20 pts: Able to pscyh yourself up + Str + Reaction time + Speed next three turns.
12: Life Seeds: 100 pts Regen/Healing Factor. Can "recharge' it. Every two turns.
13: Aggressor Brain: 30 pts jacks Reaction time (2 die) and Killer Instinct. (+10) Makes you more psycho though. (Less Charm and Empathy.)
14: Growth: 20 pts, up to 3 times. +5 Str + 5 End and + 10 hp each time.
Note: If you get Body Sturcture Enforcement, you can now buy it up to 7 times.
As humans start out at size 3. The max is size 10. (The chart for it, is in the Monster Maker.)
15: Gene Therapy. Varies: You buy Game points, to upgrade your stats, can buy perks and buy away flaws with it. As your evolving yourself.
16: Plasmids: 100 pts: Like Molecular Controller, up to ten focus points. Difference is, can "recharge" the focus points, by not abusing/spamming powers.
17: Re-Enforced Organs: 80 pts. Your organs are tougher now. +70 HP, and Less chance of criticals. Also take away 10 pts of damage.
18: Memory Tissue:90 -Really handy, your skin now has a Armor rating of 8. BUT each time your damaged, and do not die, it goes UP pre injury. Up to max out Armor rating. (60-100 range.) Just, cannot die or negated.
19: Trace Muscles:70 if you see a "Trick" Done that is physical, or know your team mates 'trick" you in turn can do it. As long your within viewing sight of them.
20: "Phone Web": 50 -Grants Radio Telepathy. With no need of the voice box.
21: Bone Enforcement: -60. bones do not break, and bonus +5 Str and +5 hp.
22: "Wet" Brain: 30. Ever single week your alive. Get 4 bonus XP points, because your brain is constantly learning and relearning.
23: Mental Acceleration: 70 -Wired Reflexes, on "Speed." KI is now +5, reaction number is up by 9, + 4 die in Dodge/Action rolls.
24: Pads: 20 Climb up walls like Spider Man.
25: Third Lung: 50 +8 End, and immune to poison gas.
26: Bonus Limbs: 40 Get two arms, that can hold and wield stuff.
27: Body Builder system: 10 Now every week your char is alive, +2 points to Physical stats. (Pick, and it goes beyond 5.) Stops at max (60.) But well, gotta be "alive' for full benefit.
28: Anti Toxins: 80 pts +10 End, no longer need sleep (immune to mental commands making you want to sleep.) and immune to poisons, all poisons.
29: Attack Glands: 50
Pretty much get a breath attack, think D&D Dragon style. Either: Flame, Bio Energy, Electric, or Acid.
30: Limb Replacement: Get a new limb based on following points.
30- Blade Hand: Big ass hand claws, like a Tyrant from Resident Evil.
10- Giant Hand; Nuff said, a giant hand, for grabbing, crushing, and etc.
40- Tentacles: Arms or legs replaced by tentacles, get multipe actions (Roll when declared) With them, cannot hold anything.
50- leap legs: Can now access "Jump" like normal.
30- Crush Hand: Giant crab claw, cuts, grab and smash.
90- Power Arm: Super delux arm that has glands to fuel the body. +30 to all physical stats, and free Psyche up "trick."
31: New Body: price levels vary.
Basically you take game pts, turn them into character creation points, in rebuilding your character. And NOW can access the Monster Maker system. (Meaning max stat cap is 60, instead of 5.) And can buy powers and such accordingly.
Like Gene Therapy, but now you can buy "Super powers." (Stuff only monsters can do before hand.)
32:
Life Web: 60 points. A system of webbing forms over the bones and vessels of the body. Enhancing circulation. And the fluid in question is neuro conductive. So it counts as nervous system, meaning neck snaps/broken backs no longer paralyze.
+ 70 hp. Immune to stun/cripple. (Unless tear limbs off.)
33: War Skin: 200 points.
Extremely advanced treatment with proto cell injections.The result? The host now can shape shift. In any mass or size of choosing.
+ Get to shape shift now, base Intelligence, will power and such to total score. In regards to size shape and function. This is a pretty uber buy. As it needs no fuel or anything. Just a declaration and the smarts to pull it off.
Edit; New one.
34:
Elixir: Costs 60 points. It boosts all Body and Mind stats by 10. Or as close to max out as possible. (If say currently have 55 in Strength get a 5 instead.)
Next time: Armor and Weapons.Then the last bit, vehicles.
Last edited by Chou Blaster on Fri Nov 30, 2012 12:30 am; edited 3 times in total
Below are said super powers so far.
Please note; Everyone with access to the power, can access up to 5 levels of it. That is the cost. The points are "Focus" points, and the max is ten. Natural psychics and plasmid users can restore focus points with time in a battle.
MC implant users need the power tanks, or else no dice. (Though MC unit is actually the most powerful, in terms of applying powers. Why it is a option.)
Air: Control the wind, and the static charge in it.
level1:
- Shocking Arc: A close combat/fire shot spell in which lgihting escape sthe fingers, to shock the hell out of the enemy. Damage is pretty good. and Percp/Int/Killer Instict is targeting.
2:
- Float: Now able to "Fly" for the next 4 turns.
3;
- Ball Lighting: Akin to Shocknig Arc, only now akin to a D&D Fire ball, yes, a exploding ball of eletric force, that can hit multipe targets.
4:
- Fog: A cloud appears to block off signature of the caster, to hide completely.
5:
Pressure: Use on a target, SLOW down big time. (Only 2 die for movement and dodgin gnow.) Ignores defense, and hits 3 die 20 sided.
Earth: Your actually controlling what controls the Earth, Gravity and Magnetism, not the rubble/soil of it.
Lvl1:
- Antibody: A energy bubble/layer to protect you. + 4 die, 6 side sfordamage soak. For next three attacks your hit.
2:
- Energy Force: Super charges attack, add 5 die to daamge total of next 3 attacks.
3;
- Repulse: Pushes targe tor attakc away (Like deflect. Or the Gravity gun.)
4;
- Sink: Holds up to 3 targets in place if they fail their save throw. if netted, stuck in spot for next 5 turns. (Ow)
5;
- Crush: 1 target, hit 8 times, no armor save. Got to get 'tagged' in order to be hit, if not tagged, avoided it. See what happens, flatten or saved.
Energy: Your controlling broad band energy, like Kinetic force and
Energy:
Lvl1:
- Energy Blast: Think shocknig arc, but just a generic bema blast of laser light.
2:
- Energy bubble: Better than Antibody, as it can protect up to 3 people nearby, same defense benefit.
3:
- Energize: Restores power to item that needs charging. (Some armors, energy weapons, etc.)
4:
- Construct: Int/Wit/Percp /Will power die roll, declare construct. (Wall, road, bridge, tool, etc.0 To make life easier.
5:
- Kinesis: Casts "haste" to whole party and "Slow' to opposing side. For next two turns.
Fire: Needless to say, you cause shit to burn.
1:
- Flame control: Roll Int/Will/Wits. Result? Command nearby fire, more fire for more daamge, or lessen for defense reasons.
2:
- Fire wall: Make a wall of fire infront or side or bheind you,lasts for 3 turns, anything that steps in,gets burned for damage, and halted there for next turn.
3;
- Blazing Bullet: Big, mean projectile attack, hits one target. Damage.
4:
- Burn: Nastier than the bullet, causes a target to spotnaous combust. Roll Killer Intent/Willpower for total damage. (Stats as die number + 10 sides.)
5:
- Ignition: Causesa item or landscape item to explode, all those nearby must make a save roll, or get blowen away some tne feet, well getting burned formd aamge total fo the above.
Flesh: Control over your own cells and sometimes cells of others. (Bio kinetic power.)
1;
- BIo feed back: Reads your body, team mate,s and enemy bodies by language, so you "know' ho wmuch HP the yhave.
2;
- Osomisis: Able to cure disease/ status alingments.
3:
- Healing: Nuff said. Empathy/Will power/Wits/medicene skill= total hp back.
4:
- Alter: + 3 die, what for? You decide, for well next four turns.
5:
- Wither: Must be looking at target and it must be flesh and blood. Better results if touching. Turn on power with 5 Focus count. Result if successful? Instant death to target.
Far away? Can cripple/harm the target but not kill.
Mind: Telepathy power
1:
- Tower of Force: Mental defense up, less likely to get afraid or mind controlled or what not. Should be used, a lot.
2;
- Mental Relief: Take away your team mates pain, terror and etc, and give them ego boosts, +die for next two turns.
3:
-Terror: Strike fear into hearts and minds of the enemy, they lose 2 die in everything, due to stumbling and what not.
4:
- Ego Crush: It is the attackers Ki/Willpower vs Defenders Wits/Willpower, if attacker wins, target does nothing next 1-6 turns.
5:
- Temporal World: 1 side-20 die, both parties, if winner ends up better off, that target is TRAPED in a illusion, unless a Random Willpower save that matches or beats the roll of winner, to escape. (But should be hard to pull out) Otherwise, completely under the spell of caster. (make them see or believe anything, for nasty results.)
(Attacking teammates, suicide self, etc.)
Water: Control of water, in the air, and in solid state.
1:
- Cure: Fix disease AND heal.
2:
- Sickness: Cause disease/illness to suck up damage of the victim.
3:
- Life Drain: Melee attack, hit,damage total= hp gain.
4:
- Icy Fangs: 4 ice projectile attacks, 1 die-8 sides, roll 1 die 20 sides, if attacker wins or defender fails miserable, frozen solid.
5:
- Freeze: Akin to the above, but can hit up to 5 targets, save throw or frozen. (Cannot move, and no defense rolls, completely vulnerable, and X 8 damage against fire/heat.)
Location:
1: Speed Boost: + Speed for next couple of moves.
2:Warp: Teleport self. Self explaintory.
3: Warp Attack: Next 4 attacks,attacks warp to target, that much harder to dodge.
4: Mass Warp: Teleport anything nearby or touching, including vehicles with next teleport.
5: Tele-Shred: Melee contact, teleport pieces off the target.
Telekinesis:
1: Push: Knock thing or person away.
2: Lift: TK Grab, throw, slam, etc.
3: Damper: Force field of TK force, works as a damper field.
4: Surgical Damage: Hurt the organs of a target or insides.
5: Tear: Tear apart with your mind, pull, crumble, etc.
Illusion:
1- Diguise: Diguise user, until acts out in hositlity.
2- Mass Diguise: Diguise anyone near user when turned on. Stays on til a action takes place in the form of a attack.
3- "Tag": Place illusion on a target, to diguise them as enemy, so other enemies attack target.
4- Warp the World: Alter the very landscape in a illusion for 3 turns.
5- Reality: Zone gets tainted with illusion, altered the senses of all who fail their save.
Transfiguration:
1- Scan: Look at target, know everything about it.
2- Alter Surface: Change ground or wall or door into something else.
3- Transmutate matter: Change any matter your touching, based on science knowledge.
4- Clone: Make a clone of yourself.
5- Resurrection: Bring a fallen ally back to life.
Creation:
1- Small constructs: Bug sized constructs.
2- Medium constructs: Human sized constructs.
3- Army of Constructs: 100 small constructs or 25 human sized
4- Advanced Constructs: Construct is in question are not simple, possess different properites, like energy attacks and such, or regenearates.
5- Big constructs: Gigantic Constructs, up to blue whale in size.
Destruction:
1- Weaken: Take away targets armor value/defenses next two turns.
2- Amp Damage: + Damage with weapon/action for next 3 turns.
3- Destruction Blast: Hurls a ball fo destructive energy that explodes with contact.
4- Disruption Touch: must be touching target, roll, high risk of damage/instant death.
5- Bomb Field: Alters the atomsphere with destructive energy, enriching the kill zone to make bomb energy releases out of thin air.
Terrakinesis:Now on emoves the ground.
1- Earth Wall: Makes awall, to obscure path or act as a brief deflector shield.
2- Boulder Cannon: Big mean rock projectile.
3- Sand Wave: Earth moves user, three free moves.
4- Crystal Armor: Big time defense boost for 5 turns.
5- Hungry Earth: Ground engulfs target with insane damage/death.
Sound Control:
1- Throw sound; Confuse enemy in stealth in thinknig your somewhere else.
2- Babel noise: Target cannot understand noises being heard.
3- Sound Null: User and any team mates no longer make sound for three turns.
4- Frequencey Shield: Energy field for defense.
5- Sound of Thunder: Super radial attack.
Technomancey:
1- Jam: Halts a machine from being used this turn.
2- Repair: Fix damaged item or machine/robot.
3- Optimize: Makes psersonal item work even better for 3 turns.
4- Destroy: Destroy a item or robot.
5- Re-Construct: Rebuilds any brokken item or robot
They come in two classes. Equip, and use. Note that gloves,boots, and eye gear do not alter armor choice. only added on/fused. Gloves: For your hands
1: Charge glove: With said glove, you can charge your "energy guns' equipped, so no need of a battery, applied to your own armor, well, cna recharge it, takes a while, and a steady hand. (Turns lost) Cost; 30
2: Hand Gun: A glove that acts as a energy gun, six blasters (Palm and
fingers.) Also can "switch" What said energy is. cost: 40
3: Vita Hand: A medic glove, put it on, touch friend, heal, takes some time though. Cost: 70
4: Fetch Hand: A small gravity puller is in, can "pull' items towards you, within 70 pounds. Cost: 20
5: Mighty Hands; They add +5 strength to your total strength pool, for lifting, and damage dealing in melee. Not a power fist. Price: 60
6: Data Glove: The tech in this glove has a digi amp. It turns other items into data. And then can restore it to mass. You got someone to carry any and all items the team may have. 90 pts
Eye wear: To cover your eyes.
1: Heat Vision Lens: Look, hit button, and fry enemy with your heat vision. Cost; 50
2: Hunter Goggles: A device that shows and predicts where your target is heading, so you may fire in said direction, to hit them. Cost; 40
3: X Ray : Look pass armor (Perv) and flesh, to see vita organs and such to attack, for weak spots. Cost: 30
4: S Device: A small spherical eye on the fore head region, result? Get 360 degree vision. So harder to sneak up on and such. Cost is 80
5: Night Vision: Nuff siad, see in the dark. Cost is 10
Foot wear: For your feet.
1: Boost Gears: Able to run fast, mad dash style with them. 70 cost
2: Jump Boots: Jet blast, helps you jump damn good. 50 point
3: Gravity Pads: Able to walk on any surface, walls, ceilings, water, etc. 60
4: Flight Feet:Anti Gravity with magnetic force fields, the result? Can fly, and stay in the air. 80
5: Blast boots; Feet have two shots, one in each foot, do a kick, and blast comes out. 40
6: Scale: Able to dig in and ride! Even move along sheer surfaces. 50pts
Back Pack: Stuff to equip onto your back.
1: Carrier; Carry spare stuff for use inside. Free (only 3 pre team though)
2: Charge pack; Nuff said. Electric juice. free (3 only though pre team) ^- To get more buy, only 10 pts a piece.
3: Rocket pack: Jump rules apply here. 30
4: Replicator: Unlimited ammo for some weapons. 90
5: 90 pts. Shield carrier:Turn on,a big shield covers certain amount of space. Four turns,or three hundred damage points to take it out.
6: 70 pts. Missile Pack:One time weapon a game,homes in on target.Sensor based technology.
These here can be equipped damn near anywhere on the body. Can up up to 4 of them. The wrist is a popular option.
Equippable: Gear that can be equipped, that does not match the other stuff, but important, never the less.
1: Shield: A shield, attached to arm/armor's sleeve. Three levels. (More points pre level, more protection.) level1; A metal shield, does good job at taking away damage, can be used up to 6 times though, then well worn down. (or acid nulls it.) 20
Level2; Photonic energy shield, absorbs more damage than level1, though, can be turned off with emp, magnetic, electric attacks, or energy drained. Also max absorb is 4, instead of 6, as the frequencey pad of rthe shield is more delicate, than the metla shield. 40
level3; Absorbs as much damage as level 2 shield, but, unlimited uses, as it is a hybrid alloy, that absorbs impacts, and regenerates. 60
2: Scanner: Use and hit option with it, and you get vital info down. 10- pts
3: Motion Detector: A scanner, that displays map, anything that moves, based on numbers of movements, speed, or size, and it will appear as a blimp. 10
4: Personal Force Field: A extra layer of protection. 50
5: Radio Telepathy set: Able to keep in contact with all team mates, at all times. by voice. Goes to brain. And can hear what others are saying. 50
6: Personal Teleporter: Able to teleport your damn self, only good for 1-3 goes though. Still hand, the limit is as far as you can see. 90
7: Sensor Blanket: Blanket of cameras and sensor probes, that well coat you and well up to 12 feet away, for a early warning system. 70
8: Hyper Computer: To the wrist, a worst watch sized compute,r that does the math for you, so you just have to act. 80
9: Phase belt: Turn on, can walk thorough sheer surfaces or things. Only as limited as teleporter though. 100
10: Cameo Field: Stealth bubble, think "Predator." 60 It lasts for 3 turns.
To use; use up and then that's it, no more.
1: Berserk Pack: Use on target (Self or team mate) And said target gets a BOOST of speed, reaction time, and raw strength. A "normal" human in "no" armor, can tear a mook enemy apart, with your bare hands, and kill the higher ups, with time, while it lasts. 40 pts a box.
2: Bubble Field: Place in spot, and well a massive bubble field stretches a radius of 20 feet, protects all inside, go inside though and can attack, does not regenerate though, and has time limit. 90
3: Holo field: Akin to above, but a means to hide, only, and any who go into field, still perplexed by illusionary holograms. 70
4: Medic Kit: Nuff said, use it to give out health and medicine. 10 pts
5: Kick Start: When a target is down or stun, or what not. (Even dead, but not bodily destroyed) Can, revive target with this method. (Think Chest paddles from Left 4 Dead 2.)
6: Regenerator: Turn on, you gain a brief moment of regenerative properties, to gain back lots of health. 80
7: Aux Weapon: Attachdd to another weapon, more points you spend into it, more powerful it is, but the shots are severally limited.
level1: Shotgun, 6 blasts, then useless.
2: Fire wall, makes a 4-4 wall of fire. 4 shots.
3: Electric burst; A shock arc of electric, 2 shots.
4: Grenade Launcher; Can now fire grenades you buy, from your gun, instead of just throwing them, need grenade though.
5: Photon Lance: A powerful hard light burst of energy, one shot, plows through up to 9 layers of target. (Target, walls, more targets, etc.)
6: Micro Saw: Unlimited ammo, has to be Melee, hurts like hell though.
8: Tele Hole: Makes a massive hole of light, go in, go back home.. Though no more points gain, and your considered a chicken shit, and such. For cowards who do not want to die. Hole lasts for 3 turns, any who go in, go to home base. 50
9: Gate Jack: Like the above, however, can teleport the whole damn team across map. (Or whoever is close to the user while on.) For ambushes and such. 90
10: Resurrection Ball: The pre ultimate medic device, brings dead team mates back, in the MIDDLE of a damn game, only 2 times can be used, max persons is 2 at a time, make them count. 100
11: Holo clone device: Make shard light copies of yourself, who are only a quarter of your strength, but will distract enemy for a little while. 40
12: Deflector: Use only once, bounces a attack away. 20
13: Quad Damage: 80 points, lasts for 4 turns, damage out put is X4. Only once is it used in a game, got to buy more if want to re-use.
14: Mega Armor: It adds 80 to your body armor. For sake of defense. 80 points.
Cyberware: Cyborg parts that are implanted,buy in advance. They are machine
1: Power Motor: 60 point cost. A power motor in the body,provides electric charge for recharge items and such. Warning: Critical in chest can now get deadly. (As it can break down, or explode.) Also a means of surviving under water or dry land. The motor *breathes* for said user. And to charge the motor, is to drink or eat. Under water it constantly fries the sea water so it becomes water, getting rid of salt in process.
2: Sub Dermal Armor: 20 points. When attacked, get to knock off 3 points of damage from total.
3: Bone Coating: 50 points, your bones are now unbreakable. Slightly slower (By one die.) But never have to roll broken bones of injury table. (Also harder to chop off parts from said person. Still possible though due to joints.)
4: Wired Reflexes: 50 points, add 2 die to Dodge, and 4 to Initiative rolls.
5: Body Propulsion system: 70 points, you now fly, no matter what.
6: Environmental Guard: 80 pts. Now immune to all environmental damage.
7: Sound Null pads: 40 points, movement, makes no noise now.
8: Bionic Arms: 60 pts, +20 str to arms.
9: Servo Arms: 40, 60, and 80 pts. Each price is different level.
A: 4 arms, can decide to let them do work this turn, climbing, moving, and attacking and such.
B: Now have weapons attached, blades, guns and such.
- Blade
-Needle
-Machine gun-
-Laser: .
C: The servo arms are now unbreakable.
10 Nano Helpers: 100 pts, now have regen/healing factor, up to 3 uses.
11: Grapple Arm: 60, replace a arm, with a grapple arm, that can grab up to maximum range of vision.
12: Bio Monitor System: 20 pts. Now can monitor one' health, and team mates know condition your in, also, save + poison, and some injury rolls. (it is a life support system.)
13: Cloak Drive: 100 points, now invisible non stop, until it's turned off or killed.
14: Compatiblity Chip: 10 pts, allows user to now accept 2 more upgrades. (making it ten instead of 8, but got to keep this sucker, so 9 options.)
15: Sensor Array: 60 pts, now +20 perception, and + die for awareness/alertness rolls.
16: Remote Brain: 40 pts, your body no longer houses your brain, so if head shot, or dead, not counted as dead. Your brain, is now in a flying sphere, if said sphere is destroyed, your officially dead. (So cheap cause the container is that damn flimsy.)
17: Defense Probes: 70 pts, + attack against melee targets and pre-mature denotates explosives. (Getting only 1/4 total damage.)
18: Mind Jack: Not used in the arena, you turn "Game points' into XP points, to upgrade/tutor/train your damn self. (10 pts)
19: Molecular Controller: 100 points, now have access to power schools. And get a bonus die with using them, but cannot recharge focus points. (10)
20: Vehicle jack: With this in play, you now can control a vehicle, with that one person. (40)
21; Mental Processor: 60 pts, now have +10 int +10 Wits and +2 die results.
22: Psi Damper Shield: 90, protects your brain from all brain damage attacks and what not.
23: Dermal Armor: 50 pts. Your "Skin" Now has armor rating of 50. Lose 2 Appearance points. But still handy.
24: Body Plates: 60 points, now Plates guard heart, lungs and stomach. Harder to get Critical damage in chest region. (And lowers damage over all. By 6 pts))
25: Bionic Legs: 80 pts. You can now jump up 40 feet+ Str + Athletics total, and you run really freakken fast now. (Bonus 5 die to movement/reaction.) Adds 40 to speed.
26: Machine Speak: 50 points. Now you have to do is just talk, and your gear obeys.
27: Weapon Link: 20 points, gun in your hand has "Smart gun' rules now.
28: Armor Eyes: 40 points. Immune to Flare, Dark vision, and +3 armor rating, by eyes.
29: Cyber Shell: Varies.
100 Points: Body stats are 30, Wits go up to 20, and keep human appearance.
200 Points: Change to 40, 30, and now Intelligence stuff at 20. As armor rating is now 12.
300 points: Body stats at 60, Int at 40, Armor rating is now 30, no human appearance (0) and vehicle weapons option, now "huge' in size chart.
30: Cyber Weapon: Varies, below are the weapons and type.
5: Ebony Teeth: Really strong teeth, to bite into anything. Melee attack.
10: Knuckle Bombers: In reality, really strong punches due to enforced metal knuckles.
15: Pop Blades; Freddy Kruger style claws, tugged in fingers, they fold when revealed.
20: Cyber Blade: Hand is a cyber weapon. Pop out a long, machete style blade for hacking and stabbing. Require some skil towield though.
30: Wolvers: Fast to draw out,they stab and slash. Really easy to wield.
40: Hi Five; Hand pops off, revealing a high caliber gun
50: .Micro Missile Launcher; Burst of 6 tiny missiles, ouch.
60: Doom Eye: One eye, gets a super charged beam attack.
70: Shoulder Mounted Lasers: Four shots per set. Can have two. (Both shoulders.)
80: Taser aura system, in which amps bio electric charge for painful shocks.
90: Cyber Snakes: Whips that pop out, very flexible and monoblade to slice through things, with ease. And it's a smart weapon, so it will not attack it's owner.
100: Plasma Field Generator: Affects equipped arm, now can launch plasma bolts, or hit others with plasma fueled hits.
31: Cyber Arm: Arm is replaced, it has strength rating of 30, and level 7 armor, also able to get more upgrades. (All price is at 50 pts, expensive, but worth it.)
Arm costs 50 points
- Morph Arm: Now has multiple modes. Blade/Sword, Shield, Gun, Rocket launcher.
- Power Pistons: 30 is now 50 in str.
- AI System: Now can roll and act on it's own benefit (Free movement/action, with Cyber Arm, has Initiative of 18.)
- Unbreakable Coating: Cannot break the cyber arm, always has armor rating of 12.
- Nano Virus: Attack, declare with successful hit, up to 3 uses a fight, virus, decays 1/10 total hp ever turn til death or cure.
- Quick Motors: Now can with arm up to 3 times a match.
- High Frequency: +4 damage die for results total.
- Wave Gun: Get a wave gun mode, 500 points, invest energy in attacks, does not recharge like real one though.
32: Micro Tanks: 30 points. Combo with Molecular Controller. With it, you can restore focus points with it.
33: Body Structure Enforcement: 40 points. With this in place, can buy the "Growth' bio ware, even to the point of going passt 35 feet. (Maximum humans can go.) and expand on up to the Godzilla range. (With enough buys.)
Edit: New one.
34: Acceleration Unit: It costs 100 game points. It allows for up to 6 uses of raw super speed. In which one gains 8 moves and lots of bonuses to dodge,melee and such.
As the system not only boosts body movement, but reaction speed to react.
35: Life Pod: A gear that acts as a back pack,in which lots of items can be stored or created. The second function is life support for the one wearing it.
Bioware: Cloned and mutated DNA matter/tissues,to be implanted into the original, Flesh/blood version of cyborgs tuff.
Bio Ware: The genetic verison of Cyber Ware, no power tools. But lab growen tissue that is from clone cells, so your body accepts it as their own.
Same princple, just different method.
1: Muscle Pack: Up to 5 levels. (Does not add up, rather replaces.) And each level, just add a (0) behind the level number.
1: Str is now at level X 2.
2: Now X 3
3: X 6
4: X 8
5: X 10
2: Chitin Armor: 100 points:
+ 50 Str, +50End + 45 Dex 0 Appearance, Enviro Immunity, And body as default now has a Armor level of 50. (As a second layer.)
3: Second Heart: 70 points: BIG Bonus to HP (+50 hp points.) And + To End Rolls.
4: Tail: price varies:
Grab Tail: 10 points, can use tail as a third arm.
Stinger Tail: 20 points, can stab things, and grant a nasty poison.
Crush: 50, heavy tail, really strong, 10 die worth damage if hit.
Blade: 40 pts, swift,deadly and sharp, can attack twice, for cutting/stabbing.
Barbed: 60. Lots of barbs on tail, for multiple hits pre tail swing, can "launch" the barbs out as darts.
Multi Tail: 80, now have 3 tails, and get to act with each of them, aside your own body pre actions.
5: Wings: 50: Can now fall harmlessly to the ground due to gliding, and can fly up to 3 turns. With Anti Gravity organ, goes up to unlimited. (Making it a nice combo)
6: Glutton's Embrace: 80 pts. Nasty! If your enemy has left behind a corpse, skip a turn, declare "devour" ability. Eat enemy body, get hp back from enemy.
7: Pheromones:70 pts: +10 Appearance, as people and things find you attractive, can also tamper with chemicals to entice, charm, or frighten targets, does not work on all though.
8: Anti Freezing Fluid: 50 pts Now immune to being frozen solid.
9: Skin Pocket: 10 pts: Can now store up to 2 small items in your body.
10: Anti Gravity Organ: 50 pts: Gain +10 Dex. And safe fall to the ground, with wings, you get to fly.
11: Adrenaline Burst: 20 pts: Able to pscyh yourself up + Str + Reaction time + Speed next three turns.
12: Life Seeds: 100 pts Regen/Healing Factor. Can "recharge' it. Every two turns.
13: Aggressor Brain: 30 pts jacks Reaction time (2 die) and Killer Instinct. (+10) Makes you more psycho though. (Less Charm and Empathy.)
14: Growth: 20 pts, up to 3 times. +5 Str + 5 End and + 10 hp each time.
Note: If you get Body Sturcture Enforcement, you can now buy it up to 7 times.
As humans start out at size 3. The max is size 10. (The chart for it, is in the Monster Maker.)
15: Gene Therapy. Varies: You buy Game points, to upgrade your stats, can buy perks and buy away flaws with it. As your evolving yourself.
16: Plasmids: 100 pts: Like Molecular Controller, up to ten focus points. Difference is, can "recharge" the focus points, by not abusing/spamming powers.
17: Re-Enforced Organs: 80 pts. Your organs are tougher now. +70 HP, and Less chance of criticals. Also take away 10 pts of damage.
18: Memory Tissue:90 -Really handy, your skin now has a Armor rating of 8. BUT each time your damaged, and do not die, it goes UP pre injury. Up to max out Armor rating. (60-100 range.) Just, cannot die or negated.
19: Trace Muscles:70 if you see a "Trick" Done that is physical, or know your team mates 'trick" you in turn can do it. As long your within viewing sight of them.
20: "Phone Web": 50 -Grants Radio Telepathy. With no need of the voice box.
21: Bone Enforcement: -60. bones do not break, and bonus +5 Str and +5 hp.
22: "Wet" Brain: 30. Ever single week your alive. Get 4 bonus XP points, because your brain is constantly learning and relearning.
23: Mental Acceleration: 70 -Wired Reflexes, on "Speed." KI is now +5, reaction number is up by 9, + 4 die in Dodge/Action rolls.
24: Pads: 20 Climb up walls like Spider Man.
25: Third Lung: 50 +8 End, and immune to poison gas.
26: Bonus Limbs: 40 Get two arms, that can hold and wield stuff.
27: Body Builder system: 10 Now every week your char is alive, +2 points to Physical stats. (Pick, and it goes beyond 5.) Stops at max (60.) But well, gotta be "alive' for full benefit.
28: Anti Toxins: 80 pts +10 End, no longer need sleep (immune to mental commands making you want to sleep.) and immune to poisons, all poisons.
29: Attack Glands: 50
Pretty much get a breath attack, think D&D Dragon style. Either: Flame, Bio Energy, Electric, or Acid.
30: Limb Replacement: Get a new limb based on following points.
30- Blade Hand: Big ass hand claws, like a Tyrant from Resident Evil.
10- Giant Hand; Nuff said, a giant hand, for grabbing, crushing, and etc.
40- Tentacles: Arms or legs replaced by tentacles, get multipe actions (Roll when declared) With them, cannot hold anything.
50- leap legs: Can now access "Jump" like normal.
30- Crush Hand: Giant crab claw, cuts, grab and smash.
90- Power Arm: Super delux arm that has glands to fuel the body. +30 to all physical stats, and free Psyche up "trick."
31: New Body: price levels vary.
Basically you take game pts, turn them into character creation points, in rebuilding your character. And NOW can access the Monster Maker system. (Meaning max stat cap is 60, instead of 5.) And can buy powers and such accordingly.
Like Gene Therapy, but now you can buy "Super powers." (Stuff only monsters can do before hand.)
32:
Life Web: 60 points. A system of webbing forms over the bones and vessels of the body. Enhancing circulation. And the fluid in question is neuro conductive. So it counts as nervous system, meaning neck snaps/broken backs no longer paralyze.
+ 70 hp. Immune to stun/cripple. (Unless tear limbs off.)
33: War Skin: 200 points.
Extremely advanced treatment with proto cell injections.The result? The host now can shape shift. In any mass or size of choosing.
+ Get to shape shift now, base Intelligence, will power and such to total score. In regards to size shape and function. This is a pretty uber buy. As it needs no fuel or anything. Just a declaration and the smarts to pull it off.
Edit; New one.
34:
Elixir: Costs 60 points. It boosts all Body and Mind stats by 10. Or as close to max out as possible. (If say currently have 55 in Strength get a 5 instead.)
Next time: Armor and Weapons.Then the last bit, vehicles.
Last edited by Chou Blaster on Fri Nov 30, 2012 12:30 am; edited 3 times in total