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#1 |
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Join Date: Feb 2008
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I agree, surely the vampire or werewolf should be able to access whatever psychic abilites are relevant for the species?
Elven, Dwarven, or Orc Werewolf or Vampires might have different psychic potential? What about a space opera setting, likie Babylon 5; what would happen if the Werewolf / Vampire virus was passed to a Centauri or Narn? They do after all have eternity in which to perfect these abilities |
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#2 | |
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Join Date: Nov 2004
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#3 | |
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Join Date: Jan 2008
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Maybe Speak With Animals (Specialised: Wolves -80%) for 5cp. (Hey, if felines is the sort of size for the -60% version, and house cat for the -80%...) ...And maybe a negative reputation for animals which are hunted by wolves... Depending on the source you go for, maybe the some wolf allies as well (possibly summonable, some roguelikes give werefoos that ability). Incidentally - What templates thread? Last edited by Gizensha; 07-28-2008 at 10:52 AM. |
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#4 | |
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Join Date: Aug 2004
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#5 | |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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__________________
"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#6 |
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Join Date: Apr 2009
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Re: Werewolves and silver
Part of the reason for the werewolves' traditional weakness to silver is that, as foul creatures of the night, they would naturally be vulnerable to things that were pure and good. In that sense, it's similar to the vampire's vulnerability to holy water and various spirits' vulnerability to cold iron or consecrated salt. If you take this rather traditional medieval point of view to a logical conclusion, you could also have consecrated silver do more damage to werewolves than plain, ordinary silver. |
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#7 |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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Note: Some of these have minor cost adjustment to ease calculations. Where there are such they are noted.
General Powers Empower (Super-Strength) (NOTE! Uses Striking ST cost 2 points) Increases your physical strength. Massless Tier 1 [45] (High-end Olympic Strength, You can lift a motorcycle) Lifting ST 8 [24] Striking ST 8 [16] Super Jump 0,5 [5] Tier 2 [90] (You can easily lift a heavy motorcycle) Lifting ST 16 [48] Striking ST 16 [32] Super Jump 1 [10] Tier 3 [135] (You can with great effort and skill lift a Small car, 0.9 ton) Lifting ST 24 [72] Striking ST 24 [48] Super Jump 1,5 [15] Tier 4 [180] (You can lift a Large car, 2.8 ton) Lifting ST 8 (SE-NoFP*, +470%) [96] Striking ST 32 [64] Super Jump 2 [20] Tier 5 [210] (You can lift a Ship's anchor, 5 ton) Lifting ST 9 (SE-NoFP*, +470%) [104] Striking ST 40 [80] Super Jump 2,5 [25] Cost +1 *This is: Super Effort, +400%; Cosmic: can Reduce FP cost to 0, +50%; Reduced FP Cost, -20% Quicken (Superhuman Speed) Increases your speed and ability to react and act quickly Tier 1 [60] (World's fastest man, a Light Moped, 29km/h) Extra Attack (Multi-Strike) [30] Basic Move +2 [10] Basic Speed +1 [20] Tier 2 [120] (Medium-Heavy Moped, 40km/h) Extra Attack (Multi-Strike) [30] Enhanced Time Sense [45] Basic Move +5 [25] Basic Speed +1 [20] Tier 3 [180] (Typical Inner City speed-limit, 50km/h) Extra Attack 2 (Multi-Strike) [60] Enhanced Time Sense [45] Basic Move +7 [35] Basic Speed +2 [40] Tier 4 [240] (65km/h) Alternate Time Rate 1 [100] Extra Attack 1 (Multi-Strike) [30] Enhanced Time Sense [45] Basic Move +1 [5] Basic Speed +3 [60] Tier 5 [300] (86km/h) Alternate Time Rate 1 [100] Extra Attack 2 (Multi-Strike) [60] Enhanced Time Sense [45] Basic Move +3 [5] Basic Speed +4 [60] Refine (Superhuman Coordination) Improves Coordination Tier 1 [35] Enhanced Active Defense: Dodge/Parry 1 [20] Talent (Good Coordination*) 1 [15] Tier 2 [70] Enhanced Active Defense: Dodge/Parry 2 [40] Talent (Good Coordination*) 2 [30] Tier 3 [105] Enhanced Active Defense: Dodge/Parry 3 [60] Talent (Good Coordination*) 3 [45] *+1 to all skills where good coordination would be a bonus (If I'm asked I will provide a list) Resilience (Superhuman Toughness) Improves Resilience and Toughness Tier 1 [20] Damage Resistance 3 (Sub-Dermal*, -20%) [12] Hard to Kill 2 [4] Hard to Subdue 2 [4] Tier 2 [80] Damage Resistance 5 (Sub-Dermal*, -20%) [20] Hard to Kill 3 [6] Hard to Subdue 2 [4] Increased Health 1 [10] Injury Tolerance (Damage Reduction) 2 (Physical Damage only, -20%) [40] Tier 3 [120] Damage Resistance 7 (Sub-Dermal*, -20%) [28] Hard to Kill 3 [6] Hard to Subdue 3 [6] Increased Health 2 [20] Injury Tolerance (Damage Reduction) 3 (Physical Damage only, -20%) [60] Tier 4 [160] Damage Resistance 9 (Sub-Dermal*, -20%) [36] Hard to Kill 4 [8] Hard to Subdue 3 [6] Increased Health 3 [30] Injury Tolerance (Damage Reduction) 4 (Physical Damage only, -20%) [80] Tier 5 [200] Damage Resistance 11 (Sub-Dermal*, -20%) [44] Hard to Kill 4 [8] Hard to Subdue 4 [8] Increased Health 4 [40] Injury Tolerance (Damage Reduction) 5 (Physical Damage only, -20%) [100] * This is the Tough Skin limitation without the weakness to crushing damage ....Whew. Finally managed to get them up here. To adapt them to various supernatural creatures consider adding limitations to the packages such as "Only at Night, half power otherwise" or power modifiers such as "Divine". Note that Resilience is mostly the ability to take great injury before going down, for armored beasts buy Damage Resistance.
__________________
"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" Last edited by RedMattis; 05-14-2009 at 10:41 AM. |
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| Tags |
| power ups, powers, supernatural |
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