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Meep

By: SneakyStumpy on Feb 13th, 2013  |  syntax: None  |  size: 13.24 KB  |  hits: 30  |  expires: Never
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  1. Meep - PL 8
  2.  
  3. Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0 0pt
  4.  
  5. Advantages 0pts
  6.  
  7.  
  8.  
  9.  
  10.  
  11. Skills pts
  12.  
  13. Powers  pts
  14. GROWTH GENERAL (1 rank for 2 pp)
  15. Action: Free • Range: Personal
  16. Duration: Sustained • Cost: 2 points per rank
  17. You can temporarily increase your size, gaining Strength
  18. and Stamina at the cost of becoming a bigger, heavier,
  19. less agile target, unable to maneuver through small spaces.
  20. Growth modifiers are restricted by power level limits.
  21. Each rank of Growth adds 1 rank to your Strength and
  22. Stamina (constructs add 1 rank to Strength and Toughness
  23. if they lack Stamina) and adds 1 rank to your mass.
  24. Every two ranks adds a +1 bonus to Intimidation. Every
  25. 8 ranks adds 1 to your Speed. Every rank of Growth subtracts
  26. 1 from your Stealth checks. Every 2 ranks (rounded
  27. up) subtracts 1 from your Dodge and Parry defenses. Every
  28. 4 ranks of Growth increases your size rank by 1 (ordinary
  29. humans start out at size rank –2, between 3 and
  30. 6 feet tall). So at Growth 8, you have +8 Strength and
  31. Stamina, +4 to Intimidation, +1 Speed, but -8 to
  32. Stealth, –4 Dodge and Parry, and you are size
  33. rank 0 (around 30 feet tall). Increases to your
  34. Strength and Stamina also improve related
  35. traits like your Strength Damage, Fortitude,
  36. and Toughness.
  37.  
  38. FLIGHT MOVEMENT (10 ranks for 10 pp)
  39. Action: Free • Range: Personal
  40. Duration: Sustained • Cost: 2 points per rank
  41. You can fly through the air, including hovering in place.
  42. You have a flight speed rank equal to your effect rank.
  43. Wings:
  44. You have wings that allow you to fly, but they run
  45. the risk of being fouled or restrained, which prevents you
  46. from flying. If you are immobilized, restrained, or bound,
  47. you cannot fly. You can regain the use of your wings by
  48. reactivating your Flight effect once you are no longer
  49. affected by the aforementioned conditions. –1 cost
  50. per rank.
  51.  
  52. EXTRA LIMBS GENERAL
  53. Action: None • Range: Personal
  54. Duration: Permanent • Cost: 1 point per rank
  55. You have extra manipulative limbs, such as arms, tentacles,
  56. or even prehensile hair or a tail. Each rank in this effect
  57. grants you an extra limb.
  58. Extra Limbs do not allow you to take additional actions
  59. in a round, although they do provide the benefits of the
  60. Improved Grab advantage—grabbing with some of your
  61. limbs and leaving others free. All additional limbs except
  62. your dominant limb are considered your “off-hand.” If you
  63. have the Benefit (Ambidexterity) advantage, you have no
  64. off-hand penalties with any of your limbs.
  65. If you apply all of your limbs to a grab attempt (rather than
  66. taking the option to leave some of them free),
  67. you gain a +1 circumstance bonus per rank in Extra Limbs to a maximum
  68. of +5, much like a team check (see page 16).
  69. PERMANENT -1 COST PER RANK
  70. A continuous effect with this flaw becomes permanent in
  71. duration.
  72.  
  73. ELONGATION GENERAL
  74. Action: Free • Range: Personal
  75. Duration: Sustained • Cost: 1 point per rank
  76. You can elongate your body and/or limbs to extend your
  77. reach. Add your effect rank to your normal size rank to determine
  78. how far you can elongate; for a normal-sized human
  79. (size rank –2) this is 15 feet at rank 1, 30 feet at rank 2,
  80. and so forth. Rank 20 Elongation can stretch 1,000 miles!
  81. “Snapping back” to your normal shape is a free action.
  82. You can use Elongation to make “close” attacks at a greater
  83. distance by elongating your limbs. Once elongated,
  84. you can make melee attacks within your new reach as a
  85. standard action. If you can’t accurately sense your target
  86. (you’re elongating around a corner, for example), apply
  87. the rules for concealment (see Concealment in the Action
  88. & Adventure chapter). In addition, Elongation allows
  89. you to wrap up and entangle an opponent so it grants a
  90. +1 bonus to grab checks per rank (limited by PL).
  91.  
  92. BURROWING MOVEMENT
  93. Action: Free • Range: Personal
  94. Duration: Sustained • Cost: 1 point per rank
  95. You can burrow through the ground, leaving a tunnel behind
  96. if you choose. You move through soil and sand at a
  97. speed rank equal to your Burrowing rank, minus 5. So Burrowing
  98. 8, for example, lets you move through the ground
  99. at speed rank 3 (around 16 MPH). Burrowing through hard
  100. clay and packed earth reduces speed one additional rank.
  101. Burrowing through solid rock reduces it by two additional
  102. ranks. The tunnel you leave behind is either permanent or
  103. collapses behind you immediately (your choice when you
  104. begin burrowing each new tunnel).
  105. Note that Burrowing differs from the Permeate effect of
  106. Movement, which allows you to pass through an obstacle
  107. like the ground at your normal speed without disturbing
  108. it at all (see Movement for details).
  109. Standard Activation -2 cost per rank
  110.  
  111. LEAPING MOVEMENT
  112. Action: Free • Range: Personal
  113. Duration: Instant • Cost: 1 point per rank
  114. You can make prodigious leaps, far more than even a
  115. skilled athlete. Your Leaping rank, minus 2, is the distance
  116. rank you cover in a single standing jump: so 15 feet at rank
  117. 1, 30 feet at rank 2, up to 1,000 miles at rank 20! You do not
  118. suffer any damage from landing after a jump, so long as it
  119. is within your maximum distance.
  120. The speed rank of your leap maxes out at 7 (around 250
  121. miles per hour), so leaps of greater than distance rank 7
  122. take time equal to the distance rank minus 7. For example,
  123. a massive leap of 500 miles (distance rank 17) takes time
  124. rank 10 (17 – 7, or two hours) of time in the air! Because of
  125. this, leapers may choose to make shorter “hops” of just a
  126. couple miles, leaving them airborne for only a minute or
  127. so, to better control their direction.
  128. Acrobatics Check Required:
  129. In order to use Leaping, you
  130. must make an Acrobatics skill check (DC 10). Each point
  131. your check total exceeds the DC allows you to use 1 rank
  132. of Leaping, up to your total rank. –1 cost per rank.
  133. Standard Activation -2 cost per rank
  134.  
  135. MOVE OBJECT CONTROL
  136. Action: Standard • Range: Ranged
  137. Duration: Sustained • Cost: 2 points per rank
  138. You can move objects at a distance without touching
  139. them. Move Object has no action/reaction; a moving object
  140. cannot drag the character “holding on” to it, for example.
  141. This effect is also not considered “physical contact”
  142. or “touch” for effects requiring it.
  143. Your effective Strength for lifting and moving objects with
  144. this effect is equal to your rank. By taking a move action
  145. to concentrate you can increase this by +1 Str, changing
  146. the effect’s duration to Concentration (see Duration at the
  147. start of this chapter). This is in addition to using extra effort
  148. to further increase your rank (see Extra Effort, page 19).
  149. This effect can move objects, but cannot perform tasks
  150. of fine manipulation (like untying knots, typing, or manipulating
  151. controls) without the Precise modifier. Objects
  152. thrown into targets as attacks base their damage off your
  153. power rank as if it were your Strength rank.
  154. Move Object cannot inflict damage directly; you can’t
  155. “punch” or “crush” objects with it. You can use it to make
  156. disarm, grab, and trip attacks. See the Action & Adventure
  157. chapter for details.
  158. Limited Direction:
  159. You can only move objects in a particular
  160. direction or path, such as only up and down (towards and
  161. away from the ground), only directly towards or away from
  162. you (attraction and repulsion), and so forth. This is useful for
  163. “gravitic” or “magnetic” versions of the effect. –1 cost per rank.
  164. Concentration:
  165. Concentration Move Object requires
  166. more attention to maintain. You cannot concentrate to increase
  167. your lifting capacity or to grab or move another object
  168. while you are still “holding” your first. –1 cost per rank.
  169.  
  170. MIND READING SENSORY
  171. Action: Standard • Range: Perception
  172. Duration: Sustained • Cost: 2 point per rank
  173. You can read another character’s mind. To use Mind Reading,
  174. make an opposed effect check against the result of
  175. the target’s Will check. The degree of success determines
  176. the degree of contact:
  177. MIND READING RESISTANCE CHECK
  178. SUCCESS DEGREE OF CONTACT
  179. 1
  180. Surface thoughts: You can read what the
  181. target is presently thinking. Mind Reading
  182. transcends language; you comprehend the
  183. target’s thoughts whether or not you share
  184. a common language.
  185. 2
  186. Personal thoughts: You can probe deeper
  187. into the target’s mind for information. You
  188. can essentially ask any one question and
  189. receive the answer from the target’s mind.
  190. If the target doesn’t know the answer, then
  191. you know that as well.
  192. 3
  193. Memory: You can read the subject’s memories
  194. and recollections. This allows you to
  195. perceive them exactly as the target recalls
  196. them, one memory per round.
  197. 4
  198. Subconscious: You can read memories
  199. from the target’s subconscious, things even
  200. the target does not consciously know. This
  201. might mean repressed or hidden memories,
  202. deep-seated psychological traumas, or even
  203. other personalities.
  204. If you lose the opposed check, you cannot read the target’s
  205. mind. With two or more degrees of failure, any renewed
  206. attempt in that scene requires extra effort (see
  207. Extra Effort). If you desire a greater degree of contact,
  208. you must take another standard action and make a new
  209. opposed check.
  210. The target gets a new Will check (DC 10 + Mind Reading
  211. rank) at the end of each turn to shut you out; success ends
  212. the effect.
  213. Standard Activation -2 cost per rank
  214.  
  215. MOVEMENT MOVEMENT
  216. Action: Free • Range: Personal
  217. Duration: Sustained • Cost: 2 points per rank
  218. You have a special form of movement. For each rank in this
  219. effect, choose one of the following options:
  220.  
  221. WALL-CRAWLING RANK 2
  222. You can climb walls and ceilings at your ground speed rank
  223. –1 with no chance of falling and no need for an Athletics
  224. check. You are still vulnerable while climbing, however. An
  225. additional rank of this effect means you climb at your full
  226. speed rank and are not vulnerable while climbing.
  227.  
  228. REGENERATION DEFENSE
  229. Action: None • Range: Personal
  230. Duration: Permanent • Cost: 1 point per rank
  231. You recover quickly from damage. Remove penalties to
  232. your Toughness checks due to damage equal to your
  233. Regeneration rank each minute. You then recover other
  234. damage conditions equal to your Regeneration rank
  235. each minute, starting from your most severe condition.
  236. Spread this recovery out evenly over a minute (10 action
  237. rounds). So with Regeneration 5, you remove a –1
  238. Toughness penalty every other round (every round with
  239. Regeneration 10, and up to a –2 penalty per round with
  240. Regeneration 20).
  241. Persistent:
  242. You can regenerate even Incurable damage
  243. conditions (see the Incurable modifier). +1 cost per rank.
  244. Source:(Sustanance)
  245. Your Regeneration only works when you have access
  246. to a particular source to replenish yourself, such as
  247. blood, electricity, sand, scrap metal, sunlight, and so forth.
  248. –1 cost per rank.
  249.  
  250. PROTECTION DEFENSE
  251. Action: None • Range: Personal
  252. Duration: Permanent • Cost: 1 point per rank
  253. Protection shields you against damage, giving you +1 to
  254. your Toughness defense per rank. So Protection 4 gives
  255. you +4 Toughness.
  256.  
  257. QUICKNESS GENERAL
  258. Action: Free • Range: Personal
  259. Duration: Sustained • Cost: 1 point per rank
  260. You can perform routine tasks—anything that can be
  261. done as a routine check (see Routine Checks in The Basics
  262. chapter)—fast, perhaps very fast. Subtract your effect
  263. rank from the normal time rank to perform a task to
  264. determine how long it takes you. So, for example, if you
  265. have Quickness 7, a routine task normally taking an hour
  266. (time rank 9) takes you (9 – 7 = time rank 2) 30 seconds.
  267. Non-routine checks are not affected by Quickness, nor is
  268. movement speed.
  269. If you can perform a task in less than a second (time rank
  270. –2), the GM may choose to treat that task as a free action
  271. for you (although the GM can still limit the number of free
  272. actions you can accomplish in a turn as usual).
  273. Limited to One Type:
  274. Your Quickness applies to only(physical)
  275. physical or mental tasks, not both. –1 cost per rank.
  276.  
  277.  
  278. SPEED MOVEMENT
  279. Action: Free • Range: Personal
  280. Duration: Sustained • Cost: 1 point per rank
  281. You can move faster than normal. You have a ground
  282. speed rank equal to your effect rank. This also improves all
  283. forms of movement based on ground speed.
  284.  
  285. SWIMMING MOVEMENT
  286. Action: Free • Range: Personal
  287. Duration: Sustained • Cost: 1 point per rank
  288. You can swim fast. You have a water speed equal to your
  289. Swimming rank –2, subject to the usual rules for swimming
  290. (see the Athletics skill description for details). You
  291. can make Athletics checks to swim as routine checks. This
  292. power does not allow you to breathe underwater (for that
  293. see Immunity, page 113).
  294. Standard Activation -2 cost per rank
  295.  
  296. SUPER-SPEED
  297. Effect: Enhanced Initiative, Quickness, Speed • 3 points
  298. per rank
  299. You are fast! Each rank of Super-Speed gives you the
  300. effects of Improved Initiative as an Enhanced Trait,
  301. Quickness, and Speed, with a ground speed rank
  302. equal to your power rank. So with Super-Speed 10,
  303. for example, you have +40 to initiative checks, can
  304. perform routine actions normally requiring two hours
  305. in just 6 seconds, and have a ground speed of 2,000
  306. miles per hour!
  307. Standard Activation -2 cost per rank
  308.  
  309.  
  310.  
  311. Offense
  312.  
  313.  
  314.  
  315. Complications
  316.  
  317. Languages
  318. Native
  319.  
  320. Defense
  321. Dodge (DC 10)
  322. Fortitude (DC 10)
  323. Parry (DC 10)
  324. Toughness (DC 10)
  325. Will (DC 10)
  326. Power Points (DC 10)
  327. Abilities 0 + Powers 0 + Advantages 0 + Skills 0 + Defenses 0 = 0
  328.  
  329. Backstory