- Meep - PL 8
- Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0 0pt
- Advantages 0pts
- Skills pts
- Powers pts
- GROWTH GENERAL (1 rank for 2 pp)
- Action: Free • Range: Personal
- Duration: Sustained • Cost: 2 points per rank
- You can temporarily increase your size, gaining Strength
- and Stamina at the cost of becoming a bigger, heavier,
- less agile target, unable to maneuver through small spaces.
- Growth modifiers are restricted by power level limits.
- Each rank of Growth adds 1 rank to your Strength and
- Stamina (constructs add 1 rank to Strength and Toughness
- if they lack Stamina) and adds 1 rank to your mass.
- Every two ranks adds a +1 bonus to Intimidation. Every
- 8 ranks adds 1 to your Speed. Every rank of Growth subtracts
- 1 from your Stealth checks. Every 2 ranks (rounded
- up) subtracts 1 from your Dodge and Parry defenses. Every
- 4 ranks of Growth increases your size rank by 1 (ordinary
- humans start out at size rank –2, between 3 and
- 6 feet tall). So at Growth 8, you have +8 Strength and
- Stamina, +4 to Intimidation, +1 Speed, but -8 to
- Stealth, –4 Dodge and Parry, and you are size
- rank 0 (around 30 feet tall). Increases to your
- Strength and Stamina also improve related
- traits like your Strength Damage, Fortitude,
- and Toughness.
- FLIGHT MOVEMENT (10 ranks for 10 pp)
- Action: Free • Range: Personal
- Duration: Sustained • Cost: 2 points per rank
- You can fly through the air, including hovering in place.
- You have a flight speed rank equal to your effect rank.
- Wings:
- You have wings that allow you to fly, but they run
- the risk of being fouled or restrained, which prevents you
- from flying. If you are immobilized, restrained, or bound,
- you cannot fly. You can regain the use of your wings by
- reactivating your Flight effect once you are no longer
- affected by the aforementioned conditions. –1 cost
- per rank.
- EXTRA LIMBS GENERAL
- Action: None • Range: Personal
- Duration: Permanent • Cost: 1 point per rank
- You have extra manipulative limbs, such as arms, tentacles,
- or even prehensile hair or a tail. Each rank in this effect
- grants you an extra limb.
- Extra Limbs do not allow you to take additional actions
- in a round, although they do provide the benefits of the
- Improved Grab advantage—grabbing with some of your
- limbs and leaving others free. All additional limbs except
- your dominant limb are considered your “off-hand.” If you
- have the Benefit (Ambidexterity) advantage, you have no
- off-hand penalties with any of your limbs.
- If you apply all of your limbs to a grab attempt (rather than
- taking the option to leave some of them free),
- you gain a +1 circumstance bonus per rank in Extra Limbs to a maximum
- of +5, much like a team check (see page 16).
- PERMANENT -1 COST PER RANK
- A continuous effect with this flaw becomes permanent in
- duration.
- ELONGATION GENERAL
- Action: Free • Range: Personal
- Duration: Sustained • Cost: 1 point per rank
- You can elongate your body and/or limbs to extend your
- reach. Add your effect rank to your normal size rank to determine
- how far you can elongate; for a normal-sized human
- (size rank –2) this is 15 feet at rank 1, 30 feet at rank 2,
- and so forth. Rank 20 Elongation can stretch 1,000 miles!
- “Snapping back” to your normal shape is a free action.
- You can use Elongation to make “close” attacks at a greater
- distance by elongating your limbs. Once elongated,
- you can make melee attacks within your new reach as a
- standard action. If you can’t accurately sense your target
- (you’re elongating around a corner, for example), apply
- the rules for concealment (see Concealment in the Action
- & Adventure chapter). In addition, Elongation allows
- you to wrap up and entangle an opponent so it grants a
- +1 bonus to grab checks per rank (limited by PL).
- BURROWING MOVEMENT
- Action: Free • Range: Personal
- Duration: Sustained • Cost: 1 point per rank
- You can burrow through the ground, leaving a tunnel behind
- if you choose. You move through soil and sand at a
- speed rank equal to your Burrowing rank, minus 5. So Burrowing
- 8, for example, lets you move through the ground
- at speed rank 3 (around 16 MPH). Burrowing through hard
- clay and packed earth reduces speed one additional rank.
- Burrowing through solid rock reduces it by two additional
- ranks. The tunnel you leave behind is either permanent or
- collapses behind you immediately (your choice when you
- begin burrowing each new tunnel).
- Note that Burrowing differs from the Permeate effect of
- Movement, which allows you to pass through an obstacle
- like the ground at your normal speed without disturbing
- it at all (see Movement for details).
- Standard Activation -2 cost per rank
- LEAPING MOVEMENT
- Action: Free • Range: Personal
- Duration: Instant • Cost: 1 point per rank
- You can make prodigious leaps, far more than even a
- skilled athlete. Your Leaping rank, minus 2, is the distance
- rank you cover in a single standing jump: so 15 feet at rank
- 1, 30 feet at rank 2, up to 1,000 miles at rank 20! You do not
- suffer any damage from landing after a jump, so long as it
- is within your maximum distance.
- The speed rank of your leap maxes out at 7 (around 250
- miles per hour), so leaps of greater than distance rank 7
- take time equal to the distance rank minus 7. For example,
- a massive leap of 500 miles (distance rank 17) takes time
- rank 10 (17 – 7, or two hours) of time in the air! Because of
- this, leapers may choose to make shorter “hops” of just a
- couple miles, leaving them airborne for only a minute or
- so, to better control their direction.
- Acrobatics Check Required:
- In order to use Leaping, you
- must make an Acrobatics skill check (DC 10). Each point
- your check total exceeds the DC allows you to use 1 rank
- of Leaping, up to your total rank. –1 cost per rank.
- Standard Activation -2 cost per rank
- MOVE OBJECT CONTROL
- Action: Standard • Range: Ranged
- Duration: Sustained • Cost: 2 points per rank
- You can move objects at a distance without touching
- them. Move Object has no action/reaction; a moving object
- cannot drag the character “holding on” to it, for example.
- This effect is also not considered “physical contact”
- or “touch” for effects requiring it.
- Your effective Strength for lifting and moving objects with
- this effect is equal to your rank. By taking a move action
- to concentrate you can increase this by +1 Str, changing
- the effect’s duration to Concentration (see Duration at the
- start of this chapter). This is in addition to using extra effort
- to further increase your rank (see Extra Effort, page 19).
- This effect can move objects, but cannot perform tasks
- of fine manipulation (like untying knots, typing, or manipulating
- controls) without the Precise modifier. Objects
- thrown into targets as attacks base their damage off your
- power rank as if it were your Strength rank.
- Move Object cannot inflict damage directly; you can’t
- “punch” or “crush” objects with it. You can use it to make
- disarm, grab, and trip attacks. See the Action & Adventure
- chapter for details.
- Limited Direction:
- You can only move objects in a particular
- direction or path, such as only up and down (towards and
- away from the ground), only directly towards or away from
- you (attraction and repulsion), and so forth. This is useful for
- “gravitic” or “magnetic” versions of the effect. –1 cost per rank.
- Concentration:
- Concentration Move Object requires
- more attention to maintain. You cannot concentrate to increase
- your lifting capacity or to grab or move another object
- while you are still “holding” your first. –1 cost per rank.
- MIND READING SENSORY
- Action: Standard • Range: Perception
- Duration: Sustained • Cost: 2 point per rank
- You can read another character’s mind. To use Mind Reading,
- make an opposed effect check against the result of
- the target’s Will check. The degree of success determines
- the degree of contact:
- MIND READING RESISTANCE CHECK
- SUCCESS DEGREE OF CONTACT
- 1
- Surface thoughts: You can read what the
- target is presently thinking. Mind Reading
- transcends language; you comprehend the
- target’s thoughts whether or not you share
- a common language.
- 2
- Personal thoughts: You can probe deeper
- into the target’s mind for information. You
- can essentially ask any one question and
- receive the answer from the target’s mind.
- If the target doesn’t know the answer, then
- you know that as well.
- 3
- Memory: You can read the subject’s memories
- and recollections. This allows you to
- perceive them exactly as the target recalls
- them, one memory per round.
- 4
- Subconscious: You can read memories
- from the target’s subconscious, things even
- the target does not consciously know. This
- might mean repressed or hidden memories,
- deep-seated psychological traumas, or even
- other personalities.
- If you lose the opposed check, you cannot read the target’s
- mind. With two or more degrees of failure, any renewed
- attempt in that scene requires extra effort (see
- Extra Effort). If you desire a greater degree of contact,
- you must take another standard action and make a new
- opposed check.
- The target gets a new Will check (DC 10 + Mind Reading
- rank) at the end of each turn to shut you out; success ends
- the effect.
- Standard Activation -2 cost per rank
- MOVEMENT MOVEMENT
- Action: Free • Range: Personal
- Duration: Sustained • Cost: 2 points per rank
- You have a special form of movement. For each rank in this
- effect, choose one of the following options:
- WALL-CRAWLING RANK 2
- You can climb walls and ceilings at your ground speed rank
- –1 with no chance of falling and no need for an Athletics
- check. You are still vulnerable while climbing, however. An
- additional rank of this effect means you climb at your full
- speed rank and are not vulnerable while climbing.
- REGENERATION DEFENSE
- Action: None • Range: Personal
- Duration: Permanent • Cost: 1 point per rank
- You recover quickly from damage. Remove penalties to
- your Toughness checks due to damage equal to your
- Regeneration rank each minute. You then recover other
- damage conditions equal to your Regeneration rank
- each minute, starting from your most severe condition.
- Spread this recovery out evenly over a minute (10 action
- rounds). So with Regeneration 5, you remove a –1
- Toughness penalty every other round (every round with
- Regeneration 10, and up to a –2 penalty per round with
- Regeneration 20).
- Persistent:
- You can regenerate even Incurable damage
- conditions (see the Incurable modifier). +1 cost per rank.
- Source:(Sustanance)
- Your Regeneration only works when you have access
- to a particular source to replenish yourself, such as
- blood, electricity, sand, scrap metal, sunlight, and so forth.
- –1 cost per rank.
- PROTECTION DEFENSE
- Action: None • Range: Personal
- Duration: Permanent • Cost: 1 point per rank
- Protection shields you against damage, giving you +1 to
- your Toughness defense per rank. So Protection 4 gives
- you +4 Toughness.
- QUICKNESS GENERAL
- Action: Free • Range: Personal
- Duration: Sustained • Cost: 1 point per rank
- You can perform routine tasks—anything that can be
- done as a routine check (see Routine Checks in The Basics
- chapter)—fast, perhaps very fast. Subtract your effect
- rank from the normal time rank to perform a task to
- determine how long it takes you. So, for example, if you
- have Quickness 7, a routine task normally taking an hour
- (time rank 9) takes you (9 – 7 = time rank 2) 30 seconds.
- Non-routine checks are not affected by Quickness, nor is
- movement speed.
- If you can perform a task in less than a second (time rank
- –2), the GM may choose to treat that task as a free action
- for you (although the GM can still limit the number of free
- actions you can accomplish in a turn as usual).
- Limited to One Type:
- Your Quickness applies to only(physical)
- physical or mental tasks, not both. –1 cost per rank.
- SPEED MOVEMENT
- Action: Free • Range: Personal
- Duration: Sustained • Cost: 1 point per rank
- You can move faster than normal. You have a ground
- speed rank equal to your effect rank. This also improves all
- forms of movement based on ground speed.
- SWIMMING MOVEMENT
- Action: Free • Range: Personal
- Duration: Sustained • Cost: 1 point per rank
- You can swim fast. You have a water speed equal to your
- Swimming rank –2, subject to the usual rules for swimming
- (see the Athletics skill description for details). You
- can make Athletics checks to swim as routine checks. This
- power does not allow you to breathe underwater (for that
- see Immunity, page 113).
- Standard Activation -2 cost per rank
- SUPER-SPEED
- Effect: Enhanced Initiative, Quickness, Speed • 3 points
- per rank
- You are fast! Each rank of Super-Speed gives you the
- effects of Improved Initiative as an Enhanced Trait,
- Quickness, and Speed, with a ground speed rank
- equal to your power rank. So with Super-Speed 10,
- for example, you have +40 to initiative checks, can
- perform routine actions normally requiring two hours
- in just 6 seconds, and have a ground speed of 2,000
- miles per hour!
- Standard Activation -2 cost per rank
- Offense
- Complications
- Languages
- Native
- Defense
- Dodge (DC 10)
- Fortitude (DC 10)
- Parry (DC 10)
- Toughness (DC 10)
- Will (DC 10)
- Power Points (DC 10)
- Abilities 0 + Powers 0 + Advantages 0 + Skills 0 + Defenses 0 = 0
- Backstory