Title: Meep Author: SneakyStumpy Pastebin link: http://pastebin.com/mP9DSXmf First Edit: Wednesday 13th of February 2013 08:03:51 PM CDT Last Edit: Wednesday 13th of February 2013 08:03:51 PM CDT 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