Showing posts with label Super Science Powers. Show all posts
Showing posts with label Super Science Powers. Show all posts

Friday, December 16, 2011

New Super Science Power - Ena's Cold Chill Between The Stars


 Ena's Cold Chill  Between The Stars 
This new super science power is named after the adventurer who first was taught it by the mad monks of Pluto! The user opens themselves up to the cold between the planes & accesses the very element forces themselves! The cold becomes a part of their souls forever more!
Level 1 The White Snows of Terror 
The user is able to draw the haunted winds of the stars to them! A user may project a cold ray from their fingers for 1d4 points of  damage. They may project this as many yards from them as they have constitution points! If the user loses concentration at this level a saving throw is required & the user will suffer 1d4 points of damage from the bitter cold coursing through them 
Level 2 Rings of  The Forbidden Bitter Ice 
The user is able to project snowbound elemental rings of pure cold from their hands for 1d6 points of damage. Anything caught within their path must make a saving throw or be frozen solid. Those caught within must make a saving throw each round or suffer 1d3 points of damage per round. Those who use this power too often may suffer an retardation of their emotional make up. They must make a saving throw every five uses or lose 1d3 points of intelligence as they become colder, harder, & more rigid in their thinking unable to learn new concepts & ideas!
Level  3 The Snow Ball of  Transference 
The user is able to project a bit of their icy soul into the form of a snow ball. They are able to see into the frigid elemental worlds surrounding the planes. They may slip into this world & teleport 1d6 yards but it is random as they are tossed about by the icy planar winds themselves. They may with a successful attack roll bring another with them & leave them within this icy hell where they will be subject to the elemental winds for 1d4 points of damage for 1d6 rounds. 
Level 4  Ice Shield Of Doom 
The user is able to erect a  shield 1d20 feet thick in a matter of second as a planar wind sucks all of the moisture within the immediate area to create a wall of ice. The wind may pull from the plane of ice itself which will result in an ice wall that does 1d4 points of damage to the flesh of anyone touching it. The user may only dismiss it after 1d4 rounds or risk offering the ice spirits themselves dire results could happen!
Level 5 Ennoblement Of  Ice 
The user becomes an elemental avatar of the ice plane itself. Their veins are filled with the element stuff itself, their armor class drops by 2. Their touch does 1d6 points of damage & they become the elemental monster itself. They may use all of their super science powers but their is a price. If they stay within this form for more then 1d20 round then they may become one of the Plutoian ice demons! they shall be forever locked within this hideous form! Hand in your character sheet your now an npc unless a saving throw is made!

Wednesday, December 7, 2011

Five More Super Science Powers That Might Save Your Pc's life !



Telekinetic Weapon Draw  - Level 1 - The user dedicates one of their weapons as their signature weapon. The user links with the weapon & it will active when this power is used slowly or instantly. The weapon is drawn & ready all within the same round.
Touch Of Destiny - Level 2 The user is able to sense the strands of destiny around them. They will know when a life changing event is going to happen with in three minutes of real time. However the when & where is up to the dungeon master. Once this power is activated then its used & gone. The power may be used 3 times per day. If the person should use this power to thwart the powers of fate too many times then the gods of fate will send a planar guardian demon to teach the user proper respect. 
Eyes of The Devil -Level 2  The user can see into the Outer Darkness around him within a 20 foot area. They can see the invisible & planar spirits but they also see you. This power makes the users eyes glow with an unearthly light not to mention the sanity shattering things that are seen or will see them!
Kiss The Demon Level 3 - The user's charisma increases by +3 for when this power is in use. They are the ultimate seducer for 2 rounds. They become magnets of the attention of their targets. This power may be used 3 times per day. If more than three times the user becomes a loathsome worm. An object of repulsion to the target & subject to scorn, threats, as well as worse! 
Twisting of Time's Branches Level 4 -The user can hold the space time continuum for 2 minutes of their time. The user seems to disappear as the flow of time moves past them. They can make 1d3 minor changes to those around them within a 20 foot radius. If used more then 3 times per day there is a 20 % that they will attract the attention of a planar time elemental. They will try to eat the character using this power. There is also a chance of time burns each time a character rolls a 1 on effecting items within their area of space time. Damage from a time burn is 1d6 points of damage in the form of strange luminous crystal like flaking of the subject's skin. This can only be healed by other super science powers & expensive medical treatments.

 

Tuesday, November 22, 2011

5 Super Science Powers That Might Save Your Character's Life


Illusion of The Erotic - This level one super science power pulls a sexual fantasy or incident from the target's mind. The target must make a saving throw or be caught in a dream world illusion of their own creation for 1d20 rounds. They will only exit this world if attacked or harmed in any way! 
Claws Of The Beast's Burden - This level 2 super science ability creates a deep state of  apathy & empathy within the target. The victim will be in such a state of disgard for anything they will see the other person's point of view as well as their feelings. There is a +3 for all charisma rolls on the target. The victim is allowed a saving throw. This power may last 1d3 months on the target with repeated uses & applications 
Sword Of  The Mind - The user of this 4th level super science power creates a blade from within the depths of their very soul. The blade is +1 on all attack rolls & functions for as long as the power is with use. It may damage planar creatures however if the user should lose concentration the blade vanishes & this power may not be used for 1d3 rounds! 
Faery Maze - This 5th level super science power summons a group 1d30 of  planar creatures of  1 hit dice each who will come from the realms of the Outer Darkness to carry their target away. The target is allowed a saving throw but will be carried beyond the lower dimensions themselves. The target is allowed to make a charisma roll at the beginning of the next game to see if they provide the creatures with enough amusement to let them go. Then they have to find transport back to their world! 
Rattle Of The Outer Darkness - 4th level super science power.The user is able to reach across the cold voids of space to the court of the demon sultan himself. A wild cacophony of flutes & chaos of the hells of  the spheres themselves assaults the target. Unless a saving throw is rolled the target is lost within this maze of music, madness, & chaos. The power lasts 1d4 round 


Saturday, October 22, 2011

Flesh & Bones of Life - Super Science Power


File:Concavenator corcovatus thermo.jpg
Flesh & Bones of Life - Super Science Power 
This 5th level Super Science power will restore to life a creature the user has the bones of. The caster channels the planar energies through them & is able to restore a creature to life. This will not be the exact individual it was in life but rather an archetype drawn from the unconscious of the user. The creature will have a third  of its hit points drawn from the user. There is a 20% chance of a misstep during this process where the planar energies can consume the user. The user must make a save versus death or be consumed by the planar energies he is wielding. Strangely if the save is made then a horror from beyond will occur & seek the death of the user! 
The user will be drained after the use of this power & must rest for 1d10 hours or slip into a coma unless a save vs death is rolled. No other super science powers may be used for a full day after this power is used!
Many scientists use this power to study extinct alien life forms. Others have put it to far more nefarious purposes.
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Monday, October 17, 2011

Super Science Powers - The Face Of Horror

The Face Of Horror 
This  fourth level super science power allows the user to cloak themselves in the deepest fears of the target. At higher levels the person using this power will take on the biological features of  1d6 persons. Those who see the person must make a save versus death or flee in mortal terror from the user. Those who can't & are exposed to the mind warping effects of this power may take 1d6 points of damage per round as their minds become unhinged by the hostile sight of the user. 
This power taps into the hidden connections of the ID & the Outer Darkness.Those using this power more then 3 times per day must roll on their constitution or become stuck in that form for 1d6 days. There is a 20 % chance that they may become the unreasoning monster themselves as the Id itself takes over. They may go into a berserk state if this happens & attack the nearest team mate or target. The state passing once the target is unconscious or dead.
Halloween hands green
Hands of Negativity  
This 4th level super science power taps into the negative material plane & surrounds the hands of the user with a hungry cold aura of death & decay. Hand to hand attacks do 1d8 points of damage & the wounds made by this power will not heal without the expensive super science treatments that accompany these wounds. This power may be used four times a day & no more or the user may be sucked into the hungry howling void of the negative plane!
Halloween man screaming

Sunday, October 9, 2011

Super Science Powers - The Consuming Promise



The Consuming Promise 
There are always those who are looking for short cuts in life & those looking for quick advancement. The Demons of the Outer Darkness are always there to answer the call with quick access to incredible powers! They are a whore's promise for they come with a terrible price to be sure. Each time a power is accessed the person's life is consumed by the demons themselves at a rate of 1d10 years off your natural rate. For its your life fueling the powers you are using. Each time a person accesses them they must make a save vs or be addicted to the feeling of power & bliss they feel even as 1-3 points of damage is done to them. This damage is easily recoverable but the ravages of it will begin to show.



Level 1 
  1. The Whirling View - The user is able to move his mind across time & space within the astral & the near  planar to access forbidden secrets, the past, & even the might be. These vision give a person access to many places. There is a 40% that a user will find exactly what they are looking for but there is also a 10% chance that will see something that will catch their eye instead & become their obsession & of course they must know more about it. 
  2. Time's Razor - The user is able astrally to move through their timeline & discover where they went wrong, the might have beens or even the maybes of life. They may cast a barrier of solid time around them & shield themselves from damage & block 20 points of damage. Time cuts both ways & each time this power is used there is a 10% that a Hound of Tindalos might notice the caster. The cast may even access nearby universes but only for 1d6 hours at a time. 
  3. Time's Animation - The caster is able to animate 1d6 objects of 1 to 3 hit points each to do his bidding. They may act as spies, & move about at will. The effect will last 1d20 days per use. The user may see through their eyes & speak through them. 
Level 2  

  1. Words of Waste - The user is able with a charisma roll able to fool anyone as long as they are listening to his words. The effect lasts from 1d6 rounds. The words echo & rattle around in the person's brain. The user may actual damage someone physically by revealing a cosmic truth to them & snap their minds. The secret does 1d8 points of damage as it ravages them! The victim may make a saving throw though to avoid the effects. 
  2. Strike The Fool - The user reveals a cosmic symbol of  a despairing  universe & those who view it are at a - 3 for all skill checks as it saps their will & blackens their souls. They may make a saving throw if  they are out of the 300 foot range of  the cosmic hologram of despair & loathing 
  3. Animate the Wreckage - The user casts his consciousness into an object & it becomes his body! The user is able to move it at will with thought & such as if it was an extension of his body. The power ravages the physical frame of the person because its alien molecular structure damages the astral of the person. They who use this power suffer the full effects of the guidelines above. 

More to Come 

Monday, September 5, 2011

Reflections of Forever

A gazing mirror that helps to focus the psyche of the user of Reflections of Forever  
Reflections of Forever
4th Level Super Science Power 


Someone using this power is able to cast their mind adrift within poly dimensional space & gaze through time at their past lives. The person is an invisible witness to all of the tradgies & victories they've experienced over the course of  hundreds of years. With solid intelligence roll a person may actually learn new skills or observe forgotten secrets from thousands of years in the past.
Every 5 to 6 rounds a saving throw vs death must be made or one could find one's self lost among the myriad alternative worlds & branches that surround each life. The user make find themselves adrift within the astral planes & other planes lost & unable to find their body.
There is also a 20 % chance that a planar demon or other power will notice the character & follow the silver weaving's back to the body of the user. Upon a 70% roll or better a demon might steal its way into the body & take possession.
Yet the rewards for the things that one might learn from the past far exceed the hazards of this power. Use wisely & the secrets of the ages are laid bare before the feet of the user! This power can only be used once a day for 6 days straight or the astral strain may be too much for anyone person to bare. 

Saturday, September 3, 2011

Camouflage Of The Coward

Camouflage Of The Coward 
Level 3 Super Science Power 
 This level 3 super science power allows one to project the mental & physical illusion of a much less threatening appearance. The person will appear to be 2 levels lower then they actually are. This illusion makes the user appear to be a gutless coward in terms of hit points,physical attributes, & abilities. As long as the illusion is maintained the pushover will ignored, ridiculed, & insulted. It will enable the caster to go about their business unseen & completely forgotten.
 The illusion is broken the moment that physical combat is entered or a super science ability is used in a combat situation. This ability can be used 4 times per day. 

Thursday, September 1, 2011

Super Science Power - The Fundamental Forms of Space and Time.

The Fundamental Forms of Space and Time.
Level Five Super Science Power 

Using this super science power the user is able to send attacks from energy weapons into a space time vortex where the energy is absorbed by the greater all of order. This power may only be used for 3 round however as it begins to tax the physical form of the character.  
Those studying this power can also use it to heal many damages done by creatures from the Outer Darkness. This power however is greatly resented by them & those using it have a 20% chance of attracting a monster from the darkness. The ability will heal 1d3 points of damage every round but there is 10% for system shock & should be rolled on as the person gains strength. 
Finally those using this ability may create a circle of protection against creatures of planar chaos & madness. This circle will protect those within from any attack for 1d10 rounds. This is a physical barrier to these monsters & they may not cross. The person inside may rebuke them with a successful Charisma roll sending them away from the area for 1d3 rounds. Giving those protected time to escape. These abilities may be used 6 times per day the sacred number of the Lords of Order

New Super Science Power - Hand of Order

 Hand of Order 
5th Level Super Science Power


The user of this super science power has their hands surrounded by the crackling corona of the algorithmic energies of order. The person knows perfectly where to strike for maximum damage with hand to hand attacks as their mind works far faster then the physical body moves. They gain +1 to all physical attacks. A zen song is telepathic broad cast around them as the power is in operation. In addition against planar creatures of madness & misrule they gain +2 to all damage.
The use of this power is taxing on the physical body however & it may only be used 6 times per day. The number 6 is sacred to the Lords of Law. Those using this ability will find it has an additional small side effect, any blemishes, rips in clothing, mechanical imperfects, etc. are corrected each time this super science power is used.
 Many astronaut cults practice a variation of this power but it all flows from the planes of order. Those who seek the perfection of law may come under its fanatical sway & become sucked into the seduction of perfection. Those who know of this temptation use this power sparingly. 

New Super Science Power - Humanoid Robotic Form

 Humanoid Robotic Form
Level 5 Super Science Power


This power taps directly into the power of the Greater Machine Plane Algorithm bringing the person using it into perfectly ordered harmony & virtue. Their physical form is replaced by one of mechanical perfection & pure logical form. This form is mechanically sound & all biological functions are replaced with androidic features. They do not have to fear vacuum, loss of food, breathing all bodily functions are suspended for the duration of this power. The Greater Logical powers now have sway over the duration that this form lasts however  as long as it is within their program the player may assume this form for 1d10 rounds at a time. This power may be used 6 times per day. Using it more may have the Lords take a far greater interest in the person. They make make this form permanent however. The person will be converted into an unfeeling orderly monster who lust for bureaucracy & order may just require the removal of the fleshy parasites inhabiting the tidy universe around them. 
 Higher levels of this ability may allow one to mimic certain robotic functions & abilities. This will be covered in future entries.