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tmnt:additional_powers [2023/10/24 07:05] – format correction punksmurphtmnt:additional_powers [2023/10/27 15:35] (current) – [Extraordinary Stats] punksmurph
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 ====== Additional Powers ====== ====== Additional Powers ======
  
-Here are a list of additional Psionic and minor super powers available to your character.  You can take any of the Psionic powers at first level but super powers can only be selected starting at 2nd level.  You can find descriptions in the Hero's Unlimited book.+Here are a list of additional Psionic and minor super powers available to your character.  You can take any of the Psionic powers at first level but super powers can only be selected starting at 2nd level.  You can find descriptions in the following books Hero's Unlimited (HU), Hero's Unlimited Powers Unlimited 1 thru 3 (PU1, PU2, PU3). Extraordinary Stat boosts have unique rules for TMNT and are described at the bottom.
  
 ===== New Psionic Powers ===== ===== New Psionic Powers =====
  
 +**Alter Aura** BIO-E: 10 (HU)
  
-==== Intuitive Combat (Sensitive Power====+**Astral Projection** BIO-E: 25 (HU)
  
 +**Deaden Pain** BIO-E: 10 (HU)
  
-**Range:** Self.+**Deaden Senses** BIO-E: 20 (HU)
  
-**Duration:** Two melee rounds per level of experience.+**Death Trance** BIO-E: 5 (HU)
  
-**BIO-E:** 10+**Induce Sleep** BIO-E: 15 (HU)
  
-This is a form of telepathy and enhanced awareness geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one full melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two rounds, the Intuitive Combat sense makes the character one with his +**Intuitive Combat** BIO-E: 10 (PU1)
-body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace. Note : The psychic +
-is unable to use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought. +
-  +
-Bonuses :  +
-  +3 on initiative, +1 to strike, +1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm. +
-  Cannot be caught by surprise, even by attacks from behind or from long range, which means he can try to parry or dodge all attacks leveled at him. +
-  * +10% to abilities (balance, etc. provided by the Acrobatics and/or Gymnastics skills, as well as + 1 0% to Climb and Swim skills.+
  
 +**Presence Sense** BIO-E: 10 (HU)
 +
 +**Sense Evil** BIO-E: 5 (HU)
 +
 +**Sense Time** BIO-E: 5 (HU)
 +
 +**Sensory Link** BIO-E: 10 (PU1)
 +
 +**Summon Inner Strength** BIO-E: 15 (HU)
 +
 +**Suppress Fear** BIO-E: 10 (HU)
  
  
 ===== New Super Powers ===== ===== New Super Powers =====
  
-==== Spit Spikes ====+**Abnormal Energy Sense** BIO-E: 5 (PU1)
  
-The mutant generates and spits tiny dart-like spikes (small needlesfrom his mouth. Each spike spitting attack  counts as one melee action/attack and unleashes 1D4 tiny spikes +1 per level of the character's experience. The attack must be directed at one target with all spikes either hitting or missing (roll to strike once for the entire +**Adhesion** BIO-E: 15 (HU)
-volley of spikes). +
  
-**Damage:** One point per each spike.+**Antennae** BIO-E: 15 (PU1)
  
-**Range:** 10 feet (3m) +2 feet (0.6mper level of experience.+**Danger Sense** BIO-E: 10 (PU1)
  
-**Payload:** Unlimited .+**Energy ExpulsionElectrical Field** BIO-E: 15 (HU)
  
-**Special Combo:** If the character also has the Chemical Secretion power (see page 64 of Powers Unlimited One)the spikes can be laced with toxin as outlined under that powerexcluding Acid but the d u ration for the  chemical effect is half.+**Energy Resistance** BIO-E20 (HU) 
 + 
 +**Glow Bug** BIO-E: 5 (PU1) 
 + 
 +**Healing Factor** BIO-E: 20 (HU) 
 + 
 +**Heightened Sense of Balance** BIO-E: 5 (PU1) 
 + 
 +**Heightened Sense of Hearing** BIO-E: 10 (HU) 
 + 
 +**Heightened Sense of Recall** BIO-E: 5 (PU1) 
 + 
 +**Heightened Sense of Smell** BIO-E: 10 (HU) 
 + 
 +**Heightened Sense of Taste** BIO-E: 10 (HU) 
 + 
 +**Heightened Sense of Time** BIO-E: 5 (PU1) 
 + 
 +**Heightened Sense of Touch** BIO-E: 10 (HU) 
 + 
 +**Hold Breath** BIO-E: 10 (PU1) 
 + 
 +**Horror Factor** BIO-E: 5 (HU) 
 + 
 +**Motion Detection** BIO-E: 10 (PU1) 
 + 
 +**Parabolic Hearing** BIO-E: 5 (PU3) 
 + 
 +**Personal Force Field** BIO-E: 30 (PU1) 
 + 
 +**Quills and Spines** BIO-E: 20 (PU1) 
 + 
 +**Radar** BIO-E: 15 (HU) 
 + 
 +**Shadow Meld** BIO-E: 20 (PU1) 
 + 
 +**Shadow Stepping** BIO-E: 10 (PU1) 
 + 
 +**Sleep Dust** BIO-E: 15 (PU1) 
 + 
 +**Sonar** BIO-E: 20 (PU1) 
 + 
 +**Spit Spikes** BIO-E: 10 (PU2) 
 + 
 +**Stench** BIO-E: 15 (PU1) 
 + 
 +**Sticky Globs** BIO-E: 15 (PU3) 
 + 
 +**Supervision Advanced Sight** BIO-E: 5 (HU) 
 + 
 +**Supervision Circular Vision** BIO-E: 15 (PU1) 
 + 
 +**Supervision Infrared & Ultraviolet** BIO-E: 5 (HU) 
 + 
 +**Supervision Night vision** BIO-E: 10 (HU) 
 + 
 +**Supervision Thermal** BIO-E: 10 (PU1) 
 + 
 +**Targeting** BIO-E: 5 (PU3) 
 + 
 +**Transfixing Gaze** BIO-E: 5 (PU3) 
 + 
 +**Ultra Hearing** BIO-E: 5 (PU1) 
 + 
 +**Venomous Attack Minor** BIO-E: 15 (PU1) 
 + 
 +===== Extraordinary Stats ===== 
 + 
 +**Extraordinary Intelligence (I.Q.)** 
 + 
 +Add +10 to the characters I.Q. stat, //this is one time bonus.// 
 + 
 +Add +5% to all skills 
 + 
 +Select an additional Secondary Skill at levels 369, 12, and 15. 
 + 
 +**BIO-E:** 15 
 + 
 +**Extraordinary Mental Endurance (M.E.)** 
 + 
 +Add +10 to the characters M.E. stat, //this is a one time bonus.// 
 + 
 +Needs a 12 or higher to Save vs. Psionics 
 + 
 +Add +6 to Save vs Horror Factor and Save vs Possession. 
 + 
 +**BIO-E:** 15 
 + 
 +**Extraordinary Mental Affinity (M.A)** 
 + 
 +Add +10 to the characters M.A. stat, //this is a one time bonus.// 
 + 
 +Skill Bonus of 10% to the following skills: Bargain/Bribe, Con, Confidence Talking, Disguise, Impersonation, Palming, Performing, Pick Pockets, Public Speaking, Seduction, Slight of Hand
  
 **BIO-E:** 10 **BIO-E:** 10
  
 +**Extraordinary Physical Strength (P.S)**
 +
 +Add 2d4+10 to the characters P.S. stat, //this is a one time bonus.//
 +
 +Character can carry 100 times their P.S. and lift 200 times their P.S.
 +
 +**BIO-E:** 15
 +
 +**Extraordinary Physical Prowess (P.P.)**
 +
 +Add +10 to the characters P.P. stat, //this is a one time bonus.//
 +
 +Add +1 Attack Per Melee
 +
 ++5% to the following physical skills: Acrobatics, Aerobics, Athletics, Contortionist, Gymnastics, Juggling, Prowl, Tumbling, Wrestling.
 +
 +**BIO-E:** 15
 +
 +**Extraordinary Physical Endurance (P.E.)**
 +
 +Add +10 to the characters P.E. stat, //this is a one time bonus.//
 +
 +Add 4d4x10 S.D.C
 +
 +Add an additional 1d4 HP per level
 +
 +**BIO-E:** 15
 +
 +**Extraordinary Physical Beauty (P.B.)**
 +
 +Add +10 to the characters P.B. stat, //this is a one time bonus.//
 +
 ++10% to the following skills: Investigation, Interrogation, Seduction, Palming, Performance and Pick Pocket.
 +
 +**BIO-E:** 5
 +
 +**Extraordinary Speed (Spd)**
 +
 +Add +10 to the characters Spd stat, //this is a one time bonus.//
 +
 ++2 to Strike and Parry
  
 ++3 to Initiative
  
 +**BIO-E:** 15
  
tmnt/additional_powers.1698131136.txt.gz · Last modified: 2023/10/24 07:05 by punksmurph