User Tools

Site Tools


tmnt:additional_powers

This is an old revision of the document!


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.

New Psionic Powers

Intuitive Combat (Sensitive Power)

Range: Self.

Duration: Two melee rounds per level of experience.

BIO-E: 10

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 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.

New Super Powers

Spit Spikes

The mutant generates and spits tiny dart-like spikes (small needles) from 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 volley of spikes).

Damage: One point per each spike.

Range: 10 feet (3m) +2 feet (0.6m) per level of experience.

Payload: Unlimited .

Special Combo: If the character also has the Chemical Secretion power (see page 64 of Powers Unlimited One), the spikes can be laced with a toxin as outlined under that power, excluding Acid , but the d u ration for the chemical effect is half.

BIO-E: 10

tmnt/additional_powers.1698131136.txt.gz · Last modified: 2023/10/24 07:05 by punksmurph