Super Power Details ------------------- This section covers the following powers: Aura Shoot Energy Weapon Mastery Aura ---- Characters can make an aura of whatever they want (GM discretion of course). The character can manipulate the radius of the aura from skin tight to 20 feet. The owner of the aura is never affected by its effects. It is suggested players make up their own aura, but here are a few examples. Aura of Niceness/Cuteness: Everyone within the radius is overcome by the character's cuteness or niceness and will have the equivalent of "Loyalty" to the character with the aura. Aura of Fear: Everyone within the aura is afraid of the character. Aura of Synthetic Poppy Negation: All synthetic rememberance day poppies cease to exist within the aura. Aura of Clumsiness: Everyone affected by the aura will be a clutz. Aura of Combat Prowess: Everyone in the aura gains +5 to their Combat skill. Shoot Energy ------------ This is the ability to shoot stuff from a certain part of your body (no dirty thoughts, please). The part it is shot from must be declared at character creation and cannot be changed later. Here are some examples of different things that can be shot. Feel free to make up your own (consult with GM first). The default damage for a damaging attack is 5. Energy Description ------ ----------- Lazer +10 strike, but reflectable by mirrors & reflective surfaces Heat -1 dmg on first round, but +2 dmg for every round of constant concentration. Ignites combustables. Freeze Rays -1 dmg on first round, but +2 dmg for every round of constant concentration. Freezes target in ice. Life Beam passes through inorganic material Pain Bolt +2 dmg, does not affect non-living targets. Spider Webs 0 dmg, paralyzes target for 5 minutes. Sticks firmly to target. Bad Music -2 dmg, affects all living targets able to hear. No effect on anything else. Weapon Mastery -------------- Character has the ability to charge energy in weapons. For every round spent charging, the character may make no actions except parry and dodge. When this power is selected, a specific weapon type must be selected. For example, you can't have Weapon Mastery: Polearms, but you could have Weapon Mastery: Spear. All combat rolls with that weapon are +10. The following chart lists the effects available after each round of charging. Note that there are separate charts for melee weapons, ranged weapons, and guns. The number on the far left is how many rounds of charging are required for that effect. Fist is considered a melee weapon. Melee Weapons ------------- 1 Double damage strike 2 x normal damage one target 1 Counter strike 3 x normal damage counter-attack 1 4-hit rapid strike 4 1/2 dmg hits 1 Uppercut-style strike 1.5 x damage, hits airborne targets 1 Spinning cyclone attack normal damage all targets in area of weapon 2 8-hit rapid strike 8 1/2 dmg hits 2 Leap attack automatic fully successful 5 x dmg counter 2 Energy blast shoots 2 x dmg energy blast (declare type) 3 Mega Counterstrike automatic fully successful 10 x dmg counter 3 12-hit rapid strike 12 1/2 dmg hits 3 Death blow kills on sucessful hit Ranged Weapons -------------- 1 Double damage strike 2 x normal damage, one target 1 Two projectiles* 2 x normal damage, one target, or hit different targets at -20 strike per target 1 Aimed strike +20 strike 1 Counter strike 1.5 x damage counter attack 2 Four projectiles* 4 x damage, one target, or hit different targets at -10 strike per target 2 Precision strike +40 strike 2 Energy Charge charges projectile with elemental energy, 2 x damage (declare element) 3 Eight projectiles* 8 x damage, one target or hit different targets at -5 strike per target 3 Death blow kills on succesfull hit (GM's discretion as to any strike penalty, subject to the Law of Conservation of Firepower) 3 Garaunteed hit no strike roll required, 1.5 x damage * For shurikens, the simultaneous projectiles are simultaneous clusters of up to five shurikens each.