Power Up(Megaversal Legion)

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Kyle

  • +4d6 MDC, then quintuple it (5x). Heal at a rate of 4d6 MDC per hour.
  • +3 Parry
  • +3 Dodge
  • +2 Strike
  • +1 Initiative
  • +1 Attack per Melee
  • +1 to strike with ranged attacks
  • +1 to Strike with Spear & Sword (+3 total)
  • +1 to parry with Spear & Sword (+3 total)
  • Triple PPE to 150.
  • Demon Claw Weapons - Sword, Lance, etc...
    • Large weapons do 6d6 MD (Sword, Spear, Axe, etc...)
    • Small weapons do 3d6 MD (Knives, etc...)
    • All do double damage to good aligned supernatural creatures, and grant +1 to Strike and +1 Parry
  • Heavy Host Plate Armour
    • 350 MDC, regenerates 2d6 MDC per hour
    • Same movement restrictions as your existing MDC full plate.
  • Uber Hovercycle
    • This hovercycle has been heavy enhanced with bits of the Host's body, along with a mix of advanced technology, techno-wizardry and rune magic. As such it has a very unique appearance, which you are encouraged to have fun with.
    • Links with you immediately, you can sense it's presence if within 4 miles of you.
    • Main Body MDC: 700 - Regenerates 2d6 MDC per hour.
    • Max Speed: Mach 1
    • Bonuses: +1 Initiative, +1 Attack per Melee, +4 to Dodge, +1 to all saves.
    • Weapons Systems:
      • Inertia Beam Gatling Gun, 2d6x10 MD per burst, 100 bursts, regenerates 5 bursts per hour. 3000' Range
      • Laser Pods, 1d6 - 1d6x10 MD damage to a single target OR 1d6 MD to a 30' area. Unlimited Payload. 6000' range.
      • Mini-Missile System, payload of 24.
    • Unless somebody specifically makes a called shot you can choose to have damage dealt to either you or the bike. AoE affects both you and the bike, though you can choose which takes the direct damage, if any.
  • All skills gain +10%.
  • Pilot Hovercycle and one other skill of choice gain an additional +10%.


Stan

  • +9d6 HP
  • +1d6x10+40 SDC
  • +3 Parry
  • +3 Dodge
  • +2 Strike
  • +1 Initiative
  • +2 Attacks per Melee
  • +1 to strike with ranged attacks
  • +1 to strike with sword (total of +3)
  • +1 to parry with sword (total of +4)
  • +4 to Pull Punch
  • +2 to Save vs Horror Factor
  • +4 to Save vs Poison, Drugs and Toxins
  • +25% to Save vs Coma / Death
  • Totally impervious to Possession
  • Totally impervious to Disease
  • Count as level five for determining all spell and tattoo effects.
  • PPE is increased by 14d6+44 and then tripled.
  • The Range of all of your spells and Tattoos is doubled.
  • Gain four Magic Tattoos of Choice - Bonus SDC and PPE are already included above.
    • Recommendations: Eye of Mystic Knowledge, Three Eyes, Heart Encircled by Chains, Phoenix Rising From the Flames, Two Swords Crossed, Horse
    • Also make sure to specify where the tattoos are, and don't forget that you need to be able to touch them to activate them.
  • Healing rate is drastically increased. I mean, really stupid fast healing. Plus you can regrow stuff.
    • Regain 1d6 SDC or HP every melee round. SDC damage is healed first. That means you fully heal from 0 HP in just under 20 minutes.
    • Lost appendages are regenerated at the following rate:
      • Fingers or Toes - 24 hours
      • Hands, Feet, Ears, Nose and Internal Organs - 48 hours
      • Entire Limbs - 72 hours
      • Even if you are all but dead, and is only being kept alive by artificial means you will fully regenerate in 96 hours.
    • Total Regeneration:
      • Twice in your life you can recover from the red mist club (total vapourization), though this takes a full month.
      • -5% penalty to all skills and -1 penalty to all combat rolls after each total regeneration.
  • Death Bringer Sword becomes a Greater Rune Weapon which matches your alignment and has the following new properties (old ones are retained):
    • You must name it. Something along the lines of "XXXXXX, the Bringer of Death" is a decent starting idea.
    • Totally Indestructible, the blade never dulls or dents.
    • Can be used to parry energy blasts, though the usually dodge penalties apply.
    • Links with you immediately, you can sense it's presence if within 4 miles of you.
    • Grants a +1 bonus on all saving throws. (not included above)
    • Does SDC instead of MDC against mortal does. Full damage is still done against body armour and the like.
    • Does double damage against supernatural beings and creatures of magic, even with the swords spell attacks!.
    • Glows (colour of your choice, though usually black or red) when in the presence of evil.
    • Gains one extra "flavour" ability of your choice. Basically anything that's just cool, but isn't uber useful.
  • All skills gain +10%.
  • Two skills of choice gain an additional +10%.
  • Gain Radio Basic at 50%.


Dan

  • MDC is quintupled (200). Heal at a rate of 2d6 MDC per hour.
  • PPE is tripled (1500).
  • Movement Speeds are doubled (28/360).
  • Can change size and shape.
    • Takes a minimum of one action.
    • More drastic changes can take as long as six actions.
    • The largest "combat" form available (ie, dragon) does 5d6 MD with a physical attack and takes 1/5th damage from all attacks.
    • The smallest size possible is about 1cm tall.
  • Can create a wide variaty of illusions.
    • Small scope illusions take 1 action.
    • Medium take 2 actions.
    • Large take 3 actions.
    • All illusions grant a save vs Magic at DC 14 when interacted with.
    • Be creative, and assign reasonable action costs to stuff you want to do.
  • In addition one spell of any level (including a spell of legend!) is learnt, though it costs PPE to cast.
  • All skills gain +10%.
  • Two skills of choice gain an additional +10%.
  • Gain Radio Basic at 50%.
  • Gain WP E-Rifle at 1st level (+1 to strike). <- just because you have the skill doesn't mean you have to use it, or even write it down.


Riley

  • +3 Parry
  • +3 Dodge
  • +2 Strike
  • +1 Attack per Melee
  • +1 to strike with ranged attacks
  • +1 to strike with sword (+3 total)
  • +2 to parry with sword (+5 total)
  • Physical Strength becomes Supernatural and is increased by 10 (31, 4d6 MD on a normal punch).
  • MDC is tripled to 720. Heal at a rate of 6d6 MDC per hour.
  • PPE is tripled to 30 (wooh...).
  • ISP is increased by 8d4+16 and then tripled.
  • Count as level 5 for all psionic abilities
  • Gain two minor physical psi powers.
  • Gain one super psi power.
  • Your Electrical Aura & Radiate Electricity power is further increased by the original value (150% of what it is now, 3x what it would be for a normal zapper)
  • If you wish you may take a Demon Claw/Fang Sword which does 6d6 MD (x2 to good aligned supernatural creatures) and grants +1 to strike and +1 to parry.
  • All skills gain +10%.
  • Two skills of choice gain an additional +10%.


Catt

  • +2 Parry
  • +2 Dodge
  • +2 Attack per Melee
  • +3 to strike with ranged attacks
  • MDC is tripled to 360. Heals at a rate of 3d6 per hour.
  • PPE is tripled.
  • Physical Strength becomes Supernatural (3d6 MD with hand to hand combat)
  • Gain access to pretty much any kind of ranged weapons or explosive that you want. In addition you have plenty of time to tweak the APC.
  • All skills gain +20%
  • Four skills of choice gain an additional +20%
  • ????? <- Something else here?