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Only the "Powers" section will be addressed here. Powers are a dime a dozen, and it seems that everyone on Twoarth has some kind of ability that distinguishes them from their fellow furs or mankind. All Aliens can have powers that are far more dazzling, but sometimes all they want is to be human... |
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Powers on the first chart can only be used
by Aliens and *certain* Humans/Crossbreeds. However, the second chart details
Human-Only powers, which Aliens can't have! Nyah! (Remember that on Twoarth your 'human' can be furry - but they might have additional 'because they have claws/wings/teeth' abilities that skin-humans don't.)
How many powers can your Teen get? Well, that's a matter of a die roll or two. |
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NON HUMANS - CHART ONE! | |||
Roll |
How Many
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1-3 |
Just One
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4-5 |
Two
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6 |
Three and Roll Again
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1-4 |
Nothing more |
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5 |
One More |
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6 |
Two More |
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Non Human Only Powers | |||
Roll Description -- Roll 1d6 and 1d10, 1-2 = 0's, 3-4 = 10's, 5-6 = 20's | |||
1 Nothing | squat, no power even if it burns your One roll | ||
2 Latent power | roll again (ignore 1 and 2) and that power has not yet surfaced. It might come up, at the right moment. Or the wrong one. | ||
3 Unique Power | talk to HM about it (can be anything from magic to uses television to create new friends) | ||
4 Fly | character can fly, either because they have wings or glider flaps, or because they just can. Max Speed=1d6 (6=light) | ||
5 Teleport | the character can move from one locale to another, by blipping out of existance and coming back somewhere else. They might have to know where theyre going, or have seen the place, otherwise it could fail or bring them somewhere new | ||
6 Speed |
getcher ass outta here! They can run at anywhere from 2-12 times the speed of everyone around them (d6x2) | ||
7 Telemove | allows you to move things without touching them | ||
8 Bounce | yall are just the sproingiest thang, take no damage from falling, but youre kind of hard to stop once you get going | ||
9 Zap | acts as either a kinda small gun or kinda fuckin huge gun, your choice, but also always has a chance of either backfiring or fizzling out, or flaring up | ||
10 Breathe Fire | ooooh! Acts like a flame thrower! Urp | ||
11 Monster Out | transforms the character into a hideous creature of their devising at inopportune moments | ||
12 Deep Freeze | temporarily freezes the target, in a block of ice | ||
13 Bonk Drain | transfers Bonk/Meat from one character to you, enhancing temporarily | ||
14 Force Field | acts as a device of the same name, can fizzle | ||
15 Shape Change | like it says, buster, temporary, can get stuck | ||
16 Super Strength | adds 5 to Bod/Feets either temporarily or permanently, you choose the circumstances | ||
17 Talk To... | anything, pick one group of things (aliens, grandmothers, plants, paintings) | ||
18 Telephone |
allows the character to talk to any other character by acting like theyre on the phone. No long distance bills! | ||
19 Omnivore | acts as Skill Tolerate hideous amounts of gore and still be hungry, and also can eat your friends homework | ||
20 Spandex | character is flexi. Gets into and out of very small places | ||
21 Know It All | adds 4 to Greymatta/Smarts, and character can come up with answers to nearly anything (not that theyre always going to be correct...) | ||
22 Anti-Rumple | characters Cool/Mouth score goes to 6 if it is not already, and messy attacks or situations are only half as likely to score at all -- theyre just too cool to get dirty | ||
23 Duplication | character can completly mimic another object or person (down to the stats) - for a certain amount of time. HM gets to determine that. | ||
24 Out Of Control | roll another power, ignoring this. That power is considered to be always active and completely out of control! | ||
25 Unknown random power |
will not manifest itself until the Holmeister says so | ||
26 Insta Skill | character can allot 3 points to any Knack or Skill Cluster as needed, goes away after use | ||
27 Hyperstat | pick a score, add 5 to it, no matter how high that score goes, this is permanent | ||
28 Spoilsport | negates any power being used by another character/NPC | ||
29 Power Transfer | character can temporarily duplicate one power from another character | ||
30 Shrink/Grow | character can become really really small, really really large, or stuck that way at a bad moment (does not change their shape, only their relative size) | ||
HUMANS ONLY - CHART TWO! | |||
Roll
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How Many | ||
1-4
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Just One* *-- Roll 1d6 and on a 6 your power can come from the Non Human Chart! |
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5
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Two | ||
6
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Three and Roll Again | ||
1-3 | Nothin' | ||
4-5 | One More | ||
6 | Two More | ||
Human Powers 1d12 | |||
1 Filthy Rich | you can get just about anything with your cashola | ||
2 Cult of Personality (Formerly 3 similar powers, changed 6.17.14) Intensity or importance of aid based on RWP score Note that these are in addition to normal 'help' channels like police or authority figures. |
Roll 1d6 1-3 Family Ties - can rely on an elder or in some cases a younger unit to correct a problem: Once per person per month 4-5 Favor - Vinnie, you know, hes gotta soft spot for the kid, jus call dis numba 6 Connections - everywhere they go, they know someone who can do something for the character |
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3 Cute | character wins hearts just by batting their eyes | ||
4 Run Like Heck | doubles movement when triggered | ||
5 Toughness | can take twice the amount of Meat/Bonk before face planting | ||
6 Lose It | skills double for one combat round until exhausted | ||
7 Luck | things go right for the character, at just the right moment | ||
8 Psionics | character has innate psychic ability which allows them telepathy, empathy, or some form of elemental control/self control - cannot be taught or learned, this comes from within | ||
9 Standdown | allows character to fight like a God in overwhelming situations (+3 Handle Any Situation knack, and Cool = 6 or above) | ||
10 Macho | character can never be intimidated (Make Friends and Influence People +3) | ||
11 Gang | character leads or is in a gang who will come to their aid once per game | ||
12 Magic | has access to magical powers, similar to spell casting or wand use; can be taught/learned as long as a person has whatever spark passes for magic | ||
NOTE!! Use of innate powers, magic, neural-ware, excessive flaunting of natural abilities is forbidden except in clearly marked areas. Teachers have priority ruling on misuse of these abilities. |