Chapter 2 -Powers

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For those who are long-time players, they might be wondering, "Why didn't you use that Mutants and Masterminds thing?" The answer is simple... Because I didn't want to, haha. Jokes aside, that adaptation was made for the 3.5 version of the system. Since we're now in version 5.0 (there's even a 5.5 where you can use a lot of things to "emulate" powers), I thought some basic modifications for better gameplay would be more suitable. To adapt the game, powers can be treated as talents, supernatural gifts, or the epic boons from Chapter 7 of the Dungeon Master's Guide. Here, they differ from the talents in the Player's Handbook and other official supplements as they are called super powerful talents. Here's an illustrative list, knowing that both the Dungeon Master and players (through their origin stories) can create new powers to add to this list: Super Strength: You start with a strength of 18 at the first level and can increase your strength to levels above 20 with additions at subsequent levels. Taking this talent more than once can give you additional options, such as making rolls with advantage whenever you make strength checks, using debris on the ground for ranged attacks on enemies, etc. Discuss these possibilities with your Dungeon Master. Superhero Landing: An example of a secondary ability (power) that you can take with super strength (or another superpower the DM allows). When jumping from a higher place, you can cause damage to everyone around your landing (1d6 + strength bonus). Speedster: You are always under the effects of the haste spell -> The player has double movement speed (18m/12 squares), receives a +2 bonus to AC, gains advantage on Dexterity saving throws, and also gains an additional action each turn. This action can only be used to attack (one-handed weapons only), run, escape, hide, or use an object. Each use of this power costs 1d4 hit points, representing the physical effort to "break the laws of physics." Regeneration: You are like Wolverine! You have an accelerated mutant healing factor or something similar in your body and can use your hit dice to recover hit points in the middle of battle without needing a short rest. With a long rest, you recover your hit dice. Extraordinary Intelligence: You are extremely intelligent (intelligence already starts at 18 and can go above 20). You can easily build things (if you have the means to do so) and solve problems that others would find very difficult (advantage on intelligence checks). Energist: You can release energy beams (choose the type of damage: fire, radiant, necrotic, bludgeoning...) the damage is 1d12, and you choose the ability to make the attack (if you release psychic beams, it could be intelligence, for example). You can add other effects to your power, such as slowing down if it's ice, and so on. These extra effects cause 1d4 damage to you for using your life energy to perform the attack. Buying the ability again means you won't spend the 1d4. Energy Weapon -> alternatively, you can buy this power to create an energy weapon like a sword or something similar for melee attacks instead of ranged blasts. Flight: Same as the fly spell. It costs 1d4 hit points per round to maintain in combat and 1d4 per hour if not performing any physically intense effort. Invisibility: Same effects as the invisibility spell (spending 1 talent point gives you lesser invisibility and 2 points give you greater invisibility). When activated, you have a surprise round (if it's the first round of combat), attack with advantage, and your enemies attack you with disadvantage. Costs 1d4 hit points per round to maintain in combat and 1d4 per hour if not performing any physically intense effort. Keen Senses: You cannot be taken by surprise (unless something completely nullifies your enhanced senses). You have advantage on perception and survival checks. Tough Skin: Your skin is more resistant than most people's for some reason (stone, metal, fat...). You have a natural +4 bonus to your Armor Class (AC). Each time you buy this super powerful talent, add +2 to your AC. You can also add weaknesses to your power in order to increase your AC or confer other abilities, such as slowness (-2 Dexterity) and having a resistance to 3 points of damage (bludgeoning, slashing, and piercing). Psychic: You are a telepath like Xavier or can lift things with your mind like Jean Grey. Each time you "buy" this power, add new things you can do with the extension of your powers. Mental Blast -> The psychic emits energy in a 9-meter cone. Each creature in the area must succeed on an Intelligence saving throw DC XX (see below for the DC for spells) or take 1d8 + intelligence modifier psychic damage and be stunned for 1 turn. A creature that passes the saving throw only takes half damage and is not stunned. Buying this ability more than once increases your damage die or the distance you can emit your power. Innate Spellcasting -> The psychic's spellcasting ability is Intelligence (spell save DC equals 8 + proficiency bonus + Intelligence modifier). Innately, the psychic can cast the following spells without any components (choose one each time you buy this power): charm person, suggestion, detect thoughts, levitate, mage hand, dominate monster , arcane shield, clairvoyance, sending, confusion, hallucinatory terrain, wall of force, telekinesis, plane shift (personal only). Each time you use a "spell," spend 1d4 hit points. For stronger spells, the Dungeon Master can use 1d6, 1d8, and so on. Consider it psychic damage. Magic Resistance -> The last thing you can buy. The player has advantage on saving throws against spells and other magical effects. "Lycanthropy": Use the adaptations contained in the Monster Manual for player characters as lycanthropes. Vampyr: Use the adaptations from the Monster Manual for vampires. Half-Dragon: Same as above... Intangibility: You have the ability to become like a ghost for a short period, being able to pass through walls and other physical structures. Spend 1d4 hit points for the effort each use. You can use a reaction to become intangible and gain resistance to certain types of damage. Buying this ability more than once allows you to avoid damage completely (in these cases, spend hit points as follows: 1d4 hit points for up to 8 resisted damage. 1d6 for 12 1d8 for 16 1d10 for 20 1d12 for 24 1d20 for 40 or more Wealth: Some say this is the best superpower (Batman and Iron Man say hello). With this, you have so much money that mundane and some non-mundane resources (depending on the Dungeon Master) won't be problems for you. You can have your own hideout, vehicles, your crime-fighting weapons, and equipment! Lots of interesting equipment and accessories! Energy Drain: Works like the vampiric touch spell but with some modifications. The touch of your hand can drain the life force of others to heal your wounds. Make a melee attack against an enemy within your reach. If you hit, the target takes 1d6 necrotic damage, and you regain hit points equal to the damage dealt. Buy this power more than once to add an additional 1d6 (for each purchase) or to steal (in this case, borrow... or better... copy... it depends on the Dungeon Master, haha) powers and abilities from the touched enemy. If you steal the creature's power, for 1 minute, you have the enemy's power. Copycat: Power Copy. Same as above but without touching the enemy. Just by seeing it, you can copy the enemy's power for a set period. 10 minutes... Shapechanger: Change shape. Just like Mystique! Teleportation: With a bonus action, briefly enveloped in a mist (or not... you describe how your teleportation is, haha), you teleport up to 9 meters to an unoccupied space you can see. I'll add more powers in the future... For now, these are just to "whet your appetite"... NOTE: AVOID USING THE POWERS I'VE LISTED ABOVE. USE THEM ONLY IF THERE'S NOTHING IN THE RULES IN ALL THE OFFICIAL BOOKS ALREADY RELEASED TO GET THE "POWER" YOU WANT TO IMITATE! I suggest "Tasha´s"! There´s a lot of things to emulate powers there.
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