Author Topic: More Inhuman Powers  (Read 2529 times)

Offline nadia.skylark

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More Inhuman Powers
« on: December 27, 2019, 10:35:03 PM »
So I'm trying to turn each of the inhuman powers into two inhuman powers (largely because I'm bored). Here's what I have so far:

Speed: (reposted from the Assorted Questions thread)

Inhuman Speed [-2]
Improved Initiative: Your Alertness is at +1 for the purpose of determining initiative.
Athletic Ability: All of your athletics checks not to do with reacting quickly to outside stimuli are made at +1 (for example, you get a +1 bonus when climbing a wall, but not when balancing on a log). This includes dodging only when you also move at least one zone. Increase this bonus to +2 when sprinting.
Improved Striking: It's easier to hit someone, and you do more damage, when you are moving fast. As such, you get a +1 bonus to fists and weapons. When using thrown weapons, however, you do not get a +1 bonus, but instead increase the weapons value by 1.
Casual Movement: as in YS
Almost Too Fast To See: as in YS

Inhuman Reflexes [-2]
Improved Initiative: Your Alertness is at +4 for the purpose of determining initiative.
Athletic Ability: All of your athletics checks to do with reacting quickly to outside stimuli are made at +1 (for example, you get a +1 bonus for catching yourself if you fall out of a tree, but not when climbing the tree in the first place). This includes dodging. Increase this bonus to +2 when making a full defense.
Improved Aiming: Your quick reflexes make it easier for you to aim quickly. Gain a +1 when shooting guns or throwing weapons. This doesn't help with sniper stuff.
Ambush Reaction: When being ambushed, your quick reflexes allow you to react better than most people. Instead of defending at Mediocre, you can defend at half your skill level (rounded down).
Obstacle Avoidance: Difficulty factors for moving due to obstacles in the terrain (for example, trees or broken pavement) are reduced by two.

Toughness:

Inhuman Toughness [-2]
as in YS

Inhuman Fortitude [-2]
Musts: you must attach this power to a catch.
Absorb Damage: You gain an extra moderate and severe physical consequence.
Used to Damage: When an opponent tries to tag a physical consequence, they only get +1. It they tag for a re-roll, you can lock down one of their dice.

Strength:

Inhuman Maximal Strength [-2]
Improved Lifting: When lifting things, you gain a +3 to your Might score.
Improved Maximum Lifting: Once per session, when lifting things, gain a +5 instead of a +3 to your Might score.
Improved Efficiency: Gain +1 to athletics, fists, and weapons due to the fact that your body is better at using different muscle groups.
Bruising Strength: as in YS
Superior Strength: as in YS

Inhuman Explosive Strength [-2]
Improved Breaking: When breaking things, gain a +3 to your Might score.
Improved Jumping: When jumping, gain a +3 to your Athletics score.
Improved Propulsion: Gain +1 to your Athletics score when sprinting.
Hammer Blows: as in YS
Improved Durability: Gain Armor:1 against blunt physical trauma (ie things like punches, broken bones, sprains; not burns or cuts).

Sources:
https://www.acefitness.org/education-and-resources/professional/expert-articles/5495/7-different-types-of-strength-and-their-benefits
https://www.24life.com/four-different-types-of-strength-and-how-to-train-for-each-of-them/
https://www.bodybuilding.com/content/3-types-of-strength-everyone-needs.html
https://www.sanjaysoekhoe.com/the-different-types-of-strength/

Recovery:

Inhuman Healing [-2]
Musts: you must attach this power to a catch.
Total Recovery: as in YS
Fast Recovery: as in YS
Shrug It Off: as in YS
Poison Recovery: Your body heals and fights off the damage that poison can do as it is doing it. Gain Armor:1 against poison.

Inhuman Endurance [-2]
Musts: you must attach this power to a catch.
Vigorous: as in YS
Heal the Burn: Once per scene, as a supplemental action, you can clear your lowest marked stress box on your physical stress track.
Face the Pain: Once per scene, you can spend a fate point to clear your highest marked box on your physical stress track as a supplemental action.

Sources:
http://evilhat.wikidot.com/fate-v3:endurance-stunts
https://www.reddit.com/r/FATErpg/comments/3vidjb/need_help_on_healing_stunts/‎

Note that there's some overlap on Speed/Strength and Toughness/Recovery.
« Last Edit: January 01, 2020, 05:54:53 PM by nadia.skylark »

Offline Con

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Re: More Inhuman Powers
« Reply #1 on: December 28, 2019, 06:53:37 AM »
For which species? I'm assuming White Court and Werewolves as a base.

Offline nadia.skylark

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Re: More Inhuman Powers
« Reply #2 on: December 28, 2019, 08:00:23 PM »
For any species they feel appropriate for. I designed the speed powers for White Court and whatever Kincaid is, and the strength powers and Inhuman Fortitude work for the Winter Knight, but they can be applied to anyone.