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Powers... think real hard before taking it

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Powers... think real hard before taking it Empty Powers... think real hard before taking it

Post by BaToR Sun Mar 26, 2017 6:08 pm

Boost (6 points/level)
Energy Cost: 10 x level
Relevant Stat: Varies


Boost allows a character to increase one of their stats temporarily. The Stat affected by the power must be defined when the power is bought, and it cannot be changed thereafter. It should be noted that this only affects stats, not derived values such as health, or active rating. To use it the character spends a number of energy points equal to the number of stat points they wish to increase. For example if someone had level 5 of boost they could increase their power by 50 points if they spent 50 energy points. This power may only be used once per scene and only when allowed by the GM.


This process consists of overclocking processors, resistors, capacitors, or putting strain on the operating systems to squeeze out performance. Operating at such a level for even a temporary period of time might take significantly more maintenance time, and at worse may lead to ruining the cybernetic body.


Level 1 – Character may add 10 points to their stat, points fade at 5 points per round.
Level 2 – Character may add 20 points to their stat, points fade at 4 points per round.
Level 3 – Character may add 30 points to their stat, points fade at 3 points per round.
Level 4 – Character may add 40 points to their stat, points fade at 2 points per round.
Level 5 – Character may add 20 points to their stat, points fade at 1 points per round.

Cyberkinesis (5 points/level)
Energy Cost: 5 points
Relevant Stat: Ghost
Restriction: Military Only
Range: Level x 30 feet.


Cyberkinesis is the ability to manipulate machines, particularly electronic machines and computers, encompassing a variety of related abilities. The character does not have to possess any relevant Knowledge (like electronics) in order to use these abilities, but it is not uncommon for cybernetic characters to know such skills.


A cyberkinetic character can send their consciousness through a computer network, allowing them to affect a distant computer, if they can locate the machine at all (typically through hacking). Doing so requires a mental check, and total concentration (no other actions) and raises the difficulty of the skill check as follows;


Per Computer Affected
+2
Same City
+4
Same Continent
+6
Transcontinental
+8


This power gives several features, each one can be selected per level taken. Characters may use ones that they do not possess but it requires double the energy point cost and adds +2 to the difficulty.


Alter Data (1 EP/round)
Range: Touch or Special
Upon a successful knowledge check, the cyberkinetic can interface with a computer or a similar piece of of equipment to alter, read or remove existing data or insert or create new information. The character can read or alter approximately 10 Megabytes x level of Cyberkinesis per minute, each point of Mental + Cyberkinesis reduces the time by half. Any changes to or deletions of information are permanent; the data must be reentered in the computer by hand.


Control (3 EP/round)
Range: Touch or Special
The cyberkinetic can take control of any machine with electronic, mechanical, or hydraulic parts. The level of the character's ghost inidicates the level of control or 'Strength'. If the machine (or it's user or driver) tries to counteract the control, assign the machine a 'Strength' to reflect it's power and resolve the situation as normal.


Fool (5 EP/round)
Range: Touch or Special
The cyberkinetic can insert false images in sensors, security systems, or communicate devices. The Cyberkinetics Ghost + level of Cyberkinesis indicates the 'Manipulation' rating of the cyberkinetic's control. The GM should assign the device (or its user) a Mental stat score; the more sophisticated and powerful the machine, the greater its Mental Stat. A 'Manipulation' versus Mental Stat resisted check then determines whether the cyberkinetic's attempt to trick succeeds.


Overload (5 EP/round)
Range: Special
The cyberkinetic overloads the machine in some way – sends a pulse of electricity or electromagnetic energy through it, stresses it so that it james or seizes up. If the character's Social check is successful, the machine will not work. The GM may increase the difficulty of the check for machines that are particularly advanced or difficult to affect for some reason.


Reprogram (7 EP/round)
Range: Touch or Special
A complement to Alter Data, Reprogram allows the cyberkinetic to change the instructions or programming used to run a computer or similar device. The difficulty of the Mental/Ghost check should be determined by the Gm; the more sophisticated the computer and its software, the greater the difficulty. A standard desktop computer would incur little difficulty, while a highly defended military mainframe computer would be a hard difficulty. The changes or additions to a computer's software are permanent until otherwise altered.

Disorient (2 points/level)
Energy Cost: 3 points
Range: Level x 30 feet


A character with Disorient can cause another character to become confused, weakened, disoriented, and unable to take action effectively. The effect can be physical (including nausea) or mental (creating hallucinations), depending on how the power is defined, but the end result is the same. A character may avoid it by making a successful check; by resisting with whichever Disorient targets. If the character fails, they may try again the second turn but gain a bonus every turn after the first. By the fifth turn the oponent would gain a significant bonus to avoid the power.

Electronic Counter-Measures (1 point/level)
Energy Cost: Varies


This Power equips a character with an electronic counter-measure jamming capability. ECM must be specified to work against one of the following; communications, homing missiles, guidance lasers, sensors, hacking attempts, memory preserving, net diving.A character can buy one single type of ECM at a cost of 1 per level.


Communication Jamming – This type of ECM can jam broadcast communications into or out of a particular area.


Guidance Laser Jamming – This allows the character to defend themselves versus laser guided weapons such as bullets, or grenades. If the user defends themselves well enough they might be able to redirect the weapon back at the attacker.


Hacking Attempt Jamming – This allows the character to defend themselves better against personal hacking attempts.


Homing Missile Jamming - This allows the jamming of an incoming attack made by a Homing weapon (see Weapon Attack Attributes).


Memory Preserving Protection – This allows protection of a character's memory, and thus a bonus when someone is attempting to alter their memories.


Net Diving Protection – This allows the character to maintain their individuality while diving within the net, particularly away from their own cyberbrain case. Without this, it is possible for someone to be lost within the net.


Sensors Jammer – This allows the character to jam sensors to hide their personal details from computers, scanners, or machines. In some cases however, jamming a sensor raises a red flag for elevated action.


Level 1 – Range is 5 feet for 2 EP or 25 feet for 4 EP.
Level 2 – Range is 10 feet for 2 EP or 30 feet for 8 EP.
Level 3 – Range is 20 feet for 2 EP or 40 feet for 16 EP.
Level 4 – Range is 30 feet for 2 EP or 50 feet for 24 EP.
Level 5 – Range is 40 feet for 2 EP or 60 feet for 32 EP.
Level 6 – Range is 50 feet for 2 EP or 70 feet for 40 EP.





Ground speed ( 2 point/ level)
Relative stat: physical
Energy cost: 3 points
Range: self


The ground speed attribute allows the character to move at high speeds over land. Ground speed is mainly in turd for characters such as robots or superbeings (or vehicle mecha) who can move at very swift speeds. The speed speed attribute alternative that is more Suited two characters who can simply run very fast. A flyer who only high-speed movement is nearing its Landing or takeoff does not have the acquirement ground speed this capability is mecha in the flight attribute. The default top speed for a vehicle or Mecha that does not possess the ground speed attribute ( does not possess any ground Mobility defects) is 90 mph. Ground speed allowed considerable higher velocities.


Level 1 - slow ground speed (up to 30 mph.)
Level 2 - modest ground speed (up to 50mph.)
Level 3 - fast ground speed (up to 80mph.)
Level 4 – very fast ground speed (up to 120mph.)
Level 5 – super fast ground speed (up to 160 mph.)

Heavy Armor (4 points/level)
Relevant stat: None
Energy Cost: None
Vehicles Only


Heavy Armor represents armor plates or simply skin that is super-resistant to damage. It is most often found on machines such as tanks, ships, or big robots, though characters such as cyborgs, androids, giant monsters, or super beings might also have Heavy Armor.


Heavy Armor acts to reduce damage that is inflicted on the character. If a character has Heavy Armor, he or she is assumed to have an obviously armored body: scales, metal, plastic, etc. Heavy Armor normally reduces the damage of an attack based on levels.


A number of options are available for the Heavy Armor Power, which alters the power point cost or modify the armor's effectiveness. The minimum point cost of Heavy Armor, regardless of options, is 1 point. For an alterative to Heavy Armor, there exists Light Armor. Heavy and Light Armor can be combined to to produce intermediate values.


Partial
The armor has a thin area (half armor value, -1 to point cost) or an unarmored area (no armor value, -2 to point cost) that can be targeted using a Called Shot. Point Cost reductions apply to the total cost, not the cost per level.


Hidden
The armor is not obvious, however it stops 6 less damage per level.


Optimized Armor
The armor is focused against a particular uncommon attack form. Eligible attack forms include Electricity, Cold, Laser Beams, Fire/Heat, etc. It provides doubled protection against the attack form only, and no protection against other forms. A character can acquire both optimized armor and ordinary armor.


Level 1 – Damage is reduced by 12 points, 6 points if hidden.
Level 2 – Damage is reduced by 16 points, 10 points if hidden.
Level 3 – Damage is reduced by 20 points, 14 points if hidden.
Level 4 – Damage is reduced by 24 points, 18 points if hidden.
Level 5 – Damage is reduced by 28 points, 22 points if hidden.
Level 6 – Damage is reduced by 32 points, 26 points if hidden.

Jumping (1 point/level)
Relevant stat: Body
Energy cost 1 point per level
Range: Self


With this attribute the character can make very high unaided vertical jumps but cannot actually fly. This ability is very appropriate for anime martial artists comma bouncy non-human races like people, and a drawer jump jet equipment to robots or power suits.


Jumping will not enable a character to exceed normal maximum speeds for whatever medium (water or ground) from which they are jumping. For example if the character who could only move 60 feet round used high level of jumping to make a jump of 90-120 feet he or she would be airborne for 2 rounds rather than a high speed or ground speed attribute.


Level 1- the character can jump up to 5 times normal jumping distance.
Level 2- the character can jump up to 10 times normal jumping distance.
Level 3- the character can jump up to 20 times normal jumping distance.
Level 4- the character can jump up to 40 times normal jumping distance.
Level 5- the character can jump up to 60 times normal jumping distance.
Level 6- the character can jump up to 80 times normal jumping distance.

Light Armor (1 point/level)
Energy Cost: None


Light armor is armor that is modestly protective (for example, it cannot stop a heavy mecha cannon), but is often effective against normal punches, melee weapons, and small caliber firearms. Thick fur or hide, a lizard's scales, a leather jacket, mideval armor, or an auto body are good examples. Light and Heavy Armor are cumulative; a character can combine the values for intermediate levels of armor.


Light armor is assumbed to be very obvious unless given the Hidden Armor option. It reduces damage that is inflicted on the character. Light Armor may be given various options that modify its effectiveness or point cost:


Partial
The armor has a thin area (half armor value, -1 to point cost) or an unarmored area (no armor value, -2 to point cost) that can be targeted using a Called Shot. Point Cost reductions apply to the total cost, not the cost per level.
Hidden
The armor is not obvious, however it stops 6 less damage per level.


Optimized Armor
The armor is focused against a particular uncommon attack form. Eligible attack forms include Electricity, Cold, Laser Beams, Fire/Heat, etc. It provides doubled protection against the attack form only, and no protection against other forms. A character can acquire both optimized armor and ordinary armor.


Level 1 – Damage is reduced by 3 points, 1 points if hidden.
Level 2 – Damage is reduced by 6 points, 3 points if hidden.
Level 3 – Damage is reduced by 9 points, 6 points if hidden.
Level 4 – Damage is reduced by 12 points, 9 points if hidden.
Level 5 – Damage is reduced by 15 points, 12 points if hidden.
Level 6 – Damage is reduced by 18 points, 15 points if hidden.

Mind Shield (2 points/level)
Relevant Stat: Mental or Combat
Energy Use: 1 EP/round


A character with Mind Shield is protected from hacking attempts, viruses, and other techniques that render a character vulnerable or worse. A character either has hardware or software that detects intrusions, and manipulation techniques, and provides a shield against them. Each level of Mind Shield grants a +8 bonus to avoid being mentally controlled or hacked.


Level 1 - +8 to resist hacking or mental manipulation techniques.
Level 2 - +16 to resist hacking or mental manipulation techniques.
Level 3 - +24 to resist hacking or mental manipulation techniques.
Level 4 - +32 to resist hacking or mental manipulation techniques.
Level 1 - +40 to resist hacking or mental manipulation techniques.
Level 1 - +48 to resist hacking or mental manipulation techniques.

Sensors (1 point/level)
Relevant Stat: Mental or Combat
Energy Cost: 1/round


A character with this Power possesses sensors (such as radar or infrared) to see in the dark and detect distant targets (provided they are in line of sight). Sensors are a typical power for modern or future mecha as well as androids and cyborgs.


On a planet or spherical body, the curve of the horizon will limit the absolute range of many sensors. Earth's horizon limits lines of sight to 12000-18000 feet unless the target is flying, very tall, or atop a hill or building. Thus, long-ranged sensors are mainly useful when mounted on a aircraft or spacecraft. Buildings, hills, large mecha, planets, and other objects will block a sensor's line of sight.


A sensor's listed range is how far away it can detect a roughly man-sized object. Very large objects (or those that emit a lot of energy) can be detected at much longer ranges.
Extended Range – Each point in extended range increases the range by 50%.


Increased Sensitivity – For every two points in Increased Sensitivity, the character can increase magnification and acquire more information.


Processing Speed -


Analytic Sensors
Sensors capable of determining the actual nature of objects or energy can also be acquired separately. Such sensors cannot detect objects unless normal sensors have already spotted them, but they are useful for finding out what an object is. This may require a Knowledge check to perform a correct analysis.


Therm-optic Sensors
These sensors can be switched to any of the following features (upon GM approval) at the cost of 1 per level; Nightvision, Infrared, Structural Analysis, Forensics Detection, Radiation Detection, and Long Range Sight.


Underwater Sensors
Normal sensors do not work underwater. Underwater Sensors (like sonar can be acquired for 1 point/level. They work in the same manner as ordinary sensors but only detect objects in or under water, and have 1/10th range.


Level 1 – 20 Feet detection range, 40 feet for 2 Energy points.
Level 2 – 30 Feet detection range, 60 feet for 2 Energy points.
Level 3 – 40 Feet detection range, 80 feet for 2 Energy points.
Level 4 – 50 Feet detection range, 100 feet for 2 Energy points.
Level 5 – 60 Feet detection range, 120 feet for 2 Energy points.
Level 6 – 70 Feet detection range, 140 feet for 2 Energy points.


Long Range Sight – This power multiplies the range of sight by a factor of 8 per time taken, to a maximum of 4 times.

Sensory Shield (1 Point/level)


Sensory shield provides characters with protection against Sensory Flare attacks and other phenomena might interfere with their senses. It can represent eyes which are accustomed to extremely bright lights, armored skin which is so tough the character's nerves cannot be numbed, or other forms of protection. Each level provides a +8 bonus to avoid being Flared or blinded by sudden sensory stimuli. This power represents a single sense such as sight or hearing, a character can take multiple levels to represent multiple senses.


Level 1 - +8 Bonus to avoid being stunned, blinded, or distracted by sensory attacks.
Level 2 - +16 Bonus to avoid being stunned, blinded, or distracted by sensory attacks.
Level 3 - +24 Bonus to avoid being stunned, blinded, or distracted by sensory attacks.
Level 4 - +32 Bonus to avoid being stunned, blinded, or distracted by sensory attacks.
Level 5 - +40 Bonus to avoid being stunned, blinded, or distracted by sensory attacks.
Level 6 - +48 Bonus to avoid being stunned, blinded, or distracted by sensory attacks.
Special Movement (1 point/level)
Relevant Stat: Physical or Combat
Energy Cost: 5 EP/round


This power is appropriate for some non-human characters, and also for characters such as super martial artists or super ninja who may possess exotic abilities that let them perform unusual stuns like running over water. The character may select one special movement ability (from the list below) for every level of this power. GMs may also develop a selection of other special movement abilities.These do not allow a character to bypass normal stat checks they simply allow abilities not normally available. In some cases these might not be available for a scene, or a check given the nature of what's going on.


Balance - The character never loses his or her balance, even when running on a narrow rope or beam.
Cat-Like - The character will take half damage (round down) from most falls, and always lands on his or her feet.


Daredevil - The character throws caution to the wind, and is able to make jumps from buildings that most can't even ponder. (GM's discretion) This allows them to jump from tall buildings to other roofs, or to jump distances from building roof to building roof. The distance between buildings must be within normal jumping range.


Light-Footed - The character can skim over sand, snow, or ice at full speed.


Silent - The character's movement is completely silent.


Untrackable - The character never leaves, footprints, tracks, or a scent when he or she walks or runs.


Wall Jumping - The character is able to bounce from wall surface to wall surface to ascend or descend buildings. The distance between buildings must be within normal jumping range.


Wire-fu - The character is able to repel, or climb on thin wires far faster then most characters. They seem to be gifted when it comes to climbing.

Weapon/Special Attack (1 Point/level)
Relevant Stat: Combat
Energy Cost: 5 EP
Military Only


The character has a built in special attack, or has a custom designed weapon that has unique qualities. These must be approved with the GM before they can be taken. Each ability taken reduces the damage done with the attack by 5 points. Each weapon defect adds 5 points of damage to the attack. Abilities may be taken multiple times with the GM approval.


A weapon attack should always be given a descriptive name such as '90mm Auto-Cannon' or 'Raging Thunder Dragon Fist'. When designing the attack, the player (with GM input) should determine what skill and specializations are appropriate for its use.


Personal Gear
A weapon attack with this disavantage counts as 4 defects. However the attack only deals 50% normal damage and cannot be boosted with the character's energy. This is usually designed by the character to represent a customized weapon.


Accurate – The attack is unsually accurate giving a +2 bonus to Combat stat checks to hit the target. This can be taken multiple times, but cannot be taken with the Linked Attack Ability.


Auto-fire – The attack consists of a burst of multiple shots like a machine gun or rapid sequence of energy bolts. Each time taken the attack fires three bullets or three blasts of energy. For example if Auto-fire is taken 3 times for a machine gun, then it fires 9 rounds and nine different attacks. However, for each attack the difficulty to hit is increased by -1. So if that same person fires all 9 shots, the 9th one would be at -9 penality to their Combat, the 8th would be at a -8 penalty to combat. If the first shot misses, then each additional shot adds +1 to hit the target if leading with shooting.


Burning – This represents acid, flaming liquid, or similar attacks that deliver continuing damage over several rounds. If the initial attack damage penetrates the opponents armor, the target will suffer an additional 1/10 of the basic damage for five rounds, or until the effect is somehow neutralized (GM's discretion).


Concealable – A concealable Weapon is not so obvious; it may extend out from the machine or be disguised as something else. If built as Personal Gear, this means it is small enough to be used with one hand and concealed under clothing. Most pistol-sized or knife-sized weapons are concealable.


Flare - If the target is hit (or in the radius of the attack) the defending character may be blinded. Every character within range must check their physical stat at -1 per 5 damage to determine if the character is blinded. It is possible to target other senses than vision, such as sound, or touch.


Homing – A weapon with this attribute has the ability to follow the target, usually only appropriate for missile based weapons, or energy blasts. If a weapon misses it's target originally it may try to hit again on the second round. The GM determines what bonuses the weapon gets to hit based on the environment and how the character is dodging. If a character has Missile Jamming it provides protection against this weapon attack.


Incapacitating – This attack represents any form of attack that can instantly incapacitate a foe, even if it does not inflict actual damage. This includes putting an opponent to sleep, or turning them off (in the case of a cyborg). When this ability is taken, determine the appropriate stat to check versus, and the nature of the attack. If the attacker defeats the target's stat rating, each point over reduces the target's stat by 1 for 1 additional round. If a stat is 0 the character is rendered useless. Stats recover at the rate of 1 per round. To design an attack that only incapacitates the target, the No Damage defect must also be taken. This ability counts as 3 for reducing damage.
Incurable – The attack produces wounds or other effects that do not heal naturally, and are incurable by normal methods. Rather than recovering at a normal rate or being amenable to medical treatment; recovery cannot take place until some exotic event or treatment has occurred. This requirement must be specified when the attack is designed, subject to GM approval. Incurable counts as 2 Abilities.



Linked Attack – An attack with this Ability is 'attached' to another primary attack. The primary attack might be an ordinary weapon (such as an item of personal gear like a sword), a natural weapon, or unarmed attack, or a different weapon attack. If the attack is successful, this 'linked' attack automatically hits as well (No Defense Allowed), but if misses or fails to penetrate the armor, the linked attack automatically fails as too (with full Energy Point cost if applicaable). An attack with the Linked Ability may not be given the Accurate or Long Range Ability, or the Inaccurate, Melee, or Short Range Disabilities; its range and accuracy are dependent on the attack to which it is linked. Linked Attack counts as 2 abilities for reducing damage.


Long Range – An ordinary attack is assumed to have range of about 50 feet. An ability extends the range to 100 feet. Long range weapons are typical of beam cannons on spaceships, guided missiles, or the guns of tanks or big robots. It can be assigned multiple times: each time it is taken after the first doubles the actual range.


Multiple Target Acquisition – A weapon with this ability fires multiple bolts of energy or projectiles as the user wishes. The character may divide the damage of the attack any way they wish between targets. (Note this ability can only be taken if Auto-fire, Area of Effect, or Spreading is also taken). This counts as 3 abilities for reducing damage.


Penetrating Armor – The Light Armor, Heavy Armor and Shield Powers only stop half as many (round down) damage points against an attack with this Ability. Penetrating may be taken twice. If so, armor stops 1/4th the normal amount (round down) against this attack (this may represent poison gas, a high-energy gamma-ray laser, or a similar insidious weapon).


Pulse – This ability is especially common to beam weapons from machines or laser weapons. Instead of simply firing a single blast of energy, the weapon fires continuously at a target causing large amounts of damage. However due to the high amount of stress, every round the weapon goes down a level in effectiveness. For example, if a a character has a level 6 beam weapon with the pulse ability, on the next turn its only considered a level 5 weapon attack. On the next turn it is considered to be a level 4 attack and so forth. Note that the energy costs are significantly reduced, ½ energy point per level of the weapon attack per round. If the weapon continues over several rounds at the same strength this ability counts as 4 abilities.


Spreading – This type of attack spreads to cover an expanding area like a cone of energy or a spray of projectiles. The defender receives a -3 to dodge to his or her Combat stat to dodge. Multiple adjacemt targets in the attack path may also receive damage if they are lined up or in a dense formation, up to a maximum of of one extra target for every 10 points of weapon damage. The spreading Ability can be acquired multiple times; each one further penalizes the target's Combat check by -1 and doubles the number of possible adjacent targets.


Stun – An attack with this Ability inflicts temporary damage such as an electric shot that shorts out electronics and renders people unconscious. Although the attack does less damage than a regular attack of a comparable level, it has the advantage that it may be used to incapacitate a foe without the risk of killing him or her.


Tangle – Attacks that can entangle the victim may include a spray that freezes the target in ice, or traps him or her in the branches of an animated plant, or simple webbing. The attack delivers ordinary damage as well as Tangle damage (equal to the ordinary damage), and thus needs to be recorded separately. Armor does not protect against Tangle damage (although energy barriers and Force Fields might). If a character suffers more Tangle damage than he or she has remaining Health Points, the character is trapped and unable to move, attack physically, or defend. He or she can usually still speak, and may be able to perform other actions that do not require physical gestures. Tangle damage can be 'healed' by attacking the binding substance (net, glue, ice, etc.) in melee range or with an sharp object. This may damage the target however. This cannot be combined with the Incurable ability.


Trap – The attack lays a mine, booby trap, or some other similar device which 'sits and waits' until someone triggers it. A successful Mental check will reveal the trap's prescence. The trap ability can be paired with the Melee Disability to simulate a booby trap must be carefully planted. Without the Melee Disability , the trap can be deployed at a range; a successful Mental check indicates that the Trap was fired or tossed into the correct area.


Attack Defects
Some, none, or many of these defects may be assigned to a Weapon Attack. The GM may disallow any combination that seems inappropriate.


Back-Blast – The attack produces some sort of back-blast or other side effect anyones or anything standing directly behind the attack (within 1 or 2 meters). An example is a rocket launcher that produces a hazardous back-blast to anyone standing behind the gunner, but some other abilities might have other risks. The damage of back-blast is considered to be normally one fifth the damage of the actual attack. If this disability is taken twice, it affects everyone in a radius around it.


Extra Energy – This is only appropriate for characters acquiring the attack as a Magical Power. The attack costs twice as many Energy Points as normal. Extra energy can be taken multiple times, with each time doubling the energy points.


Inaccurate - The attack is unsually inaccurate giving a -2 bonus to Combat stat checks to hit the target. This can be taken multiple times, but cannot be taken with the Linked Attack Ability.


Limited Shots – The attack is only usable for a few combat rounds, after which it either runs out of ammunition or power or simply burns out. Assigning this Disability once means it can make up to six attacks; if taken twice up to three attacks; if taken three times, only one attack. If the attack also has the Auto-fire ability, one “attack means a single Auto-fire Burst.


Low-Penetration – The attack has an inferior ability to penetrate armor relative to its damage. Examples include shotgun blasts, or hollow-point bullets. Any armor, shield, or force field attributes stop twice the usual damage. This disability is incompatible with the Penetrating ability.


Melee – The attack is only usable against adjacent opponents and may require physical contact. An example of a Mlee attack is a physical or energy sword or a touch that inflicts debilitating effects. The Melee Disability cannot be combined with the Long Range Ability or Short Range Disability. It is sufficiently limiting that it is equivalent of two defects.


Short Range – This attack is only usable at fairly close range (effective range of about 25 feet). This Short Range Disability can be combined with the long range ability or the melee disability.


Slow – The attacker must use one combat action to aim, charge, load the weapon, or perform some other necessary activity before each attack. The slow disability can be taken more than once to represent an attack that takes even longer to initiate. Each time taken doubles the time to use the weapon, to 2 rounds, 4 rounds, 8 rounds or more. This defect may not taken with the Linked Attack ability.


Static – The attack cannot be used while the character is moving. This could be due to the need for a precise aim or total concentration. The weapon might also require all power to be diverted to its energy supply, or might be static because of recoil, or another reason. The character may not even make Defense checks on the round a Static attack is used; if he or she has already made a Defense check, the character cannot attack with a static weapon until the following round.


Stoppable – The attack fires a projectile or energy bolt that is massive or slow enough to be shot down and does not reach the target until Initiative zero. Consequently, the attack can be stopped in mid-flight. A cannon shell would probably not qualify, but a missile or plasma-ball might. To stop the attack, a successful hit (or hits) must deliver at least one-third as much damage as that delivered by the stoppable attack. Stoppable may not be comined with the Melee Defect. Stoppable may be purchased more than once to reflect an attack that takes even longer to reach the target. Each additional Stoppable rating grants one additional round where characters may attempt to intercept or otherwise stop the attack. Slow moving missiles and plasma bolts are examples of attacks that might have Stoppable two or three times.


Uses Energy – The attack draws upon the user's personal energy, each attack draining 5 Energy Points. This defect can be taken twice, and if so, it uses 5 Energy Points per Level.
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