Post by wayne on Mar 18, 2004 16:45:13 GMT -5
This one may come off as a little 'dirty', but I think its cost and the potential collateral damage balance it out. I have in mind a character I want to write up who has this power, and figured I'd try fleshing it out. Comments always appreciated.
<<EDIT: Addressed bleed-off, Targeting, and range and target-loss limits.>>
TARGET-SEEKING
Increase = +6 to Cost Level
Description
Mostly applicable to energy-based ranged powers (Force Blast, Psi-Weapon, possibly Charge Objects, etc.), this is the ability to chose a target for your attack, and to have the actual attack doggedly seek the target.
This does NOT have your attacks negate movement, Reflexive Dodge, etc. However, if the attack does fail to hit/damage your opponent, it will return, much like a boomerang, and attempt to hit the target again each succeeding Panel, bleeding off 1 stone of strength per succeeding Panel in flight.
A target with Reflexive Dodge (or who has applied stones from other Actions) may choose to not apply non-armor defensive stones toward an incoming target-seeking attack, in which case it hits, does damage (if any), and is nullified. In such a case, the only applicable defenses would be armor, Toughness, Force Fields, and Actions that were applied in a blocking rather than avoiding fashion.
In any case, the attack will continue to hunt the target until the target manages to get away, the attack dissipates, or the attack hits something. This something will either be the target, or some other person/object the target manages to get the attack to hit (say, by waiting until the last second in front of a wall and then leaping out of the way, causing the attack to strike the wall.) Note that the original attacker does NOT have control of the attacks after they're released toward their target.
The target can 'lose' the attack by getting a further distance away than he was when the attack was initially launched, and keeping that distance for at least 1 full Panel. (For example, if the target was shot at from a range of 5, he'd have to get over 1 mile away and remain that far away from the attack for a whole Panel if he wanted to lose it.) This is usually only possible via teleporting or mach-speed movement. If the attack loses the target for a full Panel, the attack will simply continue flying in the last direction it was headed--which most likely means collateral damage.
If the attacker using this Advantage can manage to launch multiple target-seeking attacks (all at once or over multiple panels), the GM may want to consider applying the house rules for coordinated/group attacks to give each seperate attack a bonus (i.e., 2 coordinated attacks get a +1 bonus each, 4 such attacks get a +2 bonus each, 8 receive a +3 bonus, etc.)
This Advantage cannot be applied to a power along with the 'Causes Collateral Damage' Disadvantage, and Target-Seeking attacks cannot have Targeting stones applied to them.
Comments
A very, very expensive Advantage, it can be devestating in it's effects. Characters who rely on their speed or acrobatic skill to avoid damage could have a hard time shaking these attacks off, and the problem could only escalate if multiple target-seeking attacks are launched, one after another.
This Advantage may also apply well to certain weapons (throwing weapons, mechanized bombs, etc.) in which case it may not require as much speed to lose the attack.
<<EDIT: Addressed bleed-off, Targeting, and range and target-loss limits.>>
TARGET-SEEKING
Increase = +6 to Cost Level
Description
Mostly applicable to energy-based ranged powers (Force Blast, Psi-Weapon, possibly Charge Objects, etc.), this is the ability to chose a target for your attack, and to have the actual attack doggedly seek the target.
This does NOT have your attacks negate movement, Reflexive Dodge, etc. However, if the attack does fail to hit/damage your opponent, it will return, much like a boomerang, and attempt to hit the target again each succeeding Panel, bleeding off 1 stone of strength per succeeding Panel in flight.
A target with Reflexive Dodge (or who has applied stones from other Actions) may choose to not apply non-armor defensive stones toward an incoming target-seeking attack, in which case it hits, does damage (if any), and is nullified. In such a case, the only applicable defenses would be armor, Toughness, Force Fields, and Actions that were applied in a blocking rather than avoiding fashion.
In any case, the attack will continue to hunt the target until the target manages to get away, the attack dissipates, or the attack hits something. This something will either be the target, or some other person/object the target manages to get the attack to hit (say, by waiting until the last second in front of a wall and then leaping out of the way, causing the attack to strike the wall.) Note that the original attacker does NOT have control of the attacks after they're released toward their target.
The target can 'lose' the attack by getting a further distance away than he was when the attack was initially launched, and keeping that distance for at least 1 full Panel. (For example, if the target was shot at from a range of 5, he'd have to get over 1 mile away and remain that far away from the attack for a whole Panel if he wanted to lose it.) This is usually only possible via teleporting or mach-speed movement. If the attack loses the target for a full Panel, the attack will simply continue flying in the last direction it was headed--which most likely means collateral damage.
If the attacker using this Advantage can manage to launch multiple target-seeking attacks (all at once or over multiple panels), the GM may want to consider applying the house rules for coordinated/group attacks to give each seperate attack a bonus (i.e., 2 coordinated attacks get a +1 bonus each, 4 such attacks get a +2 bonus each, 8 receive a +3 bonus, etc.)
This Advantage cannot be applied to a power along with the 'Causes Collateral Damage' Disadvantage, and Target-Seeking attacks cannot have Targeting stones applied to them.
Comments
A very, very expensive Advantage, it can be devestating in it's effects. Characters who rely on their speed or acrobatic skill to avoid damage could have a hard time shaking these attacks off, and the problem could only escalate if multiple target-seeking attacks are launched, one after another.
This Advantage may also apply well to certain weapons (throwing weapons, mechanized bombs, etc.) in which case it may not require as much speed to lose the attack.