Post by torment on Jun 9, 2005 14:36:55 GMT -5
AID OTHERS (advantage)
- COST INCREASE = + 1 level or more
- This Advantage can only be applied to an Action that you normally use to benefit yourself, such as Density Increase, Enhance, Flight, Invisibility, Unstoppable, or Wall-Crawling. You can now use that Action on other living creatures. You do not need to split up your AN between multiple targets, so each one can benefit from the full effects of your power. You must pay the full Energy cost (both for activation and maintenance, as appropriate) for each person that you affect, however, so the loss of stones can quickly become prohibitive for multiple targets. The Cost Increase for this Advantage depends upon its Range:
· It is a +1 Advantage if you must touch your target, both to activate the effect and to maintain it.
· It is a +2 Advantage if you must touch your target to activate the effect but can maintain it up to a Range of 2.
· It is a +3 Advantage if you can both activate and maintain the effect with a Range of 2.
· In the last two cases, you can increase the Range to 4 if you raise the Cost Increase by +1, i.e. it is a +4 Advantage if you can both activate and maintain the effect with a Range of 4.
· As usual, any Range of 4 or higher can be increased by +1 per +1 to Cost Level (see page 40 of the core book).
- COMMENTS
It is important to note that this power is only used for beneficial powers, not harmful, hence the name ‘Aid Others’
ACHILLE’S HEEL (option for healing factors)
- COST CHANGE = -1 or –2 to cost level
- Your Healing Factor does not work against one relatively common form of damage or several somewhat less common forms, e.g. fire and lasers; acids, chemicals, and toxins; electricity and magnetism. When you suffer damage from such an attack, you must heal it normally. This is usually a –1 Disadvantage, but it is increased to –2 if it applies to all energy or all physical attacks (or all magical attacks, in a campaign where magic is quite common).
CHARGEABLE (option for Force Blast)
- COST CHANGE = + 3 level increase
- This power allows you to place stones into Force Blast and hold them for a panel. The next round you may place more stones into your force blast. You can charge up this way for a total of 3 rounds before letting loose. However, once you stop charging you must let loose.
DUAL-WEILD (option for close and ranged combat)
- COST CHANGE = + 3 to cost level
- This option allows a character to use two weapons effectively, similar to but not quite as powerful as ninja. In this case the attacks count as two different attacks.
Example – John wields two knives and swings at Bob. John puts 2 from CC into one attack and 3 from CC into the other. Say the knives are +2. John has effectively made 2 attacks dualweilding at 4 stones and 5 stones, respectively.
Example – Oliver whips out his pistols and starts firing at the thief. He puts 4 stones from RC into one and 2 stones from RC into the other. He also has a targeting of 4 and decides to split that up as well putting 2 into each attack. Consider the pistols to be +2; Oliver has just made 2 attacks of 8 and 6 at the thief.
- COMMENTS
Expensive but worth it.
EXCLUSIVE (disadvantage)
- COST CHANGE = - 1 to cost level
- When using an action with the exclusive disadvantage you can use no other action that round.
FOCUSED (option for energy defense)
- COST CHANGE = -2 or –3 to cost level
- Your Energy Defense works only against one specific type of energy, e.g. heat, cold, electricity. This is usually a -2 Disadvantage; however, at the GM's discretion, it can be increased to -3 if the energy type is rare in your campaign.
INVOCATION (disadvantage)
- COST CHANGE = - 1 to cost level
- This disadvantage means the character must speak or perform some noticeable and attention getting action everytime they attempt to use their power.
MENTAL FORTITUDE (option for Mental Defense)
- COST CHANGE = + 1 to cost level
- Your Mental Defense always adds to your Intelligence when resisting mental effects, even against telepathic attacks focused through an already established link. Furthermore it provides free stones from the General Pool when you attempt to actively drive someone out of your mind with your Intelligence. See Telepathy, in “Changes to Existing Actions”
SPECIALIZED (option for Targetting)
- COST CHANGE = - 1 to cost level
- Your targeting is only applied when you use a specialized set of weaponry (Handguns, rifles, bows, etc)
SIGNATURE WEAPON (option for Targeting)
- COST CHANGE = -2
- Your targeting only applies if you are using a certain, unique, and individual weapon. (Only throwing stars, only 6-shooters, etc)
TARGET SEEKING (advantage)
- COST CHANGE = + 5
- This advantage best applies to ranged attacks (Force Blast, Charge objects, psi weapons) but it is also useful to simulate weapons and the like. What it does is track a target. If the initial shot misses, it comes back next round with one less stone of force and continues to do so until its force = 0 or it hits its opponent. This power really only causes a problem for defensive dodgers, as powers like tougness, force field, etc take the hit and the damage without ill effect.
- RULES
o Targeting modifier only applies to first panel
o Attack loses 1 stone/ panel
o If no damage is caused due to force field, toughness, or defense that resists damage instead of avoids it, the attack is over.
TOUCH ONLY (disadvantage)
- COST CHANGE = - 1 to cost level
- Obviously this makes ranged attacks now only operable by touch.
- COST INCREASE = + 1 level or more
- This Advantage can only be applied to an Action that you normally use to benefit yourself, such as Density Increase, Enhance, Flight, Invisibility, Unstoppable, or Wall-Crawling. You can now use that Action on other living creatures. You do not need to split up your AN between multiple targets, so each one can benefit from the full effects of your power. You must pay the full Energy cost (both for activation and maintenance, as appropriate) for each person that you affect, however, so the loss of stones can quickly become prohibitive for multiple targets. The Cost Increase for this Advantage depends upon its Range:
· It is a +1 Advantage if you must touch your target, both to activate the effect and to maintain it.
· It is a +2 Advantage if you must touch your target to activate the effect but can maintain it up to a Range of 2.
· It is a +3 Advantage if you can both activate and maintain the effect with a Range of 2.
· In the last two cases, you can increase the Range to 4 if you raise the Cost Increase by +1, i.e. it is a +4 Advantage if you can both activate and maintain the effect with a Range of 4.
· As usual, any Range of 4 or higher can be increased by +1 per +1 to Cost Level (see page 40 of the core book).
- COMMENTS
It is important to note that this power is only used for beneficial powers, not harmful, hence the name ‘Aid Others’
ACHILLE’S HEEL (option for healing factors)
- COST CHANGE = -1 or –2 to cost level
- Your Healing Factor does not work against one relatively common form of damage or several somewhat less common forms, e.g. fire and lasers; acids, chemicals, and toxins; electricity and magnetism. When you suffer damage from such an attack, you must heal it normally. This is usually a –1 Disadvantage, but it is increased to –2 if it applies to all energy or all physical attacks (or all magical attacks, in a campaign where magic is quite common).
CHARGEABLE (option for Force Blast)
- COST CHANGE = + 3 level increase
- This power allows you to place stones into Force Blast and hold them for a panel. The next round you may place more stones into your force blast. You can charge up this way for a total of 3 rounds before letting loose. However, once you stop charging you must let loose.
DUAL-WEILD (option for close and ranged combat)
- COST CHANGE = + 3 to cost level
- This option allows a character to use two weapons effectively, similar to but not quite as powerful as ninja. In this case the attacks count as two different attacks.
Example – John wields two knives and swings at Bob. John puts 2 from CC into one attack and 3 from CC into the other. Say the knives are +2. John has effectively made 2 attacks dualweilding at 4 stones and 5 stones, respectively.
Example – Oliver whips out his pistols and starts firing at the thief. He puts 4 stones from RC into one and 2 stones from RC into the other. He also has a targeting of 4 and decides to split that up as well putting 2 into each attack. Consider the pistols to be +2; Oliver has just made 2 attacks of 8 and 6 at the thief.
- COMMENTS
Expensive but worth it.
EXCLUSIVE (disadvantage)
- COST CHANGE = - 1 to cost level
- When using an action with the exclusive disadvantage you can use no other action that round.
FOCUSED (option for energy defense)
- COST CHANGE = -2 or –3 to cost level
- Your Energy Defense works only against one specific type of energy, e.g. heat, cold, electricity. This is usually a -2 Disadvantage; however, at the GM's discretion, it can be increased to -3 if the energy type is rare in your campaign.
INVOCATION (disadvantage)
- COST CHANGE = - 1 to cost level
- This disadvantage means the character must speak or perform some noticeable and attention getting action everytime they attempt to use their power.
MENTAL FORTITUDE (option for Mental Defense)
- COST CHANGE = + 1 to cost level
- Your Mental Defense always adds to your Intelligence when resisting mental effects, even against telepathic attacks focused through an already established link. Furthermore it provides free stones from the General Pool when you attempt to actively drive someone out of your mind with your Intelligence. See Telepathy, in “Changes to Existing Actions”
SPECIALIZED (option for Targetting)
- COST CHANGE = - 1 to cost level
- Your targeting is only applied when you use a specialized set of weaponry (Handguns, rifles, bows, etc)
SIGNATURE WEAPON (option for Targeting)
- COST CHANGE = -2
- Your targeting only applies if you are using a certain, unique, and individual weapon. (Only throwing stars, only 6-shooters, etc)
TARGET SEEKING (advantage)
- COST CHANGE = + 5
- This advantage best applies to ranged attacks (Force Blast, Charge objects, psi weapons) but it is also useful to simulate weapons and the like. What it does is track a target. If the initial shot misses, it comes back next round with one less stone of force and continues to do so until its force = 0 or it hits its opponent. This power really only causes a problem for defensive dodgers, as powers like tougness, force field, etc take the hit and the damage without ill effect.
- RULES
o Targeting modifier only applies to first panel
o Attack loses 1 stone/ panel
o If no damage is caused due to force field, toughness, or defense that resists damage instead of avoids it, the attack is over.
TOUCH ONLY (disadvantage)
- COST CHANGE = - 1 to cost level
- Obviously this makes ranged attacks now only operable by touch.