Powers

Rules on Powers:

A 'power' is a class of abilities that are similar enough that buying ability gives a large discount on other abilities, and allows you to use the other abilities more cheaply. It is not required to follow these rules: it is often both appropriate and cost efficient to simply buy one of these abilities and ignore the other options.

Each power consists of a list of abilities that belong to it, a 'scope' that determines how much using abilities you didn't pay for costs, and a 'power level'

The 'power level' is cost of all the abilities you have paid full price for. These are referred to as 'Stacking' abilities. The more stacking abilities you have, the greater your absolute power level. A high absolute power level makes it easier to use abilities you didn't pay for, 'power up' abilities you paid for beyond their purchased strength, and sets a limit on how expensive of a power you can have.

Alternate powers are purchased at a much lower price. Any individual alternate power cannot exceed your power level. There is not preference other than cost and power level for Alternate powers: if you buy fire ball as stacking and armour piercing as alternate at the same level you will have the exact same abilities as someone who purchased armour piercing as stacking and fire ball as the alternate.

There are two scopes of power: "Generalist","Specialist","Variants Only"

To use an ability outside of your purchased list, you must pay and FP (or ER) cost and make a blaster skill roll. If you are a generalist pay 2 FP or ER, and have roll at -2 for each 25% of your power level. If you are a specialist you must only use effects that suit you, but you pay 1 FP and roll at -1 for each 25% of your power level used. The time to do this is determined by your individual power.

To use an ability outside of your purchased abilities, you must pay an FP (or ER) cost and make a skill roll against your power skill. The penalty is charged for every 25% of your power level that you don't have, and is charged by power scope. Time will be noted in your power.

Similarly, boosting an ability beyond your purchased level costs FP (or ER) and takes a power skill roll. Time is noted in your power, and costs are recorded in how many 25%'s of your power level you are exceeding.

                            FP                            Skill modifier   
New Ability (Generalist):    2 FP                        -2/25% of power level       
New Ability (Specialist):    1 FP                        -1/25% of power level
New Ability (Variation)*:    1 FP*                        -1/50% of power level
Boosted Ability :            1 FP/25% of power level        -1/25% of power level
*costs are per minute, not per use, but will be rare.


Blaster Powers:
Generalists may use everything, (2 seconds)
Specialists must pick theme (1 second)
Variation Only must pick type (no addtional time)

Example of specialist powers include having to do everything with fire effects, doing everything with 'mystic' damage, or only doing area effects.

Blaster powers are wide and diverse. The list given here isn't even completely finished: damage types may be swapped out and the fluff changed to reflect different attacks: one blaster could do everything with fire, another with cold, another with poison, one with just brute force, and the last with 'mystic' damage that attacks life itself.

Attack 2d bur (range 10/100, acc 3, ROF 1) [10]
Distance 1d (Armor divisor (2), range 100/200, acc 8, ROF 1) [10]
Armor Piercing 1d bur (Armor divisor (3), range 10/100, acc 3, ROF 1)[10]
Hail of bolts 1d bur (range 10/100, acc 3, ROF 10) [10]
Many Shot 1d bur (range 10/100, acc 9, ROF 5) [10]

Fire Ball 1d bur (Radius 4, range 10/100, acc 3, ROF 1) [10]
Big Fire Ball 1d bur (Selective area, Radius 32, range 100/1000, acc 3, ROF 1) [20]            
Fire Blaze 1d bur (Selective area, Radius 16, 10 sec, range 100/1000, acc 3, ROF 1) [20]       
Fire Blaze 1d bur (Selective area, Radius 8, 5 min, range 100/1000, acc 3, ROF 1) [20]           
Persistent hazard 1d burning (Radius 2, 10 sec, Bombard skill 12, overhead, range 10/100, acc 3, ROF 1) [10]   
Rain of Fire 1d burning (Selective area, Radius 8, 5 min, Bombard skill 12, overhead range 20/200, acc 3, ROF 1) [20]   
 
Area Mods (eight to double):
    Mobile (2)
    Selective (1)
    *3 duration (1)
    *10 duration (2)
    *5 range (1)
    drifting (1)
    radius *2 (2)
    Radius *4 (4)
    *2 damage (8)
    poison gas (6)

Ignite Foe 1d burning (Malediction 1) [10]

Binding 10 (range 10/100, acc 3, ROF 1) [20]
Binding 15 (sticky, stationary, takes 1 minute) [20]
Binding 5  (Radius 4, range 10/100, acc 3, ROF 1) [20]
Binding 5 (Radius 2, Close range, 1 minute, selective area) [20]

Wall of Fire 1d bur( 6 yards of unshapable wall, 10 sec, range 2/20)[10]
Wall of Wind 2d knock back (6 yards of shapable wall, 10 sec, range 2/20) [10]
Hard Wall 3DR, 1HP (6 yards unshapeable, 10 sec, range 2/20) [10]
Soft Wall 4DR(9), 1HP (6 yards unshapeable, 10 sec, range 2/20) [10]
Arrow Wall 6DR, 1HP (6 yards unshapeable, 10 sec, range 1/10) [10]

Wall Mods:
    48 yards, range 50/100, 30 sec (2)
    Impaling damage (2)
    *1.5 damage (1)
    *2 damage (2)
    cutting (1)
    12 yards, shapable, 30 sec (1)
    24 yards, shapable, 5 min (2) 
   
Guided bolt 1d burn (Homing,Range 100, speed 10, acc 3, rof 1) [10]
Homing bolt 1d burn (Guided,Ranged 100, speed 10, acc 3, rof 1) [10]
Guided Mods:
    +4 acc, Range 1,000, speed 100
    +3 acc, Range 500, speed 500
    +1 acc, Range 10,000 speed 100
    +7 acc, Range 100, speed 100
    *1.5 damage
   
Large Cone 1d (5 yard Cone, range 10/100)  [10]
Small Cone 1d+2(3d) (2 yard Cone, range 2/20)  [10]
Jet 2d (no range penalties, range 5/10) [10]

Telekenesis 2 (range 10) [10]
Telekenesis 5 (range 2, push only) [10]

Telepathy Powers
generalist can do all (10 seconds)
specialist can do either control or reading (5 seconds)

Mind Control (5)
Mind Reading (3)
Mind Reading (Projected thoughts only) (2)
Mind Probe (2) -- requires contact or mind reading
Mind Control (Suggestion only) (3)
Mind Control (Emotion only) (3)
Mind Control (Conditioning only, slow and sure, requires contact)(1)
Mind Reading (long range) (5)
Mind Reading (Projected thoughts only, long range) (4)
Telesend (3)
Telesend (Broad Cast) (5)
Empathy (2)
Wipe Mind (Malediction 2, Total Amnesia) (3)
Cloud Mind (Malediction 2, IQ-5) (3)

Diviner Powers:
Only as variations with clairsentience
Medium (Speak with spirits) (1)
Channeling (Spirits speak through you) (1)
Spirit Empathy (1)
Oracle (1)
Blessed (answer) (1)
Blessed (answer +5) (2)
Danger Sense (1.5)
Precognition (3)
Precognition (passive only) (2)
Precognition (active only, no penalty) (2)
Precognition (active only) (1)
Precognition (directed) (5)
Precognition (directed, active only, no penalty) (5)
Precognition (One Event only) (2)
Psychometry (2)
Psychometry (Full image) (4)
Psychometry (Directed) (3)
Psychometry (Full Image, Directed, Sensitive, Active only) (5)
Psychometry (Passive) (1)
Psychometry (Sensitive, active only) (2)
Clairsentience (range 10 miles, 1 hour preparation, normal sight) (5)   
Clairsentience (range 500 yards, 1 min preparation, normal sight) (5)
Clairsentience (range 10 yards, normal sight) (4)

Clairsentience Modifiers:
    see in dark, inside objects, ect (1)
    hearing only (-1)
    sight only (-1)
    only through reflective surfaces (-1)
    only through special objects you handmade (-2)
    visible viewport (-1)
    *5 range (2)

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