From: | Shadowdancer <BRIDDLE@*****.VINU.EDU> |
---|---|
Subject: | Physad powers |
Date: | Mon, 12 Dec 1994 21:09:57 EST |
New Physad Powers
R-01
--------
Some of these powers are based on some houserules, so edit them
as you will. Any relevent houserule will be stated.
Mundane powers are those that use only the physical. Mystical
powers are those that have magical content. They cost more magic
and produce drain.
This goes for all powers: Unless noted, all mundane powers are only
usable at grade 0 initiation. Mystical at grade 5.
Mundane powers:
Name: Magic cost: Houserule:
Hyper-Kick .75 Kick(str*1.25M)s +1 reach
This allows the physad to kick repeatedly in the same area. Leg
does not recoil. Looks similar to Van Damm movies. Either
+2 damage code or 1/2power(S) physical, chosen when power is
acquired. Both maybe had, but not combined.
Dragon Hands 3 None
The physad punches with such speed and accuracy that multiple
strikes maybe had. Roll quickness vs. opponents reaction:
successes indicate total amount of strikes. Roll damage for each
strike.
Tough Skin 1/level None
Magical varient of Ortho skin. Skin acquires same texture and tactile
sensations as Ortho. +1 ballistic/+1impact per level.
Stretch Attack 1.5/level None
Arms or legs stretch to cover distances. Each level allows the
physad to stretch Arms/Legs one meter; +1 reach in combat.
Maximum level is 3.
Bone Razors .75/hand bone has bod of 3+pool
Similar to spurs, except made of bone. Bone lace: (lev+1)~2*3
Damage code: str-1(M) Light mental wound (plas. BL is lev 1:1+1
per extension due to pain. =2~2=4*3=Bone bod:12
Lev of lace adds
to pow.
Blur 1.5 None
Simple action to activate. Lasts 5 combat turns. Makes the physad
blurry and hard to see; causes major eye strain to opponant. Yes,
even those with cybereyes or cameras. Increases all opponant's TN
by 2 and reduces 3 dice.
Mystical:
Projection 4/Initiate grade 6
When the physad chooses this power, he/she can shoot a blast from
his/her hands and chooses either flame, ice, acid, or energy for the
blast. Elemental effects apply. Range is 3*magic, Damage is 1/2
magic (M), TN is essance(R). Drain:Power/2+3 S. Physad can upgrade
the wound severity by 1 for every 2.5 magic spent.(ie, from M to D
costs 5 magic)
Energy charge 1.5/level
This allows the physad to charge a body part for increased damage.
It takes one simple action to activate. The opponant suffers a 2L(s)
shock in addition to the normal damage. Each level adds 2L to the
base.(ie, level 3 would cost 4.5 magic and do 6S(s) ) Drain:
2+level/damage code. (ie, same power has drain of 5S)
Force shield 3
A permenate shield to help lessen damage. The barrier has a rating
equal to the physad's magic rating for physical and melee combat,
1/2 rating for spells and mystical damage, 1/4 rating for firearms and
explosives. Drain is equal to 1/2 power of the attack/M. IT IS
POSSIBLE TO TAKE MULTIPLE DRAINS DURING THE COMBAT
PHASE.
Camoflage .5/level
This power gives close to the same effect as the adaptave coloration.
Each level adds 1 die to stealth skill and adds +2 modifier to
opponant perception tests. Drain: 4M
Many people fear Death, saying it is the bitter end.
I say Death is just lonely, crying out for a friend.
-Shadowdancer- <briddle@*****.vinu.edu>