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Sunday, February 26, 2017

WDMA Abilities Arsenal Update

Strobe
sensory attack

Characters endowed with this ability have the power to overwhelm the physical senses of their targets, either with a blinding flash, a piercing howl, a bitter taste, an uncomfortable touch, a really bad smell or some combination of the above. The point of the attack is to wipe out one of the target’s senses, cause damage, impair the target’s ability to attack, move and defend himself and to, in general, engender a desire in the target to get out of the user’s immediate proximity.

Mechanics:  This power has an allocation cost of 25 points plus ACT. Its effect is always indiscriminate and area of effect. It is especially devastating to persons who have SUPER SENSES.  The Strobe’s effect is a physical thing, a blinding flash, a cloud of tear gas, a thunderclap, and not a psychic assault. Persons endowed with CONTAINMENT should be immune to this form of attack. Options and functions follow.

  • The active level on the Strobe attack is the power’s level and the defending level is the lower of the target’s PERC or CON.

  • Strobe may be projected up to the SAVE in meters.

  • Area of Effect is equal to the ACT in meters.

  • Affected targets are entitled to an immediate stunt roll using their PERC roll as the active level against Omega as the defending level. Targets who make their stunt rolls are affected only until the end of the action.

  • Targets who fail their stunt roll are affected through their next action, which is the next time they are entitled to a stunt roll to recover. Targets will remain affected unitl they do make their stunt rolls. Affected targets suffer the SAVE in points per action and will perform all stunt rolls (other than to recover from Strobe) at three levels less than normal.

  • Targets endowed with SUPER SENSES take double damage for every action they are affected.   

  • Any target who fails to make a stunt roll to recover after their linked CON ACT in tries is considered to be permanently impaired—blinded, deafened or otherwise without the sense Strobe targets.

Additions to Power:

  • Range may be increased at all allocation expense of ACT in points per SAVE in meters.
  • Area of Effect may be increased at an expense of 3 allocation points per meter.
  • Damage inflicted by this power may be increased at an expense of 3 allocation points per point.
  • Levels lowered by this power may be increased by 10 points per level.

Alternative Powers

FLASH: Like Strobe, but not as devastating or persistent. This is an instantaneous assault on a single sense. In general, it is single target and requires a standard combat roll to affect a target.

Mechanics: Power cost 20 points plus ACT.

Flash has two effects:

  1. Reduces the target’s initiative by the linked ACT for the next round.
  2. If the target fails a stunt roll using PERC as the Active Level and FLASH’S level as the defending level, the target is stunned. If the target succeeds, he only suffers the first effect.

Range: SAVE in meters. Additional range costs ACT in points per SAVE in meters.
AOE: is zero unless added to. Cost is 5 points per meter.


BLACKOUT: This is ability to plunge an area into pitch darkness. Often referenced, it is an effect which exists in fiction exclusively. The Blackout field cancels all light evenly over an area.  Normal people will not be able to see through the field. In fact, the field is impermeable to all types of vision powers. Only persons with Super Senses not involving sight will be able to navigate normally within the field. No light, even from other extranormal sources can exist in the Blackout field.

Mechanics: Cost 10 points plus ACT.

Range: SAVE in meters. Additional SAVE in meters cost ACT in points.
Area of Effect: Half of ACT in meters plus one meter. Additional meters in AOE cost 1 point each.


The effects of Blackout are fairly open and depend on the situation. In general, it is disorienting and will cause normal people to stumble about or drop to all fours. The duration of the Blackout. People who lack the proper senses are not going to be able to land accurate attacks and are likely to be at extreme minuses to accomplishing any type of movement maneuver.

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