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Sunday, February 26, 2017

WDMA Abilities Arsenal Update

Disintegration

The power to cause a target to become less coherent on a molecular level. The ability literally blows matter up, sending matter scattering or converting it into energy. A fully disintegrated target has ceased to exist. That said, the power is far more effective against normal targets than it is extranormal ones.

Mechanics:  Power costs 50 points plus the level’s SAVE. Damage caused by this ability is equal to its SAVE plus ACT in points plus 10 dice. Normal targets (targets with a Below Average POWER basestat) are vaporized once they reach zero HTK. Extranormal targets (targets with an Average or above POWER basestat) are generally held together by more than just matter. In general, they are vaporized when reduced to the obverse of their HTK total. (For example, a target with HTK 100 would be vaporized if it were reduced to 100 points below zero.) Some targets may have powers which preempt being vaporized, such as IMMORTALITY. Disintegration is a special power and its rules do not apply to damage inflicted by other means. (A target reduced to negative 100 HTK by other powers is not necessarily vaporized.) This power specifically destroys matter. It does not work against targets which are made of energy and can be entirely deflected by barriers made of such. Targets protected by SHIELD,  INVULNERABLE and some other powers are effectively immune to this type of attack.  In all cases, damage caused by this power heals at the same rate as damage caused by any other source.

Additions to Power:

Range: The base range on this ability is touch. Range may be added at a cost of 10 points per SAVE in meters.

Area of Effect: The power is generally envisioned as a needle like black beam of energy, capable of only impacting a tiny bit of space. That is the default setting and as such, only affects one target. To make this an area of effect attack cost the linked SAVE multiplied by 3 in points to cause damage to targets in a contiguous ACT in meters.

Damage: The damage to this power may be added at a rate of ACT cost per SAVE in points. The dice may be added to the power at a rate of SAVE in points times 2 per ACT in dice.

Magnitude Damage: For 50 points, this power does special Magnitude Damage. To calculate this type of damage, first multiply the result of a standard pair of dice rolls. Then roll one dice and reference the below chart. If the second roll is a 1, use the result of the first roll.  


2
3
4
5
6
2
4
8
16
32
64
3
6
12
24
48
96
4
8
16
32
64
128
5
10
20
40
80
160
6
12
24
48
96
192
8
16
32
64
128
256
9
18
36
72
144
288
10
20
40
80
160
320
12
24
48
96
192
384
15
30
60
120
240
480
16
32
64
128
256
512
20
40
80
160
320
640
24
48
96
192
384
768
25
50
100
200
400
800
30
60
120
240
480
960
36
72
144
288
576
1152



Alternative Powers:

UNI-BLAST:  a less potent, projection power version of DISINTEGRATION. It projects a microscopic splinter of antimatter which explodes upon contact with the first substantial object it comes in contact with. Unlike most damage causing powers, it inflicts the same amount of damage each time it is applied. The UNI-BLAST otherwise conforms to the rules found in DISINTEGRATION above.

Mechanics: This ability is an alternative to DISINTEGRATION and cost 25 points plus the level’s SAVE. The damage caused by the power is equal to 10 plus the level’s ACT plus SAVE in points of damage. It may be projected up to the level’s ACT multiplied by SAVE in meters. The user may increase this power’s range by delaying its deployment. Each action spent in delay adds the power’s normal range to its current range. The user may delay deploying this power up to the level’s SAVE in actions, but may not hold the power any further. Delaying deployment of the power must be done in straight time. The power may not be used at all during the time deployment is delayed for purposes of extending its range. Damage the power inflicts may be increased at a cost of SAVE in points for ACT in points of damage. This power has no area of effect option.


VIBRA-BLADE (FORCE BLADE, NRG EDGE): This is for weapons which are either made out of energy, have an energized edge or are simply very sharp or very hard. The effect of this power is to add a bonus to the weapon’s normal damage result. It also defines a weapon which is specifically good at smashing or cleaving through targets, doing double damage on a roll of any doubles, except double ones. On a roll of double sixes, the weapon does something special, in addition to causing double damage. What this special effect is should be assigned by the judge in keeping with what the character concept defines the weapon as.

Mechanics: This is really the next step down from POWER PART. The weapon is special, but not unique—it’s a special laser sword, not the hammer of the dwarven gods. It has something special about it, is made some special way which could be transferred to other weapons of its type. It also gives the weapon some utility as a tool, acting like an ax, knife, big mallet or whatever applies. The base cost is 50 points plus the level’s SAVE. It adds the level’s SAVE in points of damage to the weapon’s normal damage.


Damage Alternative: as opposed to doing double damage on a roll of doubles, the weapon inflicts additional Magnitude Damage as defined above. Weapon could also inflict Magnitude Damage on a roll of two sixes (for its Special Effect). Cost 25.

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