POWER NAME
A
description of what the ability is supposed to simulate, how it functions,
examples of its use in character descriptions or genre literature. A short
history of the ability’s origins in literature.
Base Cost: a number Min
Link: a Basestat level from Good to Omega Suggested Link: Three Assigned Basestats Ability Type: Game Mechanics description of how the power can be
applied Ability Class: A worded
designation disclosing the power’s utility. Equipment Discount: Percentage of discount and the conditions in
which it may be allowed. Other
Provisions: Usually a listing of other abilities that may be related or
required.
Attributes: Describes the power’s functions in
game terms. Discloses bonuses to Derived Basestats, such as additions to HTK,
STUN, MPS and REC.
·
Bullet
points may explain the power’s individual functions. Other functions may be
listed under their Own Bold Headings.
·
Bullet
points, numbers or letters may be used to describe power attributes, such as
Range, Damage caused or Duration.
·
Powers
may also have listings for Power
Additions or Options. These usually
involve extra character allocation point expenditure.
·
Some
powers have Alternative Powers
listed with them. These are separate abilities, related in some way to the core
listing.
Activation: Only some powers have
activation requirements. This line would explain the conditions on the power’s
deployment and indicate under what time frame the odds of activating the power
are governed by. Typically states that the power is bound to a cycle of
24-hours.
- Bullet points may
describe what may trigger the activation of the power.
- Bullet points may
also disclose the type of stunt roll required to activate the ability,
such as ‘First attempted application Double Ones Roll’.
Power Name: What the power is
generally known as. We have attempted to give the powers designations which
closely resemble their function, although some of them come off as garage band
names. At times we are bound by what the ability has been called in the
literature, especially in the case of the defined PSYCHIC POWERS. And we have occasionally
resorted to Gamer Shorthand, such as with the listing for NRG BLAST. The game uses ‘NRG’ as
shorthand for Energy.
Base Cost: This is the number of Character
Allocation points required to account for possession of this ability. This cost
may be added to by increasing the power’s attributes. Typical additions would
be for extra Range or Damage inflicted.
- Base Cost may scale
up depending on the level of the basestat the power is linked to. This is
generally expressed as ‘Base Cost: 25 plus SAVE’ or ‘Base Cost: 40 plus
ACT’. This means that the SAVE Total or ACT Value in points are added to
the cost.
- Occasionally the
base cost will reference a multiple, such as ‘Base Cost 25 plus Double
SAVE’. This indicates that a multiple of either the ACT or SAVE should be
added to the number when factoring the base cost.
EXAMPLE: Nat has the power NRG BLAST which he has linked to his CON basestat of Mutant level (ACT
10 SAVE 35). The listing for NRG
BLAST reads ‘Base Cost: 20 plus SAVE’ which means that the power’s
allocation cost is 20 + 35 = 55 points.
Min Level: The minimum level required
for a basestat to be linked to this ability. The basestat must be this level or
greater. The abilities are an expression of various extraordinary character
attributes. All listed abilities are at least somewhat unusual. Abilities rated
from Good to Heroic are ones that a normal, though exceptional person could be
endowed with. Abilities requiring a Mutant or higher level are ones that no
normal person would possess. This door bouncer ranking is necessary for game
balance.
Suggested Link: Any power can be linked
to any basestat, provided that the basestat is at least the minimum level. Our
suggested links are optional, included to give the judge or player a possible
guideline on a power by power basis. Listed are the first three basestats which
the designer believes apply to the ability. All abilities need to be linked to
a basestat. You may generally link an ability to only one basestat.
Ability Type: Deals with how the ability
is generally applied. Is it always on or do you turn it off and on—and then how
many times in a given span of time may you do so. Following are the
designations and their meanings.
- At
Whim:
Power is not always on, but activates on a hair trigger or like a blink
reflex. Powers of this type may be applied at any time during the
action—before, during or after the character’s initiative order in the
action. This is a rare and special property endowed to only a select
number of abilities.
- At
Will:
Most abilities are listed as At Will. They are not always on. They may be
activated at any time. In combat, the power activates on the character’s
initiative. They are slower to activate than At Whim abilities.
- Innate: Ability is
considered to be always on. If deployable as an attack, they go off on
initiative order as per an At Will attack. Most abilities of this nature
are defenses, such as ARMOR or INVULNERABLE. Such defenses always
function, regardless of the character’s initiative or activity status.
- Limited: Ability is
restricted to so many attempted deployments over a specific time
frame. The chance of successfully
activating the ability decreases during the time period specified. Most
require an activation roll. Limited abilities otherwise deploy on the
character’s initiative during an action. Limited abilities may also
require the successful completion of some sort of activity.
- Triggered: Some condition
outside of the user’s direct control creates the circumstances necessary for
the activation of this ability. You cannot sense danger when there is no
danger present. Most triggered abilities are also Limited in some sense.
Ability Class: A general indication of
what the ability is useful for. All abilities have a focus, an application, a
primary utility. We have classified our abilities as follows
- Attack: Ability is
primarily a weapon, a means to cause bodily damage or impairment.
- Bonus: Ability bestows a
bonus to derived basestats, such as DEFL, REC or MPS. It may also provide
Conditional Advantage to certain stunt rolls, increasing the likelihood of
success with certain stunts. It may also create or boost a basestat level
for the performance of certain tasks.
- Control: Ability’s focus is
in the control of people, places, things, time or the nature of reality.
- Creative: (Creative) This is
an imagination ability. Most focus on the custom creation of an effect or
producing things out of thin air.
- Defense: (Defense) Ability
is focused on the user’s personal protection.
- Family: (Family of Abilities)
This listing contains a number of separate powers, related either by theme
or game mechanics. Usually the character will only allocate for one
ability under the listing.
- Form: (Fantastic Forms)
An ability intrinsic to the character’s body, generally detailing an
extraordinary physical function or malleability.
- Feat: Possession of a
unique trait or advantage. Capability in a narrowly defined grouping of
activities. Can also relate to ownership of special equipment or any
ability which does not quite fit into our other classifications.
- Info: (Information
Gathering) Primarily psychic powers or abilities conveying enhanced
perception. Provides directions or advise or details.
- Suite: (Ability Suite) An
assortment of supernatural functions all relating to a single theme. Although we do not have set classes in
this game, we do have quick set ups for certain character archetypes. The
suites themselves can be broadly defined, such as MOLECULAR CONTROL, which
could apply to ghosts, robots and super speedsters, or narrowly, as in the
case of UTILITY BELT, which is a stock trope for all comic book and pulp
heroes.
- Travel: (Travel Power) Fantastic
methods of getting from one place to another. Travel powers may have some
applications in combat, but they are primarily a method of transportation.
No comments:
Post a Comment