WEIRDO MAGNET
User
has a sympathetic affinity for supernatural forces, is something of an EMPATH
for the otherworldly. This is a less parasitic take on the idea expressed in
LEECH. The user is acts like a vitamin for extranormal events. Persons endowed
with this ability can enhance, negate, bestow and sense any type of
extraordinary force.
Base Cost:
50 plus SAVE. Min Link: Mutant. Suggested Link: WILL, CON, CHAR. Ability Type: At Whim. Ability Class: Ability Suite.
Attributes:
May deploy one function on any given action. Unless noted otherwise, all
functions are At Whim, meaning that they can be activated at any time during
the action. All functions have a Range of SAVE in meters from the user.
Functions
Enhance:
May enhance another being’s supernatural effect in ONE of the following ways:
(1) Increase damage or tangle or healing by the ACT in dice; (2) Increase the range
by SAVE or double the range; (3) Increase the duration by the ACT in actions;
(4) Increase the Area of Effect by the ACT in meters or (5) reduce the target’s
Defending level by 1 to 6 levels. The user may only add to those aspects that
the effect is already endowed with. (You cannot add a duration to an effect
which does not have one.)
Enhance
requires that the target of the effect (the person who got zapped with the
lightning bolt) be within the SAVE in meters from the user and that the effect
was initiated on the same action as the enhancement or the next time the user
has a chance to act. (Within one second in game time.) It also requires that
the user make a successful combat stunt roll.
Negate.
Reduces either the damage potential of an effect or the duration. It reduces the damage inflicted by the SAVE in
points or the ACT in dice. (If the attack calculates results in dice, subtract
the dice. If the effect is measured in points, subtract the SAVE.) It may reduce
the duration of an effect by the ACT in actions, but only down to one action.
Negate
requires a successful combat roll if the target is in motion and a successful
Double Ones roll if stationary. Negation of damage must take place within the
action it was caused or on the next action that the user has activity. Negation
of duration may take place at any time.
Negating
an effect which has an indefinite duration requires a successful stunt roll
using the power’s level as the active level and Omega as the defending level.
It may only be attempted once. Success does not snap the target out of the
effect, but does impose a duration of 1 to 6 actions. (As opposed to being
stone forever, the target will now only be stone for the next 1 to 6 actions.)
User
may not deploy negate on himself/herself.
Magnet: User may draw any projected
attack intended for others to himself. Attack must be visible or known to the
user. (Users will have a good idea of what an attack is. See the Sense function.)
The intended target of the attack must be within the SAVE in meters from the
user. This function successfully activates on a successful Contested Roll if
the attack is of supernatural origin. If
the attack form is based on some other format, (weapons fire, thrown objects)
the Magnet function activates on a successful Double Ones roll.
During game action, the player
will inform the judge of any attack he wishes to use Magnet on. It is assumed
that this is a landed attack, an attack which has hit its intended target. As
opposed to rolling damage (or determining the effect upon) the target, such
will be ascribed against the user. The user’s own defenses, such as damage
reduction from DEFL may be applied, however the user is otherwise treated as if
he has been hit and will suffer the full consequences of the attack.
Bestow:
User has the ability to give one of his own powers to another person. The
receiver of the ability will be endowed with the power at the user’s level and
with all of the user’s options. There are two modes to this ability. In either
mode, the user may only Bestow one power to one person at any time.
Mode
One: User gives the ability to another person. For as long as the other person possesses
the ability, the user is denied the ability. The user is effectively projecting
his power through another person. The user is free to rescind the Bestow on any
action. Either Bestowing or rescinding counts as an application of the Weirdo
Magnet ability.
Mode
Two: User is bestowing the ACT in actions of the ability, which may be deployed
by the target at any time in the next SAVE in actions. In this mode, the user
does not lose access to the ability. Bestowing in this mode requires the user
and the target spend the ACT in actions of charging time. Once charged, the
target is free to deploy the ability, regardless of range from the user. The
user may rescind the ability at any time, but only if he is within SAVE in
meters. Extending the duration of the ability further effectively makes it Mode
One.
Sense.
User knows the nature and magnitude of any supernatural effect. Requires that
the effect take place within the SAVE in meters from the user. This
comprehensive knowledge is activated on a Double Ones roll if the user is the
target or the effect, on a Contested Roll if someone or something nearby is the
target of the effect and on a Doubles Only roll in all other cases.
Sense
essentially reveals game mechanics behind an effect—what power caused it, what
level it is, how much damage and range it has and other details. The user can
sense extranormal potential in an individual or object on a successful Double
Six roll. Otherwise the effect must have taken place in the relative recent
past, the present or be ongoing.
Options
Extend
Range: 3 points per meter.
Bestow
Function Only:
Cost 20 plus ACT. One mode only.
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