Chemical Blast
Persons gifted with this ability have
the power to project a substance of some sort from their body which can either
cause damage or tangle a target. This is essentially the same power as NRG Blast except that it
can be used to tangle a target as well as cause damage. This substance can be anything from a stream
of sticky webbing to a blast of cherry pits.
Mechanics:
This
power’s allocation cost is 25 plus SAVE. Options follow.
Damage:
- Minor Damage: Changes power
cost to a flat 10 points if this is the only damage the power does.
- Major Damage: Cost 20
points. May not be added to or combined with other damage.
- ACT in dice: Included
in standard cost. Additional dice of damage cost 2 points each up to the
linked SAVE in dice. Cost is 4 points per each dice of damage in excess of
the SAVE.
Tangle: Chemical Blast
can inflict damage or tangle. (Tangle is calculated the same as damage.) On any
action this ability is deployed it may inflict either damage or tangle, but not
both.
Range:
- Range= ACT in meters: Free.
- Range=SAVE in meters: 10 points
per addition.
Area
of Effect:
Power does not have to have an area of effect. Without aoe, power is considered
single target.
- AOE=ACT in meters: 45 points
cost per application.
- AOE=SAVE in meters: 75 point
cost per application.
Additions
to Power:
Limited
creation ability:
Power can be used to create gobs that block or coat doors, simple ramps, swing
lines or nets. 20 point flat rate
cost.
Double Shot: It costs an
additional 40 points if power does both Tangle and Damage at the same time or
can be used to make two attacks per action. When used to make two attacks per
action, one attack does damage and the other tangle. Uses same bonuses as damage
above.
Alternative
Powers:
ACID BLAST: Defined as
above, but damage is calculated as follows:
Damage: ACT plus SAVE
in points. Does half damage every action for half the ACT in actions.
Additional ACT plus SAVE in points of damage 25 points.
Mechanics: Costs 30 points
as an addition to CHEMICAL BLAST or 10 plus SAVE as a power on its own. As its
own power, does not have tangle. Additions are the same as CHEMICAL BLAST.
POISON BLAST: Damage is as
per ACID BLAST above. Target’s successfully hit are also inflicted with a
toxin. Roll to effect target uses linked level as the active level and target’s
CON as the defending level. (Or target can make stunt roll, reversing order of
levels.) Affected targets take initial points in damage for the next ACT in
actions. Damage bypasses DEFL score.
Mechanics: As an addition
to CHEMICAL BLAST cost 35 points. As a separate power, cost 25 plus SAVE. As
its own power, lacks the Tangle function. Uses the same defining terms as
CHEMICAL BLAST.
PLAGUE BLAST: Damage and
range is as per CHEMICAL BLAST above. This is the ability to blast someone with
a chemical agent which is also a contagious disease. Inflicts the same initial
damage as CHEMICAL BLAST. On the target’s next action, they must succeed in a
stunt roll using the target’s CON against PLAGUE BLAST’s linked level. Failure
inflicts an additional ACT in points of damage immediately and causes the
target to lose levels in ACC and DODGE at a rate of one level per action. Once
the target is at Below Average in both ACC and DODGE, the target breaks out in
a sweat and becomes violently ill. HTK is reduced to zero.
Plague Blast also spreads, potentially effecting
everyone within ACT in meters of the target. Persons within ACT in meters are
entitled to a stunt roll using their LUCK as the active level and Plague Blast’s
level as the defending level. Should the other people fail, they suffer the ACT
in points of damage immediately and will suffer through the same effects as the
target. (They are entitled to the same stunt roll to resist on their next
actions.)
Plague Blast’s effects last at least ten
actions. After ten actions, the judge should roll two dice per each target. Any
roll of doubles indicates that the effect will last the result in days. All
other results are additional actions of duration.
Untreated, Plague Blast will kill a
normal person if it has a duration in excess of two days. Targets or other
impacted parties endowed with a CON level of Mutant or higher are entitled to a
stunt roll to throw off the effects of Plague Blast every action. Success
indicates that the duration of the effect has expired, but does not heal
damage. Targets will regain lost levels of ACC and DODGE at a rate of one per
action.
Persons endowed with BODY CONTROL and CONTAINMENT
(and perhaps some other powers) are immune to the effects of this power.
As an additive to CHEMICAL BLAST this
power costs 45 points. As a power taken on its own, it cost 45 points plus the
linked SAVE. For 100 additional points
Plague Blast can spread to anyone within the ACT in meters of any person
currently suffering through the duration of the illness. (Great way to wipe out
a room.)
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