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:
- Reduces the
target’s initiative by the linked ACT for the next round.
- 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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