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.
No comments:
Post a Comment