Arcane assault
or impairment
The ability to project an object, item
or autonomous event which in some way impairs the function of a person or area. The ability is intended as a shorthand for
several powers with the same net results, generally descriptive of the effects
of mystical spells. It is also descriptive of certain diseases or impairing
conditions. On the direct level, it’s causing someone’s skin to erupt with
boils or some similar malady. On the indirect level, it is creating a giant flaming
hand which floats about attempting to clutch and crush the life out of the
user’s enemies. Or it is a created unicorn that trots around emitting a healing
aura. It can also be sticky webbing blocking the way through a hallway or a
floor made impassible by the appearance of a layer of flaming grease. It is the
power to make something appear which then has some effect on the target. In
many ways this power is similar to INHIBITOR, CREATION and ELEMENTAL CONTROL, although it is
far less versatile and powerful. The effects of Arcane Assault are short term.
Mechanics: Power is available in three varieties of
magnitude.
·
Minor: This ability
cost 20 points plus the linked SAVE if the ability has only one set effect. (It
is always a disembodied flaming hand.)
·
Standard: It cost 50
points plus the linked SAVE if the power performs a number of related
functions. (It can coat surfaces and create barriers.)
·
Major: It cost 75 points
plus SAVE without limitations.
Possession of Arcane Assault entitles the
user to either a bonus of ACT to the DEFL Score or a bonus of SAVE to HTK.
Functions:
·
Causes the ACT
in dice of damage per action. The damage potential can be invested
in a created object (the giant flaming fist) which then attacks on its own, or
it can be inflicted against a target directly. Inflicted targets are entitled
to a defensive roll using an applicable level (usually CON, but it can be any
level the Judge decides). If the target fails his roll, he takes full damage
without subtracting DEFL. (Your skin just broke out in bleeding hives.) If the
target succeeds, no damage is allocated. As opposed to damage, the power could
also heal or inflict tangle at the same rate.
·
Impairs movement
into, out of, or through an area. Persons going into the area most roll
against the power’s linked level. The roll uses the highest of SPEED, AGIL or
STR as the active level and the power’s level as the defending level.
·
Impairs a target’s
ability to make an attack, causing the target a minus of the ACT to the
target’s Combat Stunt Roll or Initiative Roll. May also be
used to cause a similar minus to a specific stunt. (Such as picking a lock.)
·
Creates HTK of
SAVE for an object which causes the effect. The created object has an ACC
and DODGE of Mutant. It has no DEFL score.
·
Impairs a
specific function innate to the target. The effect impairs the deployment of a
power or the ability to move or the target’s senses. It does not impact the
target’s cognitive abilities.
·
Imparts SAVE in
MPS to the created object
·
Increases area
of effect by ACT in square meters. This function is limited to non damage
causing functions.
The range the power may be projected is
equal to the SAVE in meters.
The duration of the effect is 1-6
actions. The duration of the ability is determined randomly at the time the
power is deployed.
The stunt roll to attack with this power
uses a standard Combat Stunt Roll
Basic
Attacks
·
Thing of Doom: Creates an
object which has SAVE in HTK which can move SAVE in meters per second. Object
inflicts ACT in dice of damage if it successfully attacks a target. The Thing
of Doom lasts for up to 1-6 actions or until someone bashes it into pieces,
whichever comes first. It may appear up to the SAVE in meters away from the
user. Things of Doom can have a mass of up to that of a person, but are only
able to affect one target at a time.
·
Area Impairment: Coats an area
or spans a gap up to the ACT in square meters. Anyone or anything passing into,
through or out of the area must succeed in a stunt roll using the highest of
STR, SPEED or AGIL as the active level and the linked level as the defending
level or they are held fast. (Or they have slipped and fell. Or whatever the
seems the right result depending on the circumstances.) The target is entitled
to a stunt roll to escape during each action he is in the area. The area
impairment may be set up to the SAVE in meters away from the user and lasts 1-6
actions. The target may also choose to attack the impairing force, if evident.
(A net or a swath of ice.) The Area Impairment has a Mutant DODGE and remains
in place until the SAVE in damage is inflicted on it. The impairment will heal
its full SAVE in HTK points each action and does so on the user’s action. The
Area Impairment is visible and must appear to be something, although form does
not have to follow function.
·
Bio Assault: Causes ACT in
dice of damage to the target each action. Damage inflicted bypasses the
target’s DEFL score. Effect lasts 1-6 actions. Living targets are entitled to a
stunt roll for every action they are afflicted. The stunt roll uses CON (or
another applicable basestat) as the active level and the power’s linked level
as the defending level. If the target succeeds in his stunt roll, he takes no
damage for that action. The duration of the effect cannot be diminished by a
normal stunt roll, although it may be reduced by defensive powers such as SHIELD, FORTITUDE or
ESCAPE.
Persons endowed with EMPATH,
CONTAINMENT or BODY CONTROL are immune to the Bio Assault. Inanimate targets
are only entitled to a stunt roll to defend if they are endowed with a POWER
basestat.
·
Combat Impair: Causes a reduction
of the target’s initiative roll or combat stunt roll by the power’s linked ACT.
Duration may be reduced by the effects
of a defensive power or by the target’s roll of any doubles. A combat roll
which results in doubles ends the duration. The attack may also be used to
cause a reduction in a stunt roll of another kind. It can be placed on an
object or barrier to reduce the chance of anyone unlocking such or wielding it
successfully.
·
Snafu Attack: Impairs one of
the target’s functions, such as the ability to move, see or use a specific
power. Essentially requires the target’s player to make an additional stunt
roll using the applicable level (SPEED, AGIL, PERC, ACC or the impaired power’s
linked level) as the active level and Arcane Assault’s level as the defending
level. If the target succeeds, they may proceed with the action as per normal.
If they fail, the action cannot take place, the power will not deploy or they
cannot move or whatever may apply. The Snafu Attack has a physical
manifestation, such as webbing or a sheaf of elastic or a cloud or a swarm of
insects. This manifestation has a HTK total of SAVE and a DODGE or defensive
level of Mutant. The Snafu Attack lasts 1-6 actions or until its manifestation
is destroyed. Destroying a manifestation requires the target to first succeed
in a stunt roll against Arcane Assault’s level and then a successful attack on
the manifestation which causes in excess of the linked SAVE in points of
damage.
These
basic attacks can be added to and modified. Each addition delays the
attack’s deployment by one action. In this case, the user is building up the
Arcane Assault’s effects prior to deployment. The user may build up his attack
up to the ACT in actions. Built up attacks may be held for deployment up to the
SAVE in actions. The power may not otherwise be deployed if the user is either
building up or holding an Arcane Assault attack. (See Note.) Each action held
entitles the user to add one of the following modifications.
·
Add
ACT in dice of damage to the attack or the attack invested in the created
object. May also be used to add dice to tangle or heal.
·
Add
to the power’s level by one level. Generally the defensive level of an
impairment, but may be used on any referenced level.
·
Add
ACT to the minus inflicted on a specific stunt roll.
·
Add
SAVE in HTK to the created object or manifestation.
·
Increase
the area of effect of an Impaired Area by ACT.
·
Increase
the Range of Arcane Power’s attack by SAVE in meters.
·
Create
a plus of half ACT plus one for the initial combat roll for making the attack.
Other additions cost more than one
action. These additions are:
·
Add
a second Basic Attack to the effect: Two actions
·
Increase
the SIZE level of the created object. Two actions per level. The created object
starts at Average SIZE. Two actions
·
Add
an area of effect of ACT in meters to the attack of the created object or some
other single target ability. Three actions
The duration of an attack cannot
normally be extended, however the attack may be prolonged by the user locking
it in. Locking in essentially prolongs the duration for as long as the user
likes, however the user may not deploy Arcane Assault in any way as long as he
is doing so. All other Arcane Assaults launched by the user will come to an end
should the user lock in. All other conditions of the attack apply with two
additional provisions added (1) the user needs to make a stunt roll for every
action he has the ability locked in. A roll of two ones ends the lock in. (2)
If the user is stunned, knocked out or moved beyond the range of the power, the
lock in also ends.
Final
Bonus:
Arcane Assault assumes that the ability is meant to simulate the effects of
mystic spells, but this is not an imposed provision of the power. The same
results could be achieved with mental powers or possession of super scientific weaponry. If the character
concept calls for it to be a spell-like arcane ability, then possession of
Arcane Assault at Standard Level or better also grants the user the MAGIC POWER element Unspell. Unspell can be used against
the effects of Arcane Assault. If the power is not meant to be arcane, then it
is called Impairment. Possession of Impairment at Standard or better level
entitles the user to free allocation of JACK OF ALL TRADES, MECHANICAL APPTITUDE or the Profession Mad Scientist at
Impairment’s level.
Note: It is not
intended that the user should walk into a combat with a massive spell built up
that he can deploy at any time. To do this, the user would also have to be
endowed with the BAG
OF TRICKS
ability. In this case the Bag of Tricks points would be allocated at Arcane
Assault’s ACT per action the attack had been built up. Otherwise simply holding
onto a spell requires a stunt roll for every action after the ACT in actions.
On a roll of two ones the built up Arcane Assault fizzles.
Final
Note:
It does not matter much how this power appears, as long as it is consistent
with the overall character concept. If the concept for this ability is somewhat
limited, the price may be cut. Other than the name, Arcane Assault and
Impairment are the same power.
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