bAG of Tricks
Persons endowed with this power are
capable of sprouting a variety of skills, weapons, tools and powers. This power
is somewhat similar to ALTERATION and MAGIC POWERS. It is a
flexible power, allowing the character access to nearly every defined ability
in the game, albeit on a limited basis. Its primary limitations are that the
effects of the created object or ability are limited to one action of function
or one specific task and that the various tricks must be configured in advance.
Beyond flexibility, one of the key advantages to this ability is that its
effects can be bestowed on others. This is meant to simulate the abilities of
those characters who can come up with an answer to any problem, such as Mad
Scientists, fantasy Wizards and certain cartoon characters. How the bag
manifests itself is up to the player’s character concept. It can be one thing,
such as a magic lamp or a carpet bag, or it can be many things, such as
scrolls, a chemistry kit, a group of interchangeable parts. Limitations on what
the bag can produce should reduce the power’s cost, but no theme or limits are
required.
Mechanics: This power
cost 75 points plus SAVE. This creates the ACT plus SAVE in Bag Points which
may be used to create applications. Additional Bag points may be purchased at a
cost of one allocation point per Bag point. The power may be used to create up
to the ACT in separate applications. Additional application slots cost 25
points each.
- With the
exception of some at whim abilities, defined below, the user has to set up
the powers stored in his Bag of Tricks in advance. Once configured, the
Bag Points are spent and the power awaits deployment. Configured
applications may be stored indefinitely. They may also be given to others
(in whatever form the player’s character concept calls for) to be used at
a later time.
- The
abilities function as the user has defined them, no matter who is using
the ability. That said, attacks would be at the possessor’s ACC level.
- Bag Points
recover at their rate of deployment. The user’s Bag Points recharge as the
applications are spent, returning points to the Bag at the end of the
application’s function. Bag Points used to create applications are
unavailable for configuration. Each application created subtracts from the
Bag Point total.
- Applications
take time to set up. Each configuration takes the Bag Points spent on the
application divided by the ACT in minutes plus ten minutes to make ready.
- Unspent Bag
Points may be used to negate damage to the user at a ratio of 1 Bag Point
for every 3 points of damage negated or 1 Bag Point for every dice of
damage reduced.
The
Bag Points may be used as follows:
- Temporary Skill Creation: Cost in
Bag Points is equal to the Skill level’s SAVE total. The user may also
raise the level of an existing skill by 5 Bag Points per level.
Entitlements cannot be created. The cost of Professions or Uncommon Skills
does not have to be allocated for. The skill last for the duration of one
specific task.
- Temporary Power Creation: Define
the power as if the Bag Points were allocation points. Powers which are
essentially attacks last for one use. Powers which are defenses or travel
powers last the ACT in actions. Most other powers will last the duration
or one task or up to the SAVE in actions. The ACT and SAVE referenced
refers to the level Bag of Tricks is endowed with, not the level endowed
to the created ability.
1. Some Abilities
Cannot Be Simulated: The power may not simulate abilities which also
simulate other abilities. You may not simulate ALTERATION ability. Powers which have
compound functions may be simulated, but the user only has access to one of the
functions. The power may not be used to simulate BAG of TRICKS, BOOST, CREATION, IMPROVISATION,
LUCK SURGE, MANIC STRIKE, MAXIMISE EFFECT, OVERDO, PANACEA, POWER EXPERTISE,
RAY of DOOM, SUMMON, TRANSMUTATION, VETO (Judge may allow VETO in times of
crisis), WHAMMY,
WISH, WONDER POWER
or (found in PSYCHC POWERS) DIVINE INTERVENTION and METAPHYSICS.
2. There are
Special Rules for the simulation of MAGIC POWERS, TRICK WEAPON and
UTILITY BELT.
MAGIC POWERS: Cost
in Bag Points for creating an application which simulates any element (or
spell) found in the section is 20 points or the listed cost. May not create
Constructs. May not simulate Flexible
Make Up or Magic Attacks.
Otherwise bound by the rules for temporary power creation.
TRICK WEAPON:
Applications cost 20 Bag Points each. Is always the standard application.
UTILITY BELT:
Cost 5 Bag Points per object produced or function accessed, but do not count
against the number of application slots, nor do they have to be configured for
in advance.
- Produce Common Items: The user
can produce any common weapon, tool or object—or just emulate their
effects. Producing the object costs 5 Bag Points. Emulating the effect, as
in having a blast of machinegun fire appear from the user’s fingertips,
cost 10 Bag Points. These items do not have to be configured in advance
and do not take up an application slot. Created items are bound by the
same rules as any temporary power created.
- Produce Equipment: User can
only produce a SUPERCAR,
UNITILE or CUSTOM VEHICLE if it has been purchased separately with
allocation points. Keeping such handy to simply whip out takes up an
application spot. Any other vehicle may be simulated using Bag Points as
Equipment Points. This includes equipment listed in WORLDWIDE ARMAMENTS. The
equipment produced will exist for a given task or up to the SAVE in
actions. Moreover, the user will temporarily have the skill to operate the
equipment for the duration of the task.
- Predetermined Equipment: The user
is free to make up a piece of equipment. The cost in Bag Points is equal
to the ACT of Basestat levels endowed. It otherwise uses the same Bag
Point costs mentioned in this listing. Each piece of predetermined
equipment takes up one Bag of Tricks slot. The functioning of
predetermined equipment is not limited to a specific task or time frame,
but it does have to have some limitation. (The standard limitation is that
the effect is produced by a device in the character’s base.) The intention
of this rule is to help fill in character concept details, not gift the
character with unlimited uses of any power he desires. All Predetermined
Equipment must be approved by the judge in advance. Each piece of
Predetermined Equipment costs at least 10 Bag Points.
EXAMPLE: The
user wishes to create a device which will answer his phone and actually carry
on a conversation. This is essentially an extranormal version of a standard
voicemail. The only Basestat it needs to have attributed is its IQ. Our user
chooses level Skilled, at a cost of 3 Bag Points.
EXAMPLE: The
user carries around a box of little plastic army men who, when activated, will
fight as a miniature army unit. They scale obstacles, hurl mini hand grenades,
shoot tiny guns, sweep for mines and call in airstrikes. The unit comes
complete with a jeep and a little mini helicopter and a tank. The user would
have two choices for defining his animated toy soldier troop. He can use Bag
Points to purchase MASTER of the UNIVERSE or, alternatively, use the point
structure found in the following two sections, Bag Attack and May Create Boosts
to Basestats. The judge should allow some wiggle room for the concept itself.
The little trooper’s abilities to operate equipment, scale objects and radio
back information do not need to be accounted for.
EXAMPLE: The
user has a base full of equipment which performs various different functions. He
has a teleporter, a super computer and an array of scientific scopes and
devises. The equipment is defined using the Bag of Points costs for the powers
and abilities. Only those basestats necessary for defining the device need to be allocated
for.
- Bag Attack: The bag
can just sprout weapons and produce its own attack. What exactly the bag
is shooting or projecting can be determined at whim. It is exclusively a
damage causing power and the cost is per attack. This ability does not
need to be pre configured. It eats Bag Points but does not take up an
application slot. The cost in Bag Points is as follows:
Damage and/or Tangle inflicted
Minor Damage: 1 point. No stacking.
Major Damage: 20 points. No stacking.
BASESTAT ACT in points: 1 point per
BASESTAT SAVE in points: 5 points per.
BASESTAT ACT in dice: 25 points per.
BASESTAT SAVE in dice: 50 points per.
Range (to target)
BASESTAT ACT in meters: 5 points per.
BASESTAT SAVE in meters: 15 points per.
BASESTAT ACT in tens of meters: 40 points per.
BASESTAT SAVE in tens of meters: 80 points per.
BASESTAT SAVE in thousands of meters: 120 points per.
BASESTAT SAVE in tens of thousands of meters: 300 points per.
Area of Effect
Half ACT in meters: 10 points per
Half SAVE in meters:. 15 points per
ACT in meters: 20 points per
SAVE in meters: 30 points per
ACT in tens of meters: 200 points per
SAVE in tens of meters: 300 points per
- May Create Boosts to Basestats:
Applications may be configured as Bag Points allow for and may include
boosts to several statistics, however each individual application takes up
one slot. And each application can only be applied to a single target. The
costs are as follows:
Movement (increased for BASESTAT ACT in actions)
Increases character’s MPS by BASESTAT ACT in meters: 10 points per.
Increases character’s MPS by BASESTAT SAVE in
meters:
30 points per.
Increases character’s MPS by BASESTAT ACT in tens of
meters:
40 points per.
Increases character’s MPS by BASESTAT SAVE in tens
of meters:
80 points per.
Increases character’s MPS by BASESTAT SAVE in
thousands of meters: 120
points per.
Increases character’s MPS by BASESTAT SAVE in tens
of thousands of meters: 300 points per
Recovery
Increases character’s REC by BASESTAT ACT for
BASESTAT ACT in actions: 5 points per.
Increases character’s REC by BASESTAT SAVE for
BASESTAT ACT in actions: 15 points per.
DEFL
Increases character’s DEFL by BASESTAT ACT for
BASESTAT ACT in actions: 10 points per.
Increases character’s DEFL by BASESTAT SAVE for
BASESTAT ACT in actions: 25 points per.
HTK
Increases character’s HTK by BASESTAT ACT for
BASESTAT ACT in actions: 10 points per.
Increases characters HTK by BASESTAT SAVE for
BASESTAT ACT in actions: 30 points per.
Alternative
Powers
BOOSTER: In this variation, the user is only
endowed with E. Bag Attack and F. May Boost abilities. User’s unspent Bag Points
may be used to negate damage as above. Applications may be created at whim, so
there are no application slots. Cost 25 plus SAVE. Additional Bag Points may be
purchased at a cost of one allocation point each.
VERSI TRICK: In this
variation, the user lacks attributes C. Produce Common Items, D. Produce
Equipment and E. Bag Attack. Powers created may only be deployed by the user.
Cost 45 plus SAVE. Additional Bag Points may be purchased at a cost of one
allocation point each.
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