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Shadowsoul

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Posts posted by Shadowsoul

  1. Re: The Streets of Stygia

     

    From what little I recall of the Wraith setting, Wraiths could be transformed into useful objects, such as coins.

     

    Assuming that Stygia's government does not agree with this practice then a common crime could be kidnapping new souls and selling them to 'slavers' who turn them into artefacts.

  2. Re: Reaver Powers

     

    Listens to the crushing silence.

     

    Guess Herodom doesn't have much to say on the subject of Reavers.

     

    Ah well. :P

     

    In case it helps, I'm posting a basic package deal for Reavers.

     

    Buying this package does not prevent a character from learning other fighting skills. In fact, many Reavers are skilled warriors in their own right before joining the cult.

     

    Basic Reaver Package

     

    Abilities

     

    Brutal: +5 STR

     

    Tough: +1 BODY

     

    Inured To Pain: +2 CON

     

    Warrior: PS: Warrior 11-

     

    Combatant: WF: Common Melee Weapons

     

    Total Cost of Abilities = 15

     

    Disadvantages - Psychological Limitation: Revels in Pain and Violence (Common, Moderate). -10

     

    Total cost of Package = 5 points.

     

    For more evil, or deranged, Reavers, simply increase the level of their Psy Lim.

  3. Re: Religion and Faith

     

    Bear in mind that in Medieval Europe, the archetype for so many fantasy settings, belief in miracles performed by saints was widespread and encouraged by the Church. (Before the Reformation, anyway).

     

    We are certainly told about people who had very strong faith, or acted like they did, despite such 'proofs' of God's existence. But then we also know that institutionalised corruption within the Church e.g. exchanging cash for absolution or taking mistresses, was very common too at certain times. Peole can self-justify anything.

     

    Roman paganism presents a very different model of a relationship with the divine. Basically, being a priest was a job like any other. It might be important and highly respected, like being a consul, but it could still be a temporary position and one that was handed out as a political favour. The priest did not, in theory, have to have faith in the gods any more than he had to have faith in hurricanes. Everyone, (almost everyone), knew that the gods existed and that they had to be propitiated with prayers, worship and sacrifice so that they wouldn't unleash their anger on mortals. Even if you offered a really good sacrifice there was no guarantee that the gods wouldn't crush you anyway.

     

    People who worshipped one deity to the exclusion of all else and held secretive rites, (like Christians but also the worshippers of Dionysis), were distrustred and persecuted by the establishment because you never knew what they might be up to. It was a bit dodgy to owe allegiance to a 'cult' rather than to the mortal, (or divine), authority of the Emperor.

  4. I'm looking for feedback on the powers shown below as well as any suggestions of other powers which a Reaver might possess.

     

    What do y'all think?

     

    The world of CRPGs is rich ground for conversion into pen and paper RPGs.

     

    Here is a description of the powers wielded by the Reavers of Dragon Age: Origins and Dragon Age 2.

     

    Reavers are a character Specialisation for the Warrior class in Dragon Age. This means that they do not have a specific martial tradition but instead possess abilities which complement the skills, abilities and tactics of more traditional fighters.

     

    Although, technically, they do not have to be evil, Reavers revel in pain and death, in fact they feed on them. Reavers draw power from wounding their enemies and even from harming themselves, they are also terrifying opponents and can use that fear like a weapon to stun their foes.

     

    In Dragon Age a Reaver must drink ritually prepared Dragon blood to gain access to his vicious abilities, although Player Characters do have ways of cheating which do not really fit into the background of the setting. Flavour text in Dragon Age: Origins also states that the powers of the Reaver are taught by Demons and are the Warrior equivalent of Blood Magic. (i.e. socially unacceptable dark powers of darkness). If used in another setting the cult of the Reaver could be linked to the worship of an evil deity, traffic with demons or just the martial techniques of a group of generically evil warriors. It is unlikely that 'good guys' in a fantasy world would use the abilities of a Reaver, but anything is possible.

     

    While Reavers are not Wizards or Mages, their abilities are definitely supernatural in origin.

     

    I have two lists of Reaver abilities to present.

     

    The first is a list of powers adapted directly from Reaver powers in the computer games.

     

    Feast of Death.

     

    Drawing power from the death energies of the recently murdered, the Reaver heals himself.

    Healing BODY 2d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Conditional Power Must draw death energies from at least 2 fresh corpses nearby. Corpses can only be drained once. (-1), Self Only (-1/2). 12 points total. 0 End cost.

     

    Frightening Appearance.

     

    The Reaver locks eyes with a single enemy and freezes them to the spot with elemental terror.

    Entangle 2d6, 2 DEF, Takes No Damage From Physical Attacks (+1/4), Works Against Ego Not Strength (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Eye Contact Required (-1/2), Cannot Form Barriers (-1/4). 28 points total. 5 End cost.

     

    Devour.

     

    The Reaver rips into his opponent, feeding on their life force as he spills their blood.

    Healing BODY 1d6 (10 Active Points); Self Only (-1/2), Linked (Any Close Combat Attack; -1/2), Conditional Power Linked Power Must Do Body Damage (-1/2). 4 points total. 1 End cost.

     

    Variants.

    Greater Devour: Healing BODY 1 1/2d6 (15 Active Points); Self Only (-1/2), Linked (Weapon; -1/2), Conditional Power Linked Power Must Do Body Damage (-1/2). 6 points total. 1 End cost.

     

    Insatiable Devour: Healing BODY 1d6 (10 Active Points); Self Only (-1/2), Linked (Deadly Blow; -1/2), Conditional Power Deadly Blow Must Do Body Damage (-1/2). 4 points total. 1 End cost.

     

    Aura of Pain.

     

    The Reaver unleashes the power of his own agony against every enemy that comes within reach.

    Killing Attack - Ranged 1/2d6, Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Persistent (+1/2), Continuous (+1), Area Of Effect (4" Radius; +1), Selective (+1/4) (47 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Character Loses 1 Body For Every Phase That Power is Active; -1/2). 31 points total. 0 End cost.

     

    Variants.

    Torrent of Pain: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Persistent (+1/2), Continuous (+1), Area Of Effect (5" Radius; +1), Selective (+1/4) (71 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Character Loses 1 Body For Every Phase That Power is Active; -1/2). 47 points total. 0 End Cost.

    Frenzy Of Pain: Killing Attack - Ranged 1/2d6, Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Character Loses 1 Body For Every Other Phase That Power is Active; +0), Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Persistent (+1/2), Continuous (+1), Area Of Effect (4" Radius; +1), Selective (+1/4) (47 Active Points). 47 points total. 0 End Cost.

     

    Torrent of Frenzied Pain: Killing Attack - Ranged 1d6, Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Character Loses 1 Body For Every Other Phase That Power is Active; +0), Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Persistent (+1/2), Continuous (+1), Area Of Effect (5" Radius; +1), Selective (+1/4) (71 Active Points). 71 points total. 0 End Cost.

     

    Blood Frenzy.

     

    Pain and death are meat and drink to the Reaver, even his own. Every wound encourages him to wreak greater destruction on his enemies.

    Aid Strength 1d6, Can Add Maximum Of 24 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4) (38 Active Points). 38 points total. 0 End cost.

     

    Fervour.

     

    Killing an enemy inspires the Reaver to fight with even greater speed.

     

    Aid Speed 3d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4) (52 Active Points); Self Only (-1/2). 35 points total. 0 End cost.

     

     

     

    The second list is of powers which I think would be appropriate for a Reaver. As much as anything about a Reaver can ever be appropriate.

     

    Talents.

     

    Combat Luck.

     

    Crippling Blow.

     

    Deadly Blow. For a Reaver this power may be bought with side effects like the Aura of Pain i.e. it does 1 point of Body damage to the Reaver every time he uses it.

    Defense Maneuver.

     

    Powers.

     

    Blood Focus.

     

    Far from being distracted by the pain of his injuries the Reaver becomes even more focused on slaughter as his lifeblood stains the ground around him.

     

    Aid OCV 1d6, Can Add Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4) (34 Active Points). 34 points total. 0 End cost.

     

    Eagerness.

     

    Desperate to reach the fight, the Reaver charges with the speed of a rampaging bull.

     

    Running +6" (12" total) (12 Active Points); Conditional Power Can Only Be Used to Move Into Hand To Hand Combat Range With An Opponent (-1/2). 8 points total. 1 End cost.

     

    Artist of Death.

     

    Such is the Reaver’s instinct for murder that it no longer matters whether the weapon in his hands is intended for killing or not, the power of death within him can make even the most mundane object lethal.

     

    Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OIF (Object Of Opportunity; -1/2), STR Minimum 10 (-1/2). 11 points total. 0 End cost.

     

    Battle Scream.

     

    Overcome by the joy of slaughter, the Reaver lets loose a blood-chilling scream which puts fear into the hearts of all who hear it and ice into the veins of any enemy foolish enough to get within striking distance.

     

    Ego Attack 1d6, Area Of Effect (4" Radius; +1 1/2), Selective (+1/4) (27 Active Points); No Range (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Target Must Be Able To Hear Scream (-1/4). 13 points total. 3 End cost.

     

    Variants.

     

    Hideous Battle Scream: Ego Attack 2d6, Area Of Effect (8" Radius; +1 1/2), Selective (+1/4) (55 Active Points); No Range (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Target Must Be Able To Hear Scream (-1/4). 27 points total. 5 End cost.

    Lover of Pain.

     

    Reavers are not fazed by pain, they revel in it. This Reaver can laugh off all but the most vicious of wounds without falling into a daze, as lesser fighters might.

    +10 CON (20 Active Points); Limited Power Only To Resist Being Stunned (-1). 10 total cost.

  5. Re: Turakian Age meets Terran Empire

     

    Fascinating idea.

     

    I can see some big racial issues. The Terran Empire would consist of many different races even before they encountered any 'aliens'. Would the Terrans stick together?

     

    If they did then they would probably excel at boarding actions and ground battles. Lots of monsters like Ogres and Manticores who could crush the enemy at close quarters.

     

    If not then you might have something which faintly resembles WH40K, one empire of space-elves, one of space-orcs and so on.

     

    Apart from this you would presumably just have magitech replacing tech, which in Hero terms means filing the serial numbers of a particular piece of equipment and then using it as normal. E.g. death-staves instead of death-rays, same power but with a different name.

     

    BTW. You would be obligated to pit a dragon against a starfighter.

  6. Re: Psionic Centaur...needing a racial name

     

    Why not name them after Chiron? He was an intelligent, wise and noble centaur with a different lineage to the other 'wild' centaurs.

     

    Or you could call them Kinnaras. The Kinnaras are beings from Indian mythology, a supernatural tribe sometimes depicted as half-man half-horse.

  7. Re: Fantasy Hero Campaign (ala. Space Opera)

     

    I ran a spelljammer campaign where the Vader character was a 15th level anti-paladin Death Knight with an unholy reaver and an undead unicorn for a mount.

     

    Undead mounts - the sensible option for energy conscious, environmentally friendly villains! No fuel required and no greenhouse gas emissions whatsoever.

  8. Re: Fantasy Hero Campaign (ala. Space Opera)

     

    I like this idea.

     

    To get a more Jedi feeling you might want to give the sorcerors' a martial arts focus. I.e. you have to be able to focus your mind through meditation and martial arts before you can use magic.

     

    You may want to look at this previous thread about turning Star Wars into a Fantasy.

     

    Also, I did invent a regiment which was based on Star Wars Storm Troopers a while back. The Bio-Troopers of Oort.

  9. Re: Noble Titles

     

    Go study some English Medieval history. We had/have more noble titles than we know what to do with, though no shortage of inbred idiots to fill them. (Sorry, my prejudices are getting away from me there, I'm sure that if I actually met any aristocrats I'd find some of them to be charming and/or intelligent).

     

    Sheriff is a good one.

     

    Marshal.

     

    Gentleman of the Bedchamber. Someone who got to share the King's bed. This was not, in theory, a sexual thing; sharing beds was perfectly normal as it was a good way to conserve heat.

     

    Gentleman of the Horse.

     

    Gentleman of the Privy Chamber. Yep, that was the bloke who had the honour of wiping the king's arse. Actually there was more to it than that and actual wiping may have been unnecessary. Dressing, undressing and generally attending to the king's needs were definitely part of the job description, however, and the position was an extremely powerful one.

     

    Chancellor of the Exchequer. The man with the money.

     

    Peer of the Realm.

     

    Elector.

     

    Knightly Orders make for good titles as well. Here is a mix of real and imagined Knightly titles. Knight of the Garter. Knight of the Body. Knight Hospitaller/ Knight of St John. Knight of the Blade. Knight Rampant. Knight of the Ermine. Knight of the Thistle. Knight of the Forgotten Star. Companion of Honour. See Chivalric Orders for more.

     

    The Chinese also had an insane number of titles, military ones at least. General Who Quell's Bandits, General Who Pacifies the West, Fourth Tiger General, Conquerer of the East, General of Chariots etc. Look up the Romance of the Three Kingdoms for more.

     

    It's easy to make stuff up though. Guardian of the North Wall. Warden of the Southern Marches. Master of the Gate. Constable of the Swift River.

  10. Historical pirates, specifically the rum-swilling Euro-Caribbean pirates who lived and raided during the age of sail, were just sailors who chose a career of violence and, arguably, freedom over the often unpleasant life of an honest sailor on a navy ship or merchantman.

     

    While there were exceptional individuals who became pirates, piracy as a profession had no particular fighting style or skills beside sailing and, in fact, pirates tended to work less hard than normal sailors because they often had very large crews. Supposedly they preferred to rely on outnumbering and terrorising their victims, (by killing those who resisted), than on any kind of swashbuckling.

     

    That being said. Pirates are a mainstay of fantasy, particularly in a post Jack Sparrow world. So, what kind of skills, abilities and powers might a fantastical pirate have?

     

    As an example. The tales of pirates are filled with larger than life characters and pirates are often depicted as supremely confident and extremely boastful.

     

    A legendary pirate might be so tied in to the greater powers of the world that his or her boasts actually change the world, for a while.

     

    The boasts would be in the form of a multipower with one charge that lasts the whole day and can then be used again the next day.

     

     

    Here is a low powered version with a couple of boasts.

     

     

     

    Pirate Boasts: Multipower, 10-point reserve, 1 Continuing Charge lasting 1 Day (+1/4) (12 Active Points); all slots Incantations (-1/4)

     

    1. The Sea Shall Not Take Me Today!: (Total: 10 Active Cost, 8 Real Cost) Life Support (Expanded Breathing - Underwater) (5 Active Points); Incantations (-1/4) (Real Cost: 4) plus Swimming +5" (7" total) (5 Active Points); Incantations (-1/4) (Real Cost: 4).

     

    2. All Who Sail The Seven Seas Fear Me!: +10 PRE (10 Active Points); Conditional Power Hostile Presence Attacks Only (-1/2), Incantations (-1/4)

  11. Fantasy Hero allows you to play any kind of fantasy character you can think of. But players often go for established types, classes and professions.

     

    My question is. What would the different kinds of character wear on a t-shirt?

     

    Here are a couple of examples of what I mean.

     

    Necromancer - "I've got souls but I'm not a soldier."

     

    Paladin - "All that is necessary for the triumph of evil is that good men do not smite it."

  12. Re: Unusual Magic Items

     

    Here are two magical weapons, 'inspired' by Alice: Madness Returns and Castlevania: Lords of Shadow, respectively.

     

    The Vorpal Blade.

     

    While this bloodspattered blade is no sword it cuts through flesh and steel with equal ease and gifts its wielder with vicious speed. The blade channels the power of madness and so if its owner gives in to its bloodthirsty demands and abandons defence they will find that they can land blow after blow in a frenzy of destruction.

     

    The blade itself moves so fast that it can barely be seen unless it is at rest, but as it strikes it leaves behind a trail of dark runes which burn the air for a moment before vanishing. The blade can also be recognised by the distinctive swish of air parting before its razor sharp edge.

     

    Vorpal Blade, all slots Independent (-2), OAF (-1). 16 points total.

     

    1. Blade: Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (40 Active Points); Independent (-2), OAF (-1), No STR Bonus (-1/2), STR Minimum 5 (-1/4). 8 points.

     

    2. Swift Strikes: +2 SPD (20 Active Points); Independent (-2), OAF (-1), Conditional Power Only To Attack With Vorpal Blade (-1/2). 4 points.

     

    3. Frenzied Cuts: Penalty Skill Levels: +6 vs. Sweep Attack Modifiers with All Attacks (18 Active Points); Independent (-2), Limited Power Vorpal Blade Only (-1), OAF (-1). 4 points.

     

    Combat Cross.

     

    A unique weapon, forged by a mysterious inventor to destroy the creatures of darkness. While it appears to be an ornate iron cross the weapon is actually equipped with a length of retractable chain that allows it to be used as a flail or long whip.

     

    Various additions have been grafted on to this magic weapon, including a grappling hook and stake which can be used to finish off Vampires for good.

    Combat Cross: Multipower, 67-point reserve, (67 Active Points); all slots Independent (-2), OAF (-1). 17 points +3 points for powers. 20 points total.

     

    Iron Chain Whip: Killing Attack - Hand-To-Hand 2d6, Ranged 8" (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2).

    Hook Tip: Swinging 8" (8 Active Points); Independent (-2), OAF (-1).

    Stake Attachment: Killing Attack - Hand-To-Hand 3d6, Reduced Endurance (0 END; +1/2) (67 Active Points); Independent (-2), Conditional Power Only Against Vampires (-1 1/2), OAF (-1), STR Minimum 10 (-1/2).

     

    The Combat Cross is made of cast iron and has been infused with holy water. If such things have any relevance in a particular game then treat the Combat Cross as being a Holy weapon, a Magical weapon and a Cold Iron weapon.

     

    Similarly, treat the Stake Attachment as being made of wood for purposes of permanently killing Vampires. You may wish to give the Stake Attachment the Disadvantage 'Conditional Power - Must strike target's chest' to simulate the fact that it is intended to impale a Vampire through the heart.

  13. Re: Essence Vampire

     

    The Susceptibility to sunlight is just that, a separate Disadvantage/Complication that damages the Vampire. I see no problem with defining the damage as End Damage if that is how you are going to build a Vampire's Essence as End. If a Vampire's Essence is measured in Body then sunlight damages it just like any other attack. So the Vampire takes damage and then heals itself with a Transfer or Drain/Heal.

     

    If the Essence Vampire's ability to feed is affected by sunlight then give its feeding power/s a Window of Opportunity Disadvantage or a Limited Power - weakened by sunlight Disadvantage.

     

    Is any of this helping?

  14. Re: Essence Vampire

     

    I struggled to build a similar system for the Vampires in my New Dawn campaign, though they drink blood. I wanted Vampires to have a separate Endurance Reserve, (Blood), which kept them 'alive' and fuelled their powers.

     

    However, I didn't want to force my Vampires to have an expensive blood drinking power. Particularly because I imagined them as brutal creatures that tore people apart with fangs and claws, then drank the blood that they had spilled.

     

    So I built the Endurance Reserve as a Limited Power, Loses 2 End per day, and made its Recovery a Conditional Power, Only works when character is drinking blood.

     

    Then I gave all Vampires a Susceptibility - empty Blood Reserve. When they run out of Blood they start dying, also they go berserk.

     

    However, I think I have a more appropriate solution for your problem.

     

    Why not have two feeding powers? In Hero terms the attack is doing two different things, taking Body from one character while healing another.

     

    While it is tempting to use a Transfer, since that is what the character is doing, you then have the problem, as you pointed out, of the stolen Characteristics fading.

     

    Instead, you could have a Drain Body, with the conditions and Advantages you described, and a Reduced Endurance, (0), Healing END and/or Body, which is Linked to the Drain.

     

    If the target survives then they will recover in exactly the same way as if their Characteristics had been stolen by a Transfer. The Vampire, however, will not lose their stolen life until they 'burn' it by using powers or just by living.

     

    If you are set on using Transfer then you could turn the fade rate to your advantage. Say it costs 2 END or 1 Body per day to keep an Essence Vampire alive, you could build the Tranfer with a Delayed Return Rate, (Points Gained) - Returns at a rate of 2 points per day. That Return Rate would sit somewhere between 5 per day and 5 per week. So I'd make it a +1 3/4 Advantage.

  15. Here are three guns from the Xbox 360 game - Bulletstorm.

     

    They are very over the top and quite complex. But should be fun to use. Best for 'soft' or slightly humorous Sci-Fi.

     

    Each weapon has a standard shot and a rarer charge shot. Some weapons have additional abilities which affect or complement their standard attacks.

     

    The Flailgun.

     

    This custom built weapon launches two grenades which have been attached to each end of a chain. If the chain hits a target then it wraps around them, holding them captive. The two grenades can then be detonated at the shooter's leisure, tearing their haples victim apart and killing anyone else who is too close by.

    Standard Shot (Flailgun): (Total: 85 Active Cost, 15 Real Cost) Chain Entangle 2d6, 3 DEF (25 Active Points); Independent (-2), OAF (-1), 8 clips of 2 Charges (-3/4), Required Hands Two-Handed (-1/2), Limited Power Will Hit Throat, Arms or Legs. (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Blast Killing Attack - Ranged 2 1/2d6, Linked (Chain; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; +0), Explosion (+1/2) (60 Active Points); Independent (-2), OAF (-1), 8 clips of 2 Charges (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 11)

     

    Notes. I suggest that there is no need to make a second attack roll to blow the target up, since the grenades are already attached to them, even if the shooter waits for a Phase or two before detonating the grenades.

     

    The Flailgun's charge shot fires a superheated chain that rips/burns through anything in its path, before exploding as normal.

     

    Charge Shot (Flailgun): (Total: 150 Active Cost, 23 Real Cost) Burning Chain, Killing Attack - Ranged 3d6, Area Of Effect (18" Line; +1) (90 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), No Range (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 14) plus Blast Killing Attack - Ranged 2 1/2d6, Explosion (+1/2) (60 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Linked (Burning Chain; -1/2), Real Weapon (-1/4) (Real Cost: 9)

     

    It is possible, in game, to slice an enemy apart by firing the Flailgun's standard shot at a piece of cover which is next to them so that the wildly spinning chain lashes into them. This power simulates that special attack, it replaces the Chain attack but not the Blast attack.

     

    Slicer: Killing Attack - Ranged 2 1/2d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Conditional Power Only Works When Standard Shot Strikes Cover Nearby Target (-1), Linked (Standard Shot (Flailgun); -1/2)

     

    The Penetrator.

     

    This crudely named weapon is a modified industrial drill. The gun launches motorised drill heads powered by small rockets. This weapon can punch through multiple targets and drill through all but the toughest armour.

     

    Standard Shot (Penetrator): Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2), Area Of Effect (30" Line; +1) (125 Active Points); Independent (-2), 8 clips of 1 Charge (-1), OAF (-1), No Range (-1/2), Conditional Power Must Attack Targets Rather Than Hexes. (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)

     

    Notes. While the Penetrator attacks target in a straight line it does not automatically hit every character within the affected hexes. This is because the attack is actually a Beam and the targets must be perfectly lined up if they are all to be hit. To simulate this, the player must roll to attack each affected character individually, although missing one character does not prevent attacks against other characters further down the line. This power could also be simulated with an Activation Roll or even built as some kind of Autofire.

     

    The Penetrator's Charge Shot is a two part attack. The first attack is exactly like a Standard Shot. The second attack simply turns the drill towards a new target, effectively making a second AoE Line attack which begins wherever the first attack ended. The second attack can be used before the first attack has reached the end of its line.

     

    Charge Shot (Penetrator): (Total: 250 Active Cost, 33 Real Cost) First Attack Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2), Area Of Effect (30" Line; +1) (125 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), No Range (-1/2), Conditional Power Must Attack Targets Rather Than Hexes. (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 17) plus Second Attack Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2), Area Of Effect (30" Line; +1) (125 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Limited Power Must Begin Where First Shot Ends (-1), Conditional Power Must Attack Targets Rather Than Hexes. (-1/2), Required Hands Two-Handed (-1/2), Linked (First Attack; -1/2), Real Weapon (-1/4) (Real Cost: 16)

     

    Notes. The second attack is made against a different target and requires a second attack roll. GMs may state that the second attack must be made in the shooter's next phase, rather than in the same phase as the initial attack.

     

    The Head Hunter.

     

    Perhaps the most complex of the three guns. The Head Hunter is an extremely advanced sniper rifle. Each bullet is equipped with a guidance system that the shooter, (whose perception of time is slowed down by cybernetic implants that automatically insert themselves whenever the gun is picked up), can use to steer it towards the target. With its sophisticated targeting AI, that can detect targets within a 360 Degree arc of the shooter, and powerful scope the Head Hunter makes sniping ridiculously easy, as long as you have the dexterity required to use its manual guidance system.

     

    Standard Shot (Head Hunter): (Total: 56 Active Cost, 9 Real Cost) Killing Attack - Ranged 3d6, Indirect (Same origin, always fired away from attacker; +1/4) (56 Active Points); Independent (-2), 8 clips of 1 Charge (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 9)

     

    Targeting AI: Detect Viable Targets 15- (Sight Group), (20 Point Active Cost, 5 Point Real Cost). Increased Arc Of Perception (360 Degrees), Telescopic: +1 (20 Active Points); Independent (-2), OAF (-1)

    Scope + Range Finder: (16 Point Active Cost, 4 Real Cost). Penalty Skill Levels: +8 vs. Range Modifier with Head Hunter, Independent (-2), OAF (-1).

     

    Guidance System: (Total: 20 Active Cost, 4 Real Cost) +4 with Head Hunter, Independent (-2), OAF (-1), Requires A Dex Roll (-1/2), Real Weapon (-1/4) plus Penalty Skill Levels: +6 vs. Hit Location modifiers with Head Hunter, Requires A Dex Roll (-1/2), Real Weapon (-1/4).

     

    Notes. I suggest that a player, (or GM), should declare that they are attacking a particular target and note whether or not they are attacking a particular Hit Location and then make their attack roll as normal. If the attack roll fails then the player can make a Dex roll to try and apply the extra CSLs and PSLs to the attack, thereby hopefully allowing the attack to succeed. In background terms the Guidance System can be used to steer a bullet, which is about to miss the target, onto the correct course.

     

    The Head Hunter's Charge Shot is a complex multiple power attack. The initial attack is identical to a standard shot and can use the scope, targeting AI and guidance system as usual. However, once the bullet hits home it lodges in the target and allows the shooter to move his victim's flailing body wherever he wills. Once the target has been manouevred to the shooter's satisfaction he can detonate the explosive charge within the bullet, blowing the victim apart and killing anyone nearby in a similar manner to the Flailgun's standard shot.

     

    Charge Shot (Head Hunter): (Total: 146 Active Cost, 22 Real Cost) Bullet Killing Attack - Ranged 3d6, Indirect (Same origin, always fired away from attacker; +1/4) (56 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9) plus Movement Telekinesis (20 STR) (30 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Limited Power Only For Grabs (-1), Linked (Bullet; -1/2), Required Hands Two-Handed (-1/2), Conditional Power Must Attack Same Target As Bullet (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Explosive Charge Killing Attack - Ranged 2 1/2d6, Linked (Movement; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; +0), Explosion (+1/2) (60 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Conditional Power Must Strike Same Target As Movement (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9).

     

    Notes I suggest that only one attack roll is necessary for the whole attack. Once the bullet is inside the target there is no need to roll again to 'grab' him with it, nor is there any need to make an attack roll to detonate a bullet that is inside the target. However, GM's may wish to ask for another attack roll against the hex that the player wants to detonate the grabbed character in.

  16. Re: Campaign Rules for Anime Fantasy

     

    Couldn't you just build characters with lots of Non-Resistant Defences but make Resistant Defences rarer?

     

    So, for being a standard warrior/martial artist you automatically get +3 PD and +3 ED. This means that you shouldn't take any Body damage from being punched by a STR 25 character but you are still vulnerable to being stabbed by a STR 10 character. Maybe these extra defences are caused by having stronger 'energy' than normal people or stronger will or maybe it is a general side effect of the epicness of anime fighters.

     

    Another common feature of Anime is the ability of main characters to unleash incredible power after some internal revelation. This could be simulated by allowing players to spend XP in the middle of combat. And perhaps by giving PCs some conditional, Ego activated powers e.g. Regeneration; extra STR, END, CON etc.

     

    Also, all supernatural fighters possess Analyze Powers i.e. other people with similar abilities can sense your energy levels and understand how powerful you are or how much power you are currently using.

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