Additional Attributes and Defects -Jex, HeWhoHuntsCats@aol.com ------------------------------ ~~ --Attributes-- ~~ Energy regeneration. 3 CP/lvl This can be an advanced power system, an innate 'hyperactivity' of the character, or even a seperate power supply on a mech. The total cost is reduced by 1 if the high regeneration rate imposes a drain on the character, ie; needing to eat large amounts, sleep a lot, or if this regeneration is only possible in a certain situations or enviroment. ie; a mermaid in it's native ocean, or a powerful sorceress needing to clean out (several) resteraunts to keep this ability functional. Note: This can be implemented several different ways. The first entry indicates they recieve the amount of energy they would normally per hour/day, multiplied by that amount. The 2nd and third entries correspond to how often they should get their normal energy recovery(x1) for normal and realistic campaigns. (Which are one hour and one day, normally.) The GM should specify which they will use, although the same amount is recovered per period. lvl 1: x2 (30 minutes) (12 hours) lvl 2: x3 (20 minutes) (8 hours) lvl 3: x4 (15 minutes) (6 hours) lvl 4: x6 (10 minutes) (4 hours) lvl 5: x8 (7.5 minutes) (3 hours) lvl 6: x10 (5 minutes) (2 hours, 24 minutes.) ~~ Spontaeneous rejuvenation. 1/lvl. This attribute allows a PC to spontaneously restore energy points, once a session, for an amount equal to the attribute level * 10. This can be reflected by a failsafe backup battery on a mech, or a priest calling upon their god for the energy to fight, or an energy boosting soft drink. ~~ Efficient Caster. 2/lvl. The attribute lowers energy costs of anything that uses energy, representing a better, more efficient understanding of how such things work, or a buffer of energy that makes expenditure not quite so draining. It is not as effective for long stretches of expenditure, however. Specifically, it is only half as effective, rounding down, for maintaining an effect via Magic or Dynamic Sorcery. (address special attacks that use energy?) Level 1: Instant energy costs reduced by 1. Level 2: Instant energy costs reduced by 2, maintanence costs reduced by 1. Level 3: Instant energy costs reduced by 3, maintanence costs reduced by 1. Level 4: Instant energy costs reduced by 4, maintanence costs reduced by 2. Level 5: Instant energy costs reduced by 5, maintanence costs reduced by 2. Level 6: Instant energy costs reduced by 6, maintanence costs reduced by 3. ~~ Invincibility/Invulnerability. 5-10/lvl. Player/target is invincible for number of rounds equal to attrib lvl, able to be used once a session. 5 if self only, 10 if able to use on others. Once this ability has been activated, it cannot be revoked until the full duration has expired. PC can ignore *any* harmful source, whether it be poisonus gas, being teleported into the middle of a sun, or merely a thrown rock. ~~ Combat Speed. 2/lvl, lvl2 max. Move up in line, one spot per level. ie; Init is rolled, and the order turns out to be Joe, Bob, Jane, and Excel, with respective totals of 13, 10, 9, and 6. Excel has 2 in attrib, and thusly the order now looks like such: Joe, Excel, Bob, Jane. Level 1: Automatic one spot up in initiative order. Level 2: Automatic two spots up in initiative order. ~~ Attack Mastery. 1/lvl While the Combat Mastery attribute boosts both ACV and DCV, this attribute is a lesser version of it. The character is better at hitting stuff, altough not nessacrilly better at defending. Level 1: +1 to ACV only. (not DCV.) Level 2: +2 to ACV only. (not DCV.) Level 3: +3 to ACV only. (not DCV.) Level 4: +4 to ACV only. (not DCV.) Level 5: +5 to ACV only. (not DCV.) Level 6: +6 to ACV only. (not DCV.) ~~ Defense Mastery. 1/lvl The character is better at defending than usual. Level 1: +1 to DCV only. (not ACV.) Level 2: +2 to DCV only. (not ACV.) Level 3: +3 to DCV only. (not ACV.) Level 4: +4 to DCV only. (not ACV.) Level 5: +5 to DCV only. (not ACV.) Level 6: +6 to DCV only. (not ACV.) ~~ Dimensional Door. 2, 3, or 4/lvl Can make a two-way portal with a restriction on where you can form it, or where it can exit. Ie; you can make a portal that exits from any mirror from your current location, or you can make a portal only from any mirror to somewhere else. The cost is 2/lvl if limited to a single fixed portal, such as a specific doorway in a house, 3/lvl if from a mobile location, like a car or living person, and 4/lvl if only limited to a specific class of objects, like mirrors or bodies of water. Level 1: The dimensional door is as large as a suitcase. Level 2: The dimensional door is as large as a closet. Level 3: The dimensional door is as large as a room. Level 4: The dimensional door is as large as a house. Level 5: The dimensional door is as large as a city block. Level 6: The dimensional door can be as large as an entire city! Or even larger. ~~ --Defects-- ~~ Not so energetic. -1 CP/lvl This character is not as energetic as usual. Lvl 1: -10 energy max. Lvl 2: -20 energy max. ~~ Reduced intitiative. -1 CP/lvl Level 1: The character has a -3 to their initiative roll. Level 2: The character has a -6 to their initiative roll. ~~ Not so sneaky. -1 CP/lvl The character is really bad at being sneaking, or is excessively easy to spot. Level 1: -3 to awareness checks to spot this character. Level 2: -6 to awareness checks to spot this character. ~~ Negative HP Regeneration. -2 CP/lvl This defect means that the PC or mecha constantly loses HP. A poorly designed mecha, or a necromantic creation might have this defect. Level 1: Loses 1 HP per minute. Level 2: Loses 1 HP per round. Modified Attributes ------------- Teleport; CP cost reduced to 4 and 8 CP/lvl. ~~ Divine Relationship. 1-2/lvl The player can reroll any one roll per session per level of this attribute. The cost is 1/lvl if they can only reroll rolls affecting them, and 2/lvl if they can reroll any roll. (depending on the GM, critical failures or successes can be considered a 'higher form' of luck, and not subject to DR, or require more than one reroll spent to reroll it.) ~~ Special movement: Walk on 'X'. Counts as two abilities. The PC can walk on 'X', where 'X' is a material or state that cannot be walked on normally, like lava, water, clouds, plasma, etc. (expanded from just water.) Tough Feet. The PC has tough feet, and can walk on stuff like pointy rocks or fields of broken glass or beds of hot coals with no effect. ~~ Kensei: Grip of Steel: The PC has a strong grip, or something else to the same effect, that makes knocking their weapon out of their hands nigh-imppossible. -4 bonus when making a save vs disarming. 'Blade, to me!': The PC can retreive their weapon from a distance if knocked away from them. Think Star Wars. (In function, TK/1(own weapons) Additional Weapon Attributes and Defects ------------------------- --Attributes-- ~~ Unbreakable This particular attack or weapon can't break by hitting wrong, or a critfail, or something else that would ordinarilly break the weapon. (Possibly a Feature instead? Mecha or personal gear only? As else is CP protected.) ~~ Long lasting(in between incap and perm) The incapacitating effect will last longer, up to days instead of minutes. This counts as one ability if taken with Incapacitating, otherwise it counts as four abilities. The duration of this attack should be defined at attack creation. (This ability is meant as an extension of Incapacitating, if you want an effect than lasts longer than it, but not as long as Incurable.) ~~ Piercing The attack will hit a straight line, passing through and infilicting damage the entire way. Highpowered lasers and energy weapons are good examples of this. Damage is reduced vs. armor/force fields, all the way after, as well as non-lethal blows. ( a laser hits bob, kills him, keeps going, hitting Joe. It dosen't kill Joe, and keeps going, at -15 damage. It then hits Excel, who has a lvl2 force field active. The beam now does less than 30 damage, fizzling out. ) ~~ Delayed effect This ability can be triggered a period of time afterwards. ie; a fireball slamming into a person, and exploding a round later, or a special sword technique taking effect a round later. The ability can be delayed 2 rounds per time this attribute is taken, and can be activated anytime within. ~~ Knockback The attack will knock back what it hits, 1/3 the attacks damage in meters, unless the target makes a succesful (Body:Acrobatics) roll. This can be taken multiple times, and each time it doubles the range. ~~ --Defects-- Dosen't affect corporeal Ability does not affect physical solid objects, and will either pass right through them, or stop on them with no effect. It counts as two defects if it stops on solid matter and cannot effect it, and one if it can pass through solid matter and not effect it. ~~ Drains HP The attack drains 1/10 max HP instead of or in addition to energy. Can be stacked multiple times, each time incrementing the HP used by 1/10. ~~ Drains stat One of the the Body/Mind/Soul scores is temporarily lowered by one in use of this ability. They recover at the normal rate. ~~ Minimum range This attack is only effective past a certain range. This is an attack like a missle that has to travel a certan distance to arm itself, or similar. Cannot be combined with the Melee defect. Many high-tech explosive weapons generally have this as a failsafe to keep its user from blowing itself up by accident. 10% of its normal maximum range each time this defect is taken. (a short range attack would have a minimum range of 5 meters at lvl1, a normal attack would have a minimum range of 50 meters.) ~~ Long Recharge (seperate from limited shots.) This attack takes a significant amount of time to recharge. Each time this is taken, the time needed to recharge becomes exponentially longer. This cannot be taken unless limited shots is also taken. Note: Still tweaking this one. ^_^; 1 hour. 1 day. 1 week. 1 month. 1 year. 10 years.