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Gravity Manipulation

In document Alpha Chronicles - Core Rules - PDF (Page 51-54)

This option allows the character to increase or decrease the amount to gravitational pull between objects.

The character begins with the ability to apply levels of concentration to a target. The target must be approximately man-sized to require only one level of concentration. Smaller targets may require less, while larger targets and areas of effect will always require more.

Up to three levels of concentration may be divided amongst targets.

One level of concentration can reduce the effective weight of an object by . Two levels will reduce½ the weight to 1/10th the original weight, while three levels will result in weightlessness. Characters that are weightless act as if they had the Flight - Anti-gravity Floating option.

The flip side of increasing weightlessness is the enhancement of gravity. One level of concentration will increase gravity and the weight of objects by two.

Characters must begin rolling Strength or Health as appropriate to accomplish any strenuous tasks while affected. Two levels of concentration will increase the weight by 10 times and will force 1/10th Strength or Health rolls to continue normal activities. Three levels of concentration will immobilize almost anyone. A 1/10th Strength roll is required to simply stand or accomplish actions while on the ground.

These characters can also spend concentration to link any two objects together. A 1/10th Strength roll is required to separate these items once bonded. The ranges of all of these manipulations are 100 feet maximum and must be within line of sight. The only duration is the length of time that the character stays within range and continues to concentrate. This option requires the Control skill.

Upgrades:

+5pts Additional 10 feet to range of ability.

+15pts One additional area / level of concentration.

+30pts Effect has a duration of 1d10 minutes after character has left the normal range of the effect.

+60pts Force Field. The character can focus the gravitational forces around her to protect her from injury.

+90pts Wingless Flight as the character uses the forces of gravity to propel herself through the air with ease.

Hardened

The character’s injury points are equal to 1.5 times the character’s Health. The character enjoys an additional bonus of (1/10th HEA x1.5) + 1d10 Injury Points at all levels instead of the usual amount. Character can also ignore the first level of pain due to injury.

Upgrades:

+30pts The IP modifier is now two times the Health for creation and level advancement.

+30pts Ignore all pain modifiers due to Injury point loss.

+60pts The IP modifier is now three times the Health for creation and level advancement.

+90pts The IP modifier is now four times the Health for creation and level advancement.

+120pts The IP modifier is now five times the Health for creation and level advancement.

Headquarters

This option usually requires the character to have a Property or Lifestyle resource. Adventurous players may choose to spend points to upgrade the free rental property as a headquarters, but all upgrades belong to the actual owner. Players may pool option points and Property ratings to purchase this option for the group.

Characters can improve their headquarters through game play, gaining some of the upgrades or even base headquarters free of point cost.

Other resources besides just the Property and Lifestyles resource may be invaluable in creating the Headquarters. Several other resources may be combined with this option to improve the Headquarters. Thaumic sites and natural resources can be coupled to give a strategic locale for the characters. Workshops and Libraries are excellent for doing late night research from the comfort of home. Menagerie and Arsenal can be a significant boost when defending any headquarters.

Allies, Extras, and Friends who actually live and work on the premises can simplify a busy adventurer’s lifestyle when trying to prevent the end of the world and also buy the right groceries on sale. Players may define any number of resources as being located or tied to this option, but if the Headquarters is ever lost, destroyed, or invaded the resource may be lost or temporarily unavailable.

Upgrades:

-10pts Squatters. The character does not have any legal right to the Headquarters. Often placed in sewers or subway tunnels, these Headquarters are part of some long forgotten section of the area. Characters may have to deal with other potential squatters, legal authorities, and simple decrepitude of their Headquarters. These Headquarters can be as large as the characters desire, but larger Headquarters will have more intrusions and legal headaches.

+2pts Automated Security System. Keeps track of the entry points of the building. Unauthorized access will activate an alarm, call the police, or activate some other system as the players desire.

+2pts Hidden Storage Area. This area is a portion of the headquarters that is hidden or concealed from the rest of the grounds. Access to this locale is generally restricted and is often tied to the other security measures in place.

+2pts Secret Escape route.

+5pts Minor Technological Generator. This low-tech energy generator is designed to keep very simple systems working in the event of outside power loss. It can power lights, electronic doors, security systems, and other electric systems. If the headquarters is too large or has features that require too much power then this generator will only power the smaller systems.

+5pts Computer Networking. A large scale Local Area Network is spread throughout the entire complex. Access terminals are available in most locations, some even housing multiple units. A large mainframe monitors activity and stores information.

+5pts Maze & Tunnels. The entryway is protected by a series of long twisty tunnels forming a labyrinth. If the character desires there may be a series of secret doors or other passages that shorten the time needed to enter for those who

know of them.

+5pts Impenetrable Security. This upgrade checks the identity of the entrant based upon finger-prints, retinal scans, voice authorization, or even DNA.

Checking with a central database allows the system to respond as necessary.

+5pts Servants / Self-cleaning machines. Someone to carry out basic repairs, maintenance, and cleaning up around the house. These servants may be anything the players desire including Domovoi, humans, robots, or devices built into the building itself.

+5pts Airfield. The characters have cleared a small area of the surrounding grounds, or dug enough of a tunnel to act as a runway. This runway has landing lights, observation towers, radar, and other airport necessities.

+10pts Snares & Traps. The entryway or even the building itself houses small mechanical traps throughout. From simple snares, pit traps, and poison needles all the way up to machine and hidden explosives. Damage varies by the type of trap. Players should detail and determine the manner of operation for all of the traps and snare inside the Headquarters.

+10pts Automated Defense System. This system constitutes a non-lethal response to invasion such as tear-gas, sleeping agents, or entrapment measures. For more lethal defenses the point cost should be based upon the potential injury dealt and the coverage of the defenses.

+10pts Communication Arrays / Sat System. The headquarters has a built-in communication system including a modern satellite transmitter/

receiver array, land phones, cellular phones, all band radio, laser communications, and other state of the art communication devices.

+10pts Underground. The entire complex is underground. There may be an entrance above ground that appears to be another structure, but the important locations are underground. Underground locales are safer from most attacks, resist temperature changes, and are excellent for staying hidden or unknown.

+10pts Magical Guardians. These simple spirits act as immortal watchdogs that are always on duty.

Prowling around the grounds they will detect most intrusions and will follow orders from there. More powerful guardians or monsters can be purchased for additional points as determined by the GM.

+10pts Human Guards. 1st level guards that monitor the security systems, walk the grounds, and defend special locations. These guards do not have options or many skills, but will include basic firearms and the skills to use them.

+10pts Self-Destruct System. If all of the other security measures fail there is only one last remaining option. Blow the place to kingdom

come. The players may dictate how they want their headquarters to exterminate itself: what method, how long of a timer, how messy to the outside, and how to cancel the order.

+10pts Jail Cells / Brig. A secure system of cells, interrogation chambers, locked hallways, and observation equipment to restrain most normal humans. Non-humans and characters with some options may not be restrained without additional option points and options.

+15pts Observationally Shielded. This upgrade prevents any form of magical, technological, or superhuman observation into the headquarters.

This includes all forms of astral projection and sensory based options. Players should decide upon the mechanism or ability that protects the Headquarters.

+15pts Skilled Workers. The character has hired and supports enough skilled workers to support other resources and upgrades present in the Headquarters. This upgrade should not be used to supplant important Allies, Contacts, or other important NPCs. They are simply those workers who are a cut above unskilled servants who make everything run smoothly.

+30pts Translocation Shielded. This upgrade prevents any form of magical, technological, or superhuman translocation into the Headquarters. Characters may choose to limit the manner of translocation to specific locations and specific methods. This upgrade will also protect against all forms of astral projection, phasing, and dimensional shifting.

+30pts Multi-dimensional Area. The outside of the headquarters is much smaller than the inside.

The creators of the headquarters have used multi-dimensional physics to alter the topography of the interior. The size of the interior can be anything desired by the players and GM. Depending upon the nature of the campaign and the manner of creating the multi-dimensional area, the owner may be allowed to purchase Will Working at a reduced cost.

+30pts Transformable. The entire complex can shift its layout to several preset configurations. Some GMs may allow the players more freedom to manipulate the layout on the fly. The method and manner of the transformation should be determined by the players beforehand.

+30pts Gate / Travel portal. A gate that must be activated by an appropriate spell or device that will transport the characters to another location.

What that location is, and the method of activation should be determined by the GM.

+50pts Major Technological Generator. These generators are large-scale power plants in one form or another. Depending on the technology

level of the campaign they could include hydroelectric dams, traditional power plants, thermal plants, nuclear fusion or fission, or even large solar & wind farms. The output of this system could easily power the most draining of high tech systems such as force fields, automated defenses, holographic camouflage and manufacturing over a large scale.

+50pts Factory / Manufacturing Center. The headquarters houses enough automated and assembly line machines to act as a factory. It can be used to create a multitude of items with several qualifications. The designs to be built must be known and understood by someone monitoring the process. Each different type of item to be built requires a costly re-tooling of the machines. One beginning factory could manufacture several smaller items or one large complicated item. 5 additional points may be spent to purchase additional machine dyes for other products.

+60pts Force Field. Whether magical or technological in origin the force field will surround the entire base preventing all access while active. This upgrade may be some other method of preventing access other than the standard force field. A headquarters inside a multi-dimensional pocket that restricts access is just as effective as the standard force field. When combined with a Impenetrable Security upgrade this makes the headquarters nearly impossible to destroy or invade.

In document Alpha Chronicles - Core Rules - PDF (Page 51-54)