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RANGED POWER ATTACK

In document D6 Powers (Page 60-62)

Duration: Semi permanent Range: normal

Base Damage Value: 1D per rank

Managing Skill: Marksmanship (Ranged Power) Cost: 2 Per Rank

The ranged projection attack power can be used to create all the different effects seen in comic books, such as energy, lightning, and fl ame blasts. The list of different effect can be purchased and added on to the power to give it specifi c and unique effects that will set it apart from the standard attack form. These enhancements will increase the cost of the power and are noted with the description of the power

The player must defi ne the effect and where the ranged Power Attack originates from, such as the eyes, the hands or the forehead.

Acid Blast

+2 per Rank

This Power allows you to produce gouts of acidic fl uid, which can be projected and spatters on impact, covering an area. The impact of the acid splatter is a 5-foot radius around the target, and anything within this area is affected. The direct target takes 1D per Rank damage, and all within the spatter radius take half your character’s Rank in dice of damage.

The acid continues to burn after the initial damage, for half the Rank in combat rounds, doing points of damage equal to the Power Rank. This is automatic and does not require you to make another attack roll.

At the time this Power is purchased, you must choose one of two materials against which your acid is ineffective: hard plastic or glass.

Bio Energy Blast

+3 per rank

The character projects a disruptive energy at living things, crippling them and knocking them out of commission. Against living opponents, the blast normally doesn’t do any physical damage, but disrupts the opponent’s ability to act. For every 4 points of damage done with the blast, the opponent receives a -1 penalty to all of her dice rolls. The blast only does actual physical damage when a 6 is rolled on the wild die – then the damage is equal to the power rank of the power +1 for every ten points of damage done on the damage roll.

This power is useless against mechanical constructs or inanimate objects such as robots or brick walls.

Example: Electra hits her opponents with Bio Blast power, getting a 6 on the attack roll wild die. She rolls her damage and does 16 points of damage. Her opponent now suffers -4 to all rolls and 4 points of damage. If Electra hadn’t rolled a 6 on her wild die she would have bestowed only the -4 penalty.

Energy Blast

+1 per Rank

This is the standard ranged power attack and a staple of comic books. The advantage of the energy blast is that its normal range is increased by 50%.

Entropy Blast

+5 per Rank

The character can emit a wave of entropy that washes over its target, causing random, but dire, effects. When the player rolls the wild die it not only checks for critical success and failure, it also dictates the effect visited upon the target. In all cases, this power does no knock back.

Entropy Blast Chart

1- Attribute loss

2- The opponent’s powers are affected 3- The Odd

4- Damage

5- Random Events, weirdness magnet 6- Bad entropic stuff.

Once the effect is chosen the player then rolls on the appropriate chart below.

1- Attribute loss (The effect last for rounds equal to the entropy power rank.)

1. Physique reduced by 1D per rank of the power. A physique ratting of zero means the character cannot stand under his/her own weight

2. Refl ex attribute is reduced by 1D per rank of the power. A Refl ex attribute reduced to zero means the opponent can no longer move unless assisted by fl ight or Telekinesis.

the power. Opponents with a Knowledge attribute reduce to zero become a vegetable.

4. Coordination attribute is reduced by 1D per rank of the power. When reduced to zero the opponent has a hard time moving or performing any task that requires dexterity.

5. Presence attribute is reduced by 1D per rank of the power. The opponent loses all motivation to do anything when this attribute is reduced to zero. He is easily cowed into submission and will obey any order given to him that does not threaten his life. 6. Perception attribute is reduced by 1D per rank

of the power. The character loses all fi ve senses when this attribute is reduced to zero.

2- The opponent’s powers are affected (The effect lasts for rounds equal to the Entropy power rank.)

1. One of the opponent’s powers is reduced by 1 rank per rank of the power

2. The opponent’s power takes one extra action to use.

3. The opponent’s power causes the user physical damage equal to the power rank, or the rank of the Entropy blast, whichever is lower.

4. The opponent’s defensive power stops working for rounds equal to the entropy power rank.

5. Opponent’s powers cost Ka to use. The cost is equal to the Entropy power rank minus the affected power with a minimum of one point of Ka being spent.

6. Two of the opponent’s powers are reduced by 1 rank per rank of the power

3- The Odd

1. The Opponent can’t move and is stuck in whatever position they were in when the Entropy blast struck them, even hovering in air if they were struck while fl ying.

2. The opponent is thrown forward in time 1 round per rank of the Entropy power

3. The opponent becomes a damage magnet. Any failed attack will redirect towards the opponent. Re- roll the attack against the opponent.

4. Opponent bursts into fl ame, water, air eddies, or a sand storm when struck by the Entropy blast. Apply the effects of an elemental sheath to the opponents for the sake of damage.

5. Opponent becomes semi-tangible. The opponent takes and does 1D less damage equal to the rank of the Entropy blast that hit him. Note: The Entropy blast still does damage normally to the opponent. 6. The opponent grows or shrinks by 1 scale level per

rank of the Entropy blast.

4- Damage

1. The opponent takes 1D of damage per rank. 2. The opponent takes 1D per two ranks of the Entropy blast power but is stunned for rounds equal to the ranks of the power.

power.

4. The target’s age is altered randomly (roll 1D – odds, the target is made older, evens the target’s age is decreased). The shift is equal to the power Rank in years and the target takes damage as normal from the physical trauma involved. The target returns to its normal age in hours equal to the rank of this power.

5. The target takes 1 point of damage equal to the rank of the Entropy Blast. For combat rounds equal to the rank, the target takes the same amount of damage. This additional damage may not be resisted or reduced by armor!

6. The opponent takes 1D of damage per rank but it bypasses ALL defensive armor.

5- Random Events, weirdness magnet. (The effect lasts for rounds equal to the Entropy power rank.)

1. The opponent is plagued by vermin for 1 round per rank of the Entropy power. The vermin can be bugs, rodents, pigeons, etc. They don’t attack the opponent; they just hamper his actions making it harder for him to accomplish things. The opponent receives +1 diffi culty per rank of the power on all his actions.

2. The opponent disregards the character with Entropy blast and focuses on another opponent for 1 round equal to the rank of the Entropy blast. If the player attacks the opponent then the opponent may attack back

3. The opponent is teleported 1D meters per rank of the Entropy blast in a random direction. (roll 1D, 1= forward , 2=backward, 3= left, 4= right, 5= up, 6= down)

4. Opponent becomes as light as a feather and takes Knock Back from any attack that does damage. 5. Spatial distortion. When the opponent wants to

move he moves in a random direction. (roll 1D, 1= forward , 2=backward, 3= left, 4= right, 5= up, 6= down)

6. One of the opponent’s disadvantages starts to affect him

6- Bad entropic stuff. (The effect lasts for rounds equal to the entropy power rank.)

1. The opponent looses 1D Ka points

2. Entropy beckons. The Entropy power makes the opponent easier to hit for further Entropy Blast attacks. The character receives a bonus of +1 per rank of power to attack the opponent.

3. The opponent makes everyone around him unlucky (not including the entropy user). Everyone around the opponent suffers a penalty to his or her actions equal to the rank of the power.

4. Roll twice on the chart and combine two effects 5. Game Master’s choice

60

Flame Jet

+2 per Rank

The character can project a destructive burst of fi ery plasma from her body, igniting any fl ammable items it come into contact with. If an item catches fi re from this attack it will burn for 1D rounds taking half the initial damage.

Force Blast

+2 per Rank

The Force blast is a kinetic energy attack. In addition to normal damage, targets take double knock back.

Lightning Blast

+2 per Rank

The character can project a destructive bolt of electricity from his body. Electronic equipment struck by this attack takes double the damage rolled.

Magic Bolt

+3 per Rank

(Skill marksmanship, a Perception based skill)

The character can project destructive energy from her mind, attacking her target’s natural magic fi eld. This attack ignores all armor and is dodged using the target’s Perception attribute + the Dodge skill. The attack ignores all physical armor and may only be reduced by the use of a Magic Field. The range of this attack is half the normal range and all mishaps suffer Wyrds(see Magic).

Mental Blast

+3 per Rank

(Skill Mental Blast, a Presence based skill)

The character can project destructive energy from her mind, attacking her target’s psyche. This attack ignores all armor and is dodged using the target’s Knowledge attribute + the Dodge skill. The attack ignores all physical armor and may only be reduced by the use of a Mind Field. The range of this attack is half the normal range and does no knock back.

Projectile Attack

+2 per Rank

The character shoots some sort of solid projectile from his body. The projectile can be of any sort such as porcupine quills, bone shards, hardened fi ngernails, etc. Alternately, the character can energize objects and throw them at his target. This attack ignores half its power Rank in armor when determining damage.

Sonic Scream

+3 per Rank

The character can project a destructive, high-pitched sound attack. Fragile or brittle objects take double damage and opponents are deafened for rounds equal to Power Rank. On a wild die roll of 6 the target is also stunned for rounds equal to the power rank (-1 per rank to all their actions). Targets who are already deaf take half damage from this attack, and are stunned for half of the time.

Super Breath

+1 per rank

The character can exhale a mighty gust of wind. The power does 1D of damage per three levels but triple Knock Back. The power can also be used to blow out fi res that equal the power’s rank (use the Flame Manipulation chart for fi re intensity ranks). This power automatically has the Cone Attack enhancement.

Vibration

+3 per Rank

The character can cause damage through the force of vibrations, causing molecules to become excited, which in turn causes the target damage before eventually exploding. To make an object explode, the target must be reduced to zero body points in a single blast; otherwise it takes normal damage. When the item explodes, it does damage to everything within a radius of the power rank in meters. The damage done is 1 point of damage per rank of the power.

Like Sonic Blast this attack causes fragile or brittle objects to take double damage. Because of the nature of the attack body armor offers no protection.

In document D6 Powers (Page 60-62)