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SUPER ATTRIBUTE

In document D6 Powers (Page 64-66)

Duration: Permanent Range: none

Base Damage Value: none Managing Skill: None

Cost: Super attributes cost the same as normal attributes, but once

they exceed the racial norm for that attribute they are classifi ed as Super.

Any attribute that is 6D or above is considered a Super Attribute.

The Attribute is added to the skills under it normally, giving an increased chance of success with skills governed by the attribute. However, under each Super attribute there is also a special ability that can only be used once the Super attribute power is purchased. This represents a special advantage the character has over others without extraordinary attributes.

The player may choose one ability for every 7-die codes. So a character with a 7D Perception may have one special ability for that attribute or both at 14D.

Reflexes

This Super attribute measures balance, quickness, and full body motor abilities.

Special Abilities: Cat Balance

Not cat-like, but just about truly feline, you always land on your feet when falling. Mind you, your character’s legs might break from the impact anyway, but she reduces damage from falls by 3 points per die code of Refl exes. Knock back distance and damage are also reduced by half. Also, her equilibrium is enhanced allowing her to balance on a thin tree branch by distributing her weight with super human deftness.

Dervish Defense

The character is adept at dodging and moving out of harm’s way. She is especially profi cient at dodging multiple opponents at once. For every 7-die codes she has in Refl exes her Passive defense vs. physical attacks is increased by +4. This bonus is totaled before any other optional defense modifi ers are added.

At rank 10 the character may re-roll any one failed Refl ex dice action. She may do this once per game.

Coordination

This Super attribute measures hand-eye coordination and fi ne motor abilities.

Special Abilities: Enhanced Dexterity

Your character has unearthly coordination allowing her to use both hands and feet equally well. She may wield weapons with her feet with equal precision. The character may attack from an unfavorable or prone position with no penalty, or use her feet to fi re a weapon if her hands are tied. This ability does not give the character ambidexterity or extra limbs (for those abilities, see the appropriate Powers and Advantages).

The character can attempt to snatch missile attacks out of the air as they come at her. The hero uses her sleight of hand skill with a diffi culty equal to the original attack roll. This maneuver can be used in place of a character’s dodge roll against missiles.

Accuracy

When using a ranged weapon the character may reduce the range penalty by one step to a minimum of short range for every 6 die codes she has in Coordination.

At rank 10 the character may re-roll any one failed Coordination dice action. She may do this once per game.

Physique

This Super attribute measures physical power and the ability to resist damage. NOTE: The base damage of physical attacks is no longer calculated by dividing the Physique die code by 2. The base damage for someone with Super is equal to the Die code in the attribute starting

Special Abilities:

Enhanced throwing range

The character may double his range at throwing at rank 6-10, and triple it at 11-15. At 16 and above the distance is quadruple the normal thrown distance.

Thunder Clap

The character can stomp the ground create a shockwave, which does damage equal to his Physical damage die code to anyone in a 4+ his Physique die code meters radius around him. The hero must make a brawl attack to execute this maneuver.

The character can also use his incredible strength to create a sonic shock wave by clapping his hands together. The damage done by this attack is equal to half his physical strength die code and has a cone effect (see ranged power attack)allowing it to hit multiple opponents. The range of this attack is meters equal to the Physique die code of the character

Knowledge

This Super attribute measures memory and the ability to learn.

Special Abilities: Know-It-All

Your hero has got a little knowledge about a lot of things, and is truly a master of eclectic knowledge. At the Game Master’s discretion she may roll her Knowledge die codes of any esoteric knowledge or lore. The range of knowledge could range from the atomic weight of radium- 226 to what happened in episode 9 of the 3rd season of Buffy (hint: it involves Anya and Cordelia).

For every 7-die codes she has in Refl exes her Passive defense vs. mental attacks is increased by +4. This bonus is totaled before any other optional defense modifi ers are added.

Great Insight

Your character may experience an epiphany once per game, revealing something about the course of events occurring around her. You, as a player, are allowed to ask the GM for one clue to help your character along in the game per 5 die codes of Knowledge the character possesses.

At rank 10 the character may re-roll any one failed Knowledge dice action. She may do this once per game.

Perception

This Super attribute measures mental quickness and attention to detail.

Special Abilities: Eidetic Memory

Your hero has a photographic memory and can remember anything he has experienced with clarity. The character may recall one obscure piece of information that he has witnessed during the game for every die code in Perception. This may include things forgotten by the player, or things that the character may have noticed in past

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Analyze Weakness

The character’s mind functions quickly when fi ghting a foe. He can scrutinize an adversary, fi nding a weakness to exploit. Once per game the character may announce that he is going to analyze a target for weakness and either receive a bonus to damage equal to + 3 for every die above 5 he has in Perception, or be told what the weakness of his opponent is.

At rank 10 the character may re-roll any one failed Perception dice action. He may do this once per game.

Presence

This Super attribute measures emotional and physical attractiveness, and personality.

Special Abilities: Awe

The character is incredibly magnetic, able to sway a crowd with a few words or make them cower in fear with a menacing glare. Once per game your character can stand before a crowd and try any one Presence based social challenge. She suffers no action penalty for multiple targets.

Mind Over Matter

Through the sheer power of your character’s will alone, she can keep functioning after her body is ready to quit. This advantage allows the character to ignore wound penalties for rounds equal to her willpower die code.

At rank 10 the character may re-roll any one failed Presence dice action. She may do this once per game.

In document D6 Powers (Page 64-66)