Ad20r:Tags:Special Attack

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(Created page with '''Special Attack'' is an unusual attribute in the context of Anime d20 Renaissance... Simply because it has ''too many'' modifiers. In short, it represents distinctive, signature…')
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== Special Attack Tag ==
== Special Attack Tag ==
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:''Cost'': 8 points (or 2 for each Special Attack after the first, with the first having the highest cost overall)
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:''Cost'': 8 points (or 2 for each Special Attack after the first, with the first having the highest cost when all are run as if it were a primary).
:''Benefit'': The character gains a special attack. A basic Special Attack is spammable without limit as a standard action, and does 1d8 damage. It has a range increment of 50 feet.
:''Benefit'': The character gains a special attack. A basic Special Attack is spammable without limit as a standard action, and does 1d8 damage. It has a range increment of 50 feet.
:''Modifiers'':
:''Modifiers'':
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* (2 points) Increase the base damage die to 1d10
* (2 points) Increase the base damage die to 1d10
* (4 points) Increase the base damage die to 1d12
* (4 points) Increase the base damage die to 1d12
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* (Special) For 'Secondary' Special Attacks, all modifiers, positive ''and'' negative, below this, cost or provide half their normal character points.
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== Neutral Modifiers ==
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=== Descriptor ===
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:''Cost'': 0 points for the first, 1 point for each additional
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:''Effect'': Adds a subtype to the effect, such as Good or Evil, Lawful or Chaotic, or the like. Elemental modifiers, marking the attack as mind-effecting/charm/compulsion, etc. are automatically provided by the relevant modifiers and do not need to be counted.
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=== Alternate User ==
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:''Cost'': 0 points
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:''Effect'': The character 'carries' the weapon, but someone else has to actually ''use'' it. For example, a robot might have a turret mounted on one shoulder, but needs someone else to pull the trigger. Which attack stats apply when this is used is up to the GM.
== Positive Modifiers ==
== Positive Modifiers ==
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=== Accurate ===
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:''Cost'': 1 point, repeatable
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:''Effect'': The attack is more accurate than most of it's type. +1 to attack rolls.
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:''Special'': Do not combine with Linked.
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=== Area Effect ==
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:''Cost'': 6 points
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:''Effect'': The attack strikes the entire immediate area around where it lands (the most archetypical example of this being an explosive). Affected characters are allowed a Reflex Save for half damage. The area radius starts at 5 feet around an intersection or square.
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:''Special'': Add 5 feet to the "blast" radius for 5 points. For 3 points, the affected area remains effected for a full round after the attack hits. (This can be repeated to make it last longer.)
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=== Aura ===
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:''Cost'': 8 points
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:''Effect'': The weapon damages people who touch the user, rather than being used as an attack - the character might be on fire or electrified, for example. If combined with the Area Effect property, anyone near the character is affected constantly.
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=== Autofire ===
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:''Cost'': 6 points
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:''Effect'': The attack fires a burst of shots (like a machinegun). The target may make the equivalent of a full attack with this weapon as a standard action.
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=== Burning ===
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:''Cost'': 4 points
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:''Effect'': The attack deals its damage over several rounds. If the attack deals damage on its first round it deals an addition 1 damage per damage die, ignoring damage reduction, for five rounds (unless the attack is neutralized somehow).
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=== Concealable ===
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:''Cost'': 2 points
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:''Effect'': The weapon can easily be hidden on the user's person - a machinegun in a violin case, or a pistol, for example.
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=== Contagious ===
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:''Cost'': 4 points
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:''Effect'': The attack's damage or effects can be passed on to others who touch a victim and fails a Fortitude (or will, as appropriate) save at DC 15. The GM will have to adjuctate exactly what effects pass.
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:''Special'': For every 1 additional point put in, add +2 to the save DC.
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=== Drain Stat ===
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:''Cost'': 6 points
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:''Effect'': The attack damages one of the core six stats, lowering Strength, Dexterity, Consitution, Intelligence, Wisdom, or Charisma by 2. This works as normal ability damage. Constitution getting lowered to 0 by this attack only renders the victim unconscious, not dead.
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:''Special'':
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* For another 4 points, increase the damage by 3.
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* This ability may be taken multiple times - each time affecting a different stat.
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=== Enhanced Damage ===
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:''Cost'': 6 points, repeatable
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:''Effect'': Add an additional die of the same size to the attack's damage.
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=== Flare ===
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:''Cost'': 4 points
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:''Effect'': If the target is hit (or in the radius of an Area Effect attack), they must roll a Fortitude save against DC 10 + 2 per damage die, or be blinded for a number of rounds equal to one-fourth the damage they took.
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:''Special'''Add +2 to the save DC per 1 point added. Alternatively, the attack can be specified to cause deafness or other sensory damage.
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=== Flexible ===
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:''Cost'': 4 points
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:''Effect'': The attack is long, flexible, and/or extendable - the target's AC and dodge modifiers are considered to be lowered by 2 due to the added difficulty of evading. The attack can also be used to trip or disarm opponents at a +2 bonus.
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:''Special'': Add 3 points to the cost if the weapon cannot be subject to counter trip attempts or counter disarm attempts.
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=== Flurry ===
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:''Cost'': 5 points
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:''Effect'': The attack can be used repeatedly during a Full Attack.
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=== Ghost Touch ===
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:''Cost'': 4 points
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:''Effect'': The attack affects incorpreal beings as if it had the Ghost Touch property.
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=== Homing ===
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:''Cost'': 7 points
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:''Effect'': The attack can home in on an opponent - not only gaining a +4 to its attack roll, but curving around to try and hit again one round after it misses. This benefit can be negated with a specified sensory block.
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:''Special'': Add 3 points to the cost if the sensory block in question is uncommon in the setting.
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=== Incapacitating ===
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:''Cost'': 12 points
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:''Effect'': The attack can potentially immediately disable an opponent - they must make a saving throw (Fortitude or Will) against a DC of 10 + 2 per damage die, or be incapacitated in some way - put to sleep, frozen as if by ''Hold Person'', turned to stone, etc.
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:''Special'': The GM may freely demand that this ability cost more for more significant incapacitations (such as petrification or polymorphing)
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=== Incurable ===
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:''Cost'': 10 points
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:''Effect'': The attack's effects are not easily treated - they do not regenerate naturally and cannot be treated by standard means (including relevant spells). A specified more exotic treatment is necessary.
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=== Flexible ===
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:''Cost'': 4 points
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:''Effect'': The attack is long, flexible, and/or extendable - the target's AC and dodge modifiers are considered to be lowered by 2 due to the added difficulty of evading. The attack can also be used to trip or disarm opponents at a +2 bonus.
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:''Special'': Add 3 points to the cost if the weapon cannot be subject to counter trip attempts or counter disarm attempts.
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=== Irritant ===
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:''Cost'': 3 points
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:''Effect'': The attack has a major irritating component (pepper spray or skunk musk being typical modern examples). On a successful hit, the subject must make a Fortitude save against DC 10 + 2 per damage die, or be partially blinded and distracted for a number of rounds equal to one-third the damage inflicted.
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:''Special'': Raise the save DC by 3 for an additional point.
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=== Linked to an Attack ===
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:''Cost'': 8 points
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:''Effect'': The attack is actually an additional effect of another attack, only hitting if that attack does (usually!), but ignoring any damage reduction that failed to prevent all damage of the primary attack. Damage bonuses from Massive Damage and the like do not apply to a Linked attack.
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=== Linked to an Attributte ===
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:''Cost'': 4 points
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:''Effect'': The attack is linked to another attribute - applying that attribute to the subject if it hits and the subject fails a relevant save at DC 10 + 2 per damage die. The attribute must make sense to attach.
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:''Special'': Add 2 to the save DC for 1 point.
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=== Long Range ===
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:''Cost'': 3 points
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:''Effect'': Increase the range increment to 100 feet.
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:''Special'': This ability may be taken several times; each time after the first, double the range increment.
== Negative Modifiers ==
== Negative Modifiers ==

Revision as of 23:02, 19 August 2010

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