Ad20r:Tags:Special Attack

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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.
:''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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=== Alternate User ===
:''Cost'': 0 points
:''Cost'': 0 points
:''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.
:''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.
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:''Special'': Do not combine with Linked.
:''Special'': Do not combine with Linked.
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=== Area Effect ==
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=== Area Effect ===
:''Cost'': 6 points
:''Cost'': 6 points
:''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.
:''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.

Revision as of 05:13, 20 August 2010

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