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 ==
-
:''Cost'': 8 points (or 2 for each Special Attack after the first, with the first having the highest cost overall)
+
:''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
 +
* (Special) For 'Secondary' Special Attacks, all modifiers, positive ''and'' negative, below this, cost or provide half their normal character points.
 +
 +
== Neutral Modifiers ==
 +
 +
=== Descriptor ===
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:''Cost'': 0 points for the first, 1 point for each additional
 +
:''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.
 +
 +
=== Alternate User ===
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:''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.
== 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.
 +
:''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
 +
:''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.
 +
 +
=== Autofire ===
 +
:''Cost'': 6 points
 +
:''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 ===
 +
:''Cost'': 4 points
 +
:''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).
 +
 +
=== Concealable ===
 +
:''Cost'': 2 points
 +
:''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 ===
 +
:''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.
 +
:''Special'': For every 1 additional point put in, add +2 to the save DC.
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 +
=== Drain Stat ===
 +
:''Cost'': 6 points
 +
:''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.
 +
:''Special'':
 +
* For another 4 points, increase the damage by 3.
 +
* This ability may be taken multiple times - each time affecting a different stat.
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=== Enhanced Damage ===
 +
:''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.
 +
:''Special'''Add +2 to the save DC per 1 point added. Alternatively, the attack can be specified to cause deafness or other sensory damage.
 +
 +
=== Flexible ===
 +
:''Cost'': 4 points
 +
:''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.
 +
:''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.
 +
:''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 ===
 +
:''Cost'': 10 points
 +
:''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 ===
 +
:''Cost'': 4 points
 +
:''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.
 +
:''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.
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=== Muscle-boosted ===
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:''Cost'': 3 points
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:''Effect'': Add the user's Strength bonus to the attack damage.
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:''Special'': This ability may be taken several times; each time, add the Strength bonus again.
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=== No Regeneration ===
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:''Cost'': 5 points
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:''Effect'': The attack can be treated, but not by natural or magical regeneration.
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=== Penetrating ===
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:''Cost'': 5 points
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:''Effect'': If the attack would go through a Force Field or similar technique, up to 10 damage goes right through the field, ignoring it entirely.
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:''Special'': This ability may be taken several times; each time after the first, add another 10 damage ignoring the field.
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=== Quake ===
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:''Cost'': 6 points
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:''Effect'': The attack forms fissures in the ground - a victim, in addition to the damage, may fall in upon failing a reflex save (DC 15 + damage dice). The fissure is 3 feet deep for the first 5 damage, then doubled for every additional 5 (so 30 damage means a 96 feet deep crevasse and a lot of fall damage).
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=== Stun ===
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:''Cost'': 3 points
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:''Effect'': The attack deals Subdual damage equal to half again the HP damage - or all of it, if the No Damage modifier is assigned to the same attack.
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=== Tangle ===
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:''Cost'': 10 points
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:''Effect'': The attack screws up the ability of the victim to move, such as by freeziing them in ice, tying them with branches, etc. The entanglement has 4 HP per damage die. Tied victims cannot move, attack at a -4 penalty, and can't perform actions that require complex gestures, until the entanglement is destroyed. An "Incurable" Tangle Attack means only a specific attack type will break the entanglement.
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:''Special'': This ability may be taken several times; each time after the first, double the range increment.
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=== Targeted ===
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:''Cost'': 6 points
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:''Effect'': The attack deals double damage to one specific enemy type (any that could be a Ranger's Favored Enemy is a valid target). If taken with the "No Damage" disability, it still damages that type.
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:''Special'': This ability may be taken several times; each time, add one type to those doubly damaged by the attack.
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=== Trap ===
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:''Cost'': 4 points
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:''Effect'': The attack is set as a trap, which is triggered in some fashion (most commonly, stepping on it). Traps with the "Melee" modifier must be carefully planted. An attack roll represents throwing the trap to the correct area if it is ranged. Traps can be sportted with a DC 10+Damage Dice Spot check.
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=== Vampiric ===
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:''Cost'': 15 points
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:''Effect'': The attack's damage is added to the user's hit points, and/or any ability damage is added to their stats.
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:''Special'': For 10 points, this ability can raise the user's hit points and/or stats above their maximum; stats above their usual maximum fade at a rate of 5 HP and one to each stat per hour.
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=== Unique Ability ===
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:''Cost'': ??? Points
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:''Effect'': As always, the player and GM can agree upon abnormal abilities to add to a Special Attack.
== Negative Modifiers ==
== Negative Modifiers ==
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=== Backblast ===
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:''Provides'': 5 points
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:''Effect'': The attack has a backlash hazardous to those behind the user (within 5 feet) - the exact nature is up to the GM, but usually will deal one-fourth the damage.
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:''Special'': To provide 5 more points, the backlash can hit everyone within 5 feet (ANY DIRECTION) of the user - including the user themself!
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=== Casting ===
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:''Provides'': 4 points
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:''Effect'': The character must sacrifice a spell of a level equal to one-tenth the total character points used in the attack, rounded down, to use it.
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:''Special'': This modifier can instead COST 4 points; if so, the character may use higher-level spells to add damage dice, one die per level above the requirement.
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=== Drop Shields ===
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:''Provides'': 3 points
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:''Effect'': The character must drop all Force Fields before using this attack.
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:''Special'': Only characters with the Force Field attribute can take this.
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=== Inaccurate ===
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:''Provides'': 2 points
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:''Effect'': The attack has slower-than-normal accuracy, making it's attack roll at -1.
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:''Special'': This modifier can be taken multiple times - each time is an additional -1.
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=== Limited Shots ===
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:''Provides'': 4, 8, or 12 points
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:''Effect'': The attack can only be used a few times in a fight. For 4 points, the attack can be used six times in a fight. For 8 points, only three, and for 12, just once. For an autofire attack, this is the number of 'bursts' of fire. The attack takes several minutes to reload.
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:''Special'': If the attack can be reloaded as a full-round action, halve its value.
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=== Low Penetration ===
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:''Provides'': 4 points
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:''Effect'': The attack is double affected by any Damage Reduction the victim has. If the attack meets the nullification requirements of that Damage Reduction, it is ''still'' affected by it, but only by half its face value.
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=== Melee ===
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:''Provides'': 10 points
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:''Effect'': The attack can only be used in melee - five feet.
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:''Special'': If the attack can reach to ten feet, it only provides 8 points, and is treated under the Reach rules. (9 if it can't reliably do both 5 and 10.)
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=== No Damage ===
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:''Provides'': 6 points
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:''Effect'': The attack deals no lethal damage. (Normally, other modifiers explain how it is useful.
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=== Only in (Environment) ===
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:''Provides'': 6 points
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:''Effect'': The attack can only work in an environment that is frequent but not universal to the campaign - only in forests, for example.
 +
:''Special'': If the environment is ''rare'' in the campaign, this provides 10 points instead.
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=== Self-Destruct ===
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:''Provides'': 20 points
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:''Effect'': The attacker destroys the weapon. If the weapon is inherently part of the character, it destroys ''them'' - they're immediately reduced to 0 HP and dead.
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=== Short Range ===
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:''Provides'': 5 points
 +
:''Effect'': The attack has a short range increment - only 20 feet.
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=== Slow ===
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:''Provides'': 6 points
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:''Effect'': The attack has a charge time before it may be used. It requires one standard action of preparation before it can be used as another standard action - say, to chant a spell, focus ki, or the like.
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:''Special'': This disability is worth 10 points if the rime is increased to three rounds, 15 if a full minute, 20 if an hour, and 25 if a full day. (Good to represent the overwhelming power of siege weaponry!)
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:If this modifier is taken alongside the Stoppable defect, it represents the time the weapon is in flight instead of the prep time. If this is the case, you make take this modifier ''twice'' to represent both the charge time and flight time.
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=== Static ===
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:''Provides'': 10 points
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:''Effect'': The character cannot move in the round this attack is used - perhaps for a moment of total concentration, or to counterbalance an exceptionally high 'kick'. They are considered flat-footed until the start of their next turn after using the weapon.
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:''Special'': If the attack has a 'cooldown' where the character can't move after firing of another round, this modifier provides 15 points.
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=== Stoppable ===
 +
:''Provides'': 5 points
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:''Effect'': The attack can be stopped in mid-flight - say, by shooting a missile to make it explode early. A ranged attack against a GM-defined AC value (likely rather high due to the target being small) has a (damage*5/attackdamagedice)% chance of stopping the attack, cumulative with the odds of every previous hit on it; if one attack deals five times the attack's damage dice, it is destroyed automatically. This modifier may ''only'' be taken with the Slow defect - now representing the time of the attack's flight before hitting its target, rather than a prep time.
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=== Toxic ===
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:''Provides'': 5 points
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:''Effect'': The attack is toxin-based, and won't work on creatures immune to poisons, such as constructs, undead, or the like.
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=== Unreliable ===
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:''Provides'': X points
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:''Effect'': The weapon fails significantly somehow if a natural 'X' or below occurs on the attack roll, and requires a significant action - such as multiple rounds of repairs, or a full meal, or the like - before it can be returned to use should this happen.
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=== Unique Disability ===
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:''Provides'': ??? points
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:''Effect'': See Unique Ability - the player and GM can agree on unique disabilities to add to an attack.

Current revision as of 08:29, 20 August 2010

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