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.
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:''Effect'': Increase the range increment to 100 feet.
:''Effect'': Increase the range increment to 100 feet.
:''Special'': This ability may be taken several times; each time after the first, double the range increment.
:''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.
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:''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
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:''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 ===
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:''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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