Weapon | Range | Damage | AP | RoF | Shots | Weight |
---|---|---|---|---|---|---|
Mecha Fist | SMA + | 2 | ||||
Notes: | ||||||
Parrying Dagger | STR + | |||||
Notes: Melee, One Hand, Parry +1 | ||||||
Parrying Dagger | STR + | |||||
Notes: Melee, One Hand, Parry +1 | ||||||
Sling | 4/8/16 | STR + | ||||
Notes: Throwing, Two Hands, Defenseless |
Armour Type | Location | Value | Stacks | Weight |
---|---|---|---|---|
Cloth | Torso+arms+Legs | 0 | no | 0 |
Name | PP | Range | Duration | Effect | PP invested | |
---|---|---|---|---|---|---|
Common Modifiers | damage 2d6 | |||||
Notes: ■ ARMOR PIERCING (+1 TO +3): The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each Power Point spent grants the power AP 2 (see Armor Piercing), to a maximum of AP 6. ■ FATIGUE (+2): Powers that drain or tax an opponent can cause Fatigue. The modifier may be attached it can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however. The Fatigue suffered this modifier dissipates as soon as the power’s effects end (or until the end of the target’s next turn for instant powers). Resisting can be as part of an opposed roll (drain Power Points, empathy, shrink, etc.), or if a roll is allowed to avoid the effects (fear, havoc, confusion, illusion, etc.), or if the target can roll later to shake off or remove the effects (blind, lower Trait, entangle, sloth, etc.). ■ GLOW/SHROUD (+1): Glow creates soft light (caster’s choice of color) in a Small Blast Template centered on the target. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls. ■ HEAVY WEAPON (+2): The caster creates a focused blast. The attack counts as a Heavy Weapon. This must be applied to attack like powers. ■ HINDER/HURRY (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2. A caster can Hurry the recipient instead, granting increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative. ■ LINGERING DAMAGE (+2): The target is hit by fire, cold, acid, gnawing insects, or some other Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage (this means damage that does not come from a raise) minus one die type (for one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it is d4–2 instead. For Lingering Damage to work, you need the damage to come from the power itself. Smite does not deal damage; it only improves the weapon’s damage-dealing ability. Likewise, Lingering Damage can’t affect summon ally, zombie, or the new powers animal weapon and conjure item. ■ RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone or Stream Template. ■ SELECTIVE (+1): With intense focus, the caster can choose not to affect any or all individual targets within of effect (picking all enemies instead of allies in a blast, for example). | ||||||
Warriors Gift | 2 | Personal | 5 | Technologist | ||
Notes: With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement). | ||||||
Detect Arcana | 1 | Smarts | S | damage 2d6 | ||
Notes: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well — harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). | ||||||
Deflection | 1 | Self | 5 | damage 2d6, Technologist | ||
Notes: With success, foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both. An attacker who uses a ranged weapon in melee against the recipient suffers the penalty either way. | ||||||
Environmental Protection | damage 2d6, Technologist | |||||
Notes: Insulated Suit | ||||||
Elemental Manipulation - Electricity | damage 2d6, Technologist | |||||
Notes: | ||||||
Boost Trait - Smarts | damage 2d6 | |||||
Notes: | ||||||
Mend | damage 2d6 | |||||
Notes: | ||||||
Petrify | Damage 2d6 | |||||
Notes: | ||||||
Bolt - Melee | damage 2d6 | |||||
Notes: | ||||||
Damage Field | damage 2d6 | |||||
Notes: | ||||||
Arcane Protection | damage 2d6 | |||||
Notes: | ||||||
Shrink/Grow Ray | Damage 2d6 | |||||
Notes: |