Innate Attacks
Innate Attacks [Variable]
Innate Attacks, by default, is a ranged attack that deals 1d/level damage.
You can buy "Partial Dice" of damage. Each ±1 to damage counts as ±0.3 dice (Example: 1d+2 cru would count as 1.6 levels of crushing damage and would cost 1.6 x 5 points). Round the final cost up.
Max Range: 1001/D Range: 10
Acc: 3
RoF: 1
Shots: N/A
Recoil: 1
- Burning (burn) [5/level]: For fire, electricity, or intense energy. May ignite fires.
- Corrosion (cor) [10/level]: For acid or disintegration. Every 5 points of damage blocked by DR, reduce the DR by 1.
- Crushing (cr) [5/level]: For blunt impacts, blugeoning weapons, or explosive blasts. This damage type can cause Knockback.
- Cutting (cut) [7/level]: For things with sharp edges that can cause lacerations. These attacks generally deal more damage, can affect swarms or homogeneous creatures, and can possibly sever parts from the target's body.
- Fatigue (fat) [10/level]: For a mild shock, "mind blast", weakening effect such as hypothermia or starvation. This attack damages FP instead of HP and is usually useless against things like constructs or elementals.
- Impaling (imp) [8/level]: For stab wounds like a spear or an arrow. This is the highest damaging attack against most targets.
- Piercing (pi) [Variable]: For fast and blunt projectiles like bullets. There are 4 types:
- Small Piercing (pi-) [3/level]: These tend to leave very small wounds like blow darts and small pebbles.
- Piercing (pi) [5/level]: These would be similar in size to modern firearm bullets.
- Large Piercing (pi+) [6/level]: These leave a larger wound. Most firearms in this world deal this type of damage.
- Huge Piercing (pi++) [8/level]: These leave massive holes in the target, if there is even a target left afterwards. Seige weapons tend to deal this kind of damage.
- Toxic (tox) [4/level]: For poisons, venoms, diseases, or anything else that inflicts damage on a cellular damage. Like Fatigue attacks, this is usually useless against things like constructs or elementals.
Affliction [10/level]
This is a ranged attack. It can cause a baneful, nondamaging effect. The level determines how well your target resists your attack. If your attack hits, they roll vs HT+1 with a penalty equal to your Affliction level for that attack and the DR of your target. If the target is past the 1/2D range, they get a further +3. If they succeed their HT roll, they are unaffected. If they fail, they suffer the effects of the affliction, and may attempt the same HT roll once per second to recover
Hitting your target with multiple Afflictions that have similar effects doesn't normally stack them. Use the single worst effect.
You may attach Secondary Effects to your Affliction. These will only affect your target if they critically fail their HT roll or fail it by 5 or more. Secondary Effects are 1/5 as expensive (a +300% effect would only be +60%).
If an Affliction us unquestionably beneficial, reverse the signs of the Affliction roll (Example: Affliction 3 gives an HT+2 roll instead of an HT-2 roll). The duration becomes minutes equal to their margin of success!
Max Range: 1001/D Range: 10
Acc: 3
RoF: 1
Shots: N/A
Recoil: 1
- Advantages: The victim immediately experiences the effects of a specific physical or mental advantage including increasing ST, HT, IQ, or DX. This can be used as a beneficial "attack" you may use on your allies. +10%/point the advantage is worth.
- Instantaneous effects happen as soon as the subject fails their HT roll.
- Switchable advantages are automatically "on" and are not under the the victim's control.
- Attribute Penalty: The victim suffers a penalty to their ST (+5%/level), HT (+5%/level), DX (+10%/level), and/or IQ (+10%/level) for 1 minute per point which they fail their HT roll by.
- Lowering ST will affect BL and damage.
- Lowering IQ will affect Will, Per, and any IQ based skills.
- Lowering DX will affect any DX based skills.
- Coma: The victim collapses and will be unconcious for days unless treated.
- Cumulative: Repeated attacks are able to stack! This is in conjunction with Attribute Penalty, Advantage, Disadvantage, or Negated Advantage for a +400%.
- Disadvantage: The victim temporarily gains one or more specific mental or physical disadvantages (never self-imposed mental disadvantages). This is worth +1% per point the temporary disadvantages are worth (Example: A 10 point Disadvantage would be worth +10% as a modifier).
- Heart Attack: The victim suffers an incapacitating heart attack and will die in minutes unless treated for +300%. This is frequently used as a Secondary Effect (above).
- Incapacitation: The victim is incapacitated for a number of minutes equal to the margin of failure on their HT roll. After that, they are stunned until they can make an HT roll (once per second). If combinded with Irritant (below), the Irritant replaces the stun that occurs after the Incapacitation wears off for the same duration. A list of what these all are mechanically can be found here.
- Daze: +50%
- Hallucinating: +50%
- Retching: +50%
- Agony: +100%
- Choking: +100%
- Exstasy: +100%
- Seizure: +100%
- Paralysis: +150%
- Sleep: +150%
- Unconsciousness: +200%
- Irritant: The victim suffers an impairing, but not incapacitating, condidtion instead of being stunned. This lasts for minutes equal to the margin of failure on their HT roll to resist. A list of what these all are mechanically can be found here
- Tipsy: +10%
- Coughing: +20%
- Drunk: +20%
- Moderate Pain: +30%
- Euphoria: +30%
- Nauseated: +30%
- Severe Pain: +40%
- Terrible Pain: +60%
- Negated Advantage: The victim loses a specific advantage for one minute per point by which they failed their HT roll. No effect if the victim lacks that advantage. This is worth +1% per point the advantage is worth. If the advantage comes in levels, you must specify the level negated.
- Negated Disadvantage: The victim loses a specific disadvantage for one minute per point they fail their HT roll. This is worth +10% per point the disadvantage is worth. If the disadvantage comes in levels, you must specify the level negated.
- Stunning: May only accompany Advantage, Attribute Penalty, Disadvantage, or Negated Advantage. If the victim fails to resist, they are stunned (as if it was an unmodified Affliction) in addition to the effects of the other enhancements for +10%.
Binding [2/level]
You have an attack that can hold your target in place. It could be entangling your victim in vines, spider webs, freezing them in ice, having the ground swallow them, etc. On a hit, your victim is Grappled and rooted in place. They cannot use the Move or Change Posture maneuvers, nor can they change their facing. They are additionally at a -4 to DX.
The ST of the Binding is equal to your Binding level, but additional attacks on a successfully bound victim give +1 to the Binding's ST. The victim must win a Quick Contest of ST or Escape skill against the ST of your Binding in order to escape and takes their entire turn. Failure costs the victim 1 FP, but they may try again on their next turn.
Another escape option is to just attack the bindings. Innate Attacks hit automatically, but all other attacks are at -4. External attacks on the target take no penalty. The Binding has DR equal to 1/3 your level (rounded down). Each point of damage the binding takes reduces the ST by 1. At 0 ST, the binding is destroyed, freeing the victim.
- Constricting: Your target is attacked by a Constriction Attack with ST equal to that of the binding every turn. This costs +75%.
- Engulfing: Your attack Pins the target. They cannot move any limbs or speak making spellcasting impossible if it requires anything more than thought. The victim may only attempt to escape every 10 seconds, and on a 17 or 18, they become so entangled they cannot escape on their own. This costs +60%.
- Only Damaged by X: Only specific damage types can damage your Binding. For burning, corrosion, crushing, or cutting +30%. For any combination of two +20%. And For any combination of three +10%.
- Sticky: Your Binding is treated as Persistant (below) but only affects those who actually touch the original target of your attack for +20%.
- Suffocating: Your Binding cocoons the target or blocks their breathing passages. The victim cannot breathe until released from the Binding entirely and will begin to Suffocate. This costs an extra +75%
- Unbreakable: The binding cannot be broken. The only way to escape is for the victim to break free themselves. This costs an extra +40%.
- Environmental: Your binding requires your target to be in specific conditions and lowers the cost by anywhere from -20% (target is touching the ground) to -40% (target is in dense vegetation).
- One-Shot: You cannot layer your Binding to increase its ST for a -10%.
Persistant: Binds anyone who blunders through the area
Example Templates
Innate Attack
Beam- Any kind of concentrated energy or particle jet.
One of: - A forceful column of air or stone
Crushing, Double Knickback (+20%) - A beam of pure magic may ignore armor
Armor Divisor (2) (+50%), or Armor Divisor (5) (+150%)
Field
- Create an area around the caster that will constantly damage anyone who gets too close
Aura (+80%), Melee Attack (-30%), levels of Area Effect (+50%/Level), and Emanation (-20%)
Gas
- Either Lethal (toxic damage) or Non-Lethal (fatigue damage)
Area Effect (+50%/Level), Drifting (+20%), Persistent (+40%) and one of: - Respiratory Agent (+50%)
- Blood Agent (+100%)
- Contact Agent (+150%)
Liquid/Breath I AINT DONE WITH THIS ONE. WAITIN FOR MOTIV
- One of:
- Liquid
Projectile
- While no modifiers are necessary for projectiles as an Innate Attack is naturally a projectile.
Pick and choose as you wish: - Guided (+50%) for a player guided projectile
- Homing (variable) for a self propelling projectile
- Overhead (+30%) for something lobbed
- Area Effect (+50%/Level) to affect an area and enable a few more modifiers
- Persistent (+40%) for attacks that linger in an area
- Wall (+30% or +60%) for attacks that surround an area
- Bombardment (variable) for projectiles raining down from the sky
Affliction
Curse or Mental Attack:- like casting a spell on a target
Malediction 1 (+100%), Based on Will (+20%)
Field (Varies):
- one of:
- affects anyone who gets too close once
Area Effect (+50%/level), Emanation (-20%) - automatically affects anyone who touches the caster
Aura (+80%), Melee Attack (-30%)
Gas:
- Area Effect (+50%/Level)
- and one of
- affects anything that breathes it in
Respiratory Agent (+50%) - affects anything that has blood
Blood Agent (+100%) - affects anything
Contact Agent (+150%) - for mobile Gas Cloud
Drifting (+20%), Persistent (+40%) - if surrounding the attacker
Emanation (-20%)
Gaze:
- one of
- If the attacker needs to see the target and roll Innate Attack to hit
Vision-Based (+150%) - If the attack is more curse-like
Malediction 1 (+100%), Vision-Based (-20%)
Sensory Attack:
- Area Effect (+50%/level), Emanation (-20%)
- one of
- Bright Flashes of light
Vision-Based (+150%), Blindness (+50%) - Howls, thunderclaps, etc.
Hearing-Based (+150%), Deafness (+20%)
Touch:
- Melee Attack (-30%)
- one of
- must touch bare skin
Contact Agent (-30%) - must touch open wound (-7 if they have one), eyes (-9), or face (-5)
Blood Agent (-40%) - if bypasses DR (roll Quick Contest only after you've successfully hit your target
Malediction 1 (+100%)
Venom
- one of
- if a ranged spitting/thrown attack
Nothing (+0%) - if coming from fangs, claws, quills, etc.
Follow-Up (+0%) - one of
- if it just needs to hit skin
Contact Agent (-30%) - if it needs to get into the bloodstream
Blood Agent (-40%)
Binding
Bonds- In the simplest form, the surroundings tie the target up.
Environmental (-40%), Sticky (if webbing) (+20%)
Entombment
- the earth swallows the target, they are fully encased in the ice sheet they are standing on, they are imprisoned in a nearby tree, etc. as long as they are touching it.
Engulfing (+60%), Unbreakable (+40%), Suffocating (+75%), Environmental (-20% to -40% depending on rarity)
Force Fields
- magical forces bind a target, making them unable to move
Unbreakable (+40%), One-Shot (-10%) - if target is "tied up" and not just rooted in place
Engulfing (+60%)
Goo
- if you "slime" your target with a sticky glue-like substance
Engulfing (+60%), Only Damaged by Burning or Corrosion (+20%), Sticky (+20%)