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LA EXCAVACIÓN. METODOLOGÍA Y DESARROLLO DE LOS TRABAJOS DE CAMP03

advanced player’s guide n Chapter Five 153

special effect(s) Frequency

Acid Attacks Rare

Air/Wind Attacks Uncommon

Attacks (All), Physical/Normal Extremely Common

Biological Attacks Rare

Blasters (same as Particle Beam Attacks) Extremely Common

Bullets Extremely Common

Celestial/Solar Attacks Rare

Chaos/Entropy Attacks Rare

Chemical Attacks (same as Gas/Poison) Common Chemical Attacks, Air-Based Uncommon

Cold/Ice Attacks Common

Cyberkinesis Attacks Uncommon

Darkness Attacks Uncommon

Dimensional Manipulation Attacks Rare Earth + Fire + Water Attacks Very Common

Earth/Stone Attacks Common

Electrical + Magnetic Attacks Very Common

Electrical Attacks Very Common

Electromagnetic Pulses Uncommon

Electromagnetic Radiation Attacks Uncommon

Energy Attacks (All) Extremely Common

Explosives Very Common

Fiery Explosions Uncommon

Fire Attacks Common

Fire Attacks + Heat Attacks Common

Force Attacks Uncommon

Gas + Poison Attacks (same as Chemical) Common

Gas Attacks Common

Gravity Attacks Uncommon

Gravity Attacks + Magnetic Attacks Uncommon

Heat Attacks Uncommon

Heat Attacks + Fire Attacks Common

High-Tech Attacks Extremely Common

Holy Attacks Uncommon

Ice/Cold Attacks Common

Ice/Cold Attacks + Water Attacks Common Iron Attacks + Steel Attacks Very Common

Kinetic Energy Attacks Rare

Life Force Attacks Rare

Light-Based Attacks Uncommon

Magic, all types Very Common

Magic, specific type Uncommon

Magnetic Attacks Uncommon

Magnetic Attacks + Gravity Attacks Uncommon Matter Manipulation Attacks Rare

Melee Attacks, Physical/Normal Extremely Common

Mental Powers, generally Common

Particle Beam Attacks (same as Blasters) Extremely Common

Physical Attacks (All) Extremely Common

Plasma Beams Uncommon

special effect(s) Frequency

Pleasurable Attacks Uncommon

Poisons Common

Radiation Attacks Uncommon

Shadow Attacks Uncommon

Silver-Based Attacks Uncommon

Solar/Celestial Attacks Rare

Sonic Attacks Uncommon

Spirit Attacks Rare

Stone/Earth Attacks Common

Technology Attacks Very Common

Telekinetic Attacks Common

Time Attacks Rare

Undead or Unholy Attacks Uncommon

Vibration Attacks Uncommon

Water Attacks Uncommon

Water Attacks + Cold Attacks Common

Wind/Air Attacks Uncommon

Wood-Based + Silver-Based Attacks Uncommon

Wood-Based Attacks Uncommon

Special Situations

Ambushes + Treacherous Attacks Very Common Attacks When Obviously Outclassed Common

Electrically grounded

If a Flyer Extremely Common

If a Non-Flyer Very Common

Falling/Knockback Damage

If a Normal Character Extremely Common If a Predominantly High-Altitude Character Common

Struck in HTH Combat Extremely Common

Specific Powers/game Mechanics

Armor Piercing Attacks Common

Affects Desolidified Attacks Rare

Blast Extremely Common

Dispel Uncommon

Drains Common

Entangles, standard Very Common

Entangles, EGO-Based (Mental Paralysis) Uncommon Flash Attacks, Sight Group Very Common Flash Attacks, all Sense Groups Extremely Common

Images, Sight Group Common

Images, all Sense Groups Common

Killing Attacks, Energy Extremely Common Killing Attacks, Physical Extremely Common

Mental Blast Common

Mental Illusions Uncommon

Mind Control Common

Mind Scan Uncommon

Presence Attacks, generally Extremely Common Presence Attacks From Desirable Opponents Common

Transform Uncommon

OPTIOnAl vulnERABIlITy FREQuEnCy TABlE

154 n Complications hero system 6th edition

OTHER vulnERABIlITy RulES

A character may have two or more Vulner- abilities that are affected by a single attack — for example, a character who’s Vulnerable to Ice/ Cold and Vulnerable to Magic could get hit by a Frost Bolt Spell. In that situation, multiply the larger multiplier by the smaller multiplier to get an overall multiplier. Thus, two x1.5 multipliers become a x2.25 multiplier, a x1.5 and x2 become a x3 multiplier, and two x2 multipliers become a x4 multiplier.

If a character has a Vulnerability to both the STUN and BODY of a particular special effect or type of attack, and is hit by a Killing Attack that exploits the Vulnerability, first determine the BODY and STUN of the Killing Attack normally. After that’s done, apply the Vulnerability multi- plier. For example, suppose a character who’s Vulnerable to Fire (2 x STUN and 2 x BODY) is hit by a fire RKA 3d6 (a fireball). The attacker rolls his damage, getting 10 BODY and a x4 STUN Multiplier for 40 STUN. The Vulnerability now applies, doubling that to 20 BODY and 80 STUN.

In campaigns that use the Hit Location rules, apply both the Vulnerability modifier and the Hit Location modifier before taking the target’s defenses into account. For example, a character hit in the Head with a Killing Attack to which he had a 2 x STUN Vulnerability would apply the x5 STUN Multiplier for the Head location, and then the x2 Vulnerability modifier.

If a character is Vulnerable to the effects of Entangles, multiply the BODY rolled for the Entangle. The PD/ED of the Entangle is not affected.

If a target is Vulnerable to a type of attack (but not to Mental Powers) and is affected by a Mental Illusion that does damage by creating an Illusion of that type of attack, the Vulnerability applies to increase the damage.

Vulnerability damage multipliers do not apply to damage from Susceptibilities, Dependences, or other Complications involving the same power/ special effect.

EXPAnDED vulnERABIlITy

For some campaigns, the three categories of frequency — Uncommon, Common, and Very Common — may not offer enough options. The accompanying Optional Vulnerability Table on APG 153 and Optional Vulnerability Frequency Table present an expanded, five-category system for Vulnerability. Under this system, characters tend to get more points for Vulnerability than they do with the standard rules.

InCREASED mulTIPlES

At the GM’s option, a character can take a Vulnerability that’s even more dangerous than normal — one that does x3, x4, or more damage. For each additional point of multiple above x2 (x3, x4, x5, x6, and so forth), multiply the base value of the Vulnerability by that number (thus, a Common Vulnerability with a x3 multiplier is worth 30 points, one with x5 is worth 50 points, and so on).

EXPAnDED EFFECTS FOR vulnERABIlITy

The standard Vulnerability rules increase the damage done by, or other direct effect of, a given attack. For example, they multiply the damage of a Blast or RKA, the amount of “blindness” caused by Flash, and the BODY of Entangles. At the GM’s option, characters can define their Vulnerability as having some effect other than increasing damage, as described in the accompanying text box. The GM can also devise other Vulnerability effects appropriate to specific characters, if desired.

vARIABlE COmPlICATIOn