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CAPITULO IV. IMPLEMENTACIÓN DEL PROYECTO

4.3 Fase 2. Puesta en producción

Cost: 2 points/Level Relevant Stat: Mind

Type: Normal

The character has an innate knack for creating, modifying, and working with complex machines. Unlike someone who is merely well trained in a particular technical skill, the character with Mechanical Genius is a natural, and is able to flip through a tech manual for an advanced-technology mecha in 30 seconds and figure out a way to repair the machine in an hour or so. Every two Levels of Mechanical Genius (round up) also adds +1 Level to the Electronics and Mechanics Skills. A character with this Attribute can also build new gadgets at an astonishing rate, provided he or she has appropriate parts and facilities. In game terms, this means he or she can modify existing mecha (or personal gear, or technology-based Items of Power) as long as the overall point total is unchanged.

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1

All damage in combat is increased by 5 points.

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2

All damage in combat is increased by 10 points.

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3

All damage in combat is increased by 15 points.

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4

All damage in combat is increased by 20 points.

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5

All damage in combat is increased by 25 points.

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6

All damage in combat is increased by 30 points.

MASSIVE DAMAGE

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1

The character can build/repair machines at 2 times normal speed; +1 to Mechanics/Electronics Skill.

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2

The character can build/repair machines at 5 times normal speed; +1 to Mechanics/Electronics Skill.

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3

The character can build/repair machines at 10 times normal speed; +2 to Mechanics/Electronics Skill.

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4

The character can build/repair machines at 20 times normal speed; +2 to Mechanics/Electronics Skill.

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5

The character can build/repair machines at 50 times normal speed; +3 to Mechanics/Electronics Skill.

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6

The character can build/repair machines at 100 times normal speed; +3 to Mechanics/Electronics Skill.

MECHANICAL GENIUS

ATTRIBUTES

C HAPTER 2: C HARACTER C REATION

M ELD

Cost: 2, 4, or 8 points/Level Relevant Stat: None

Type: Paranormal

The character can meld his or her body into a particular object, effectively merging with it. Meld is very appropriate for characters such as nature spirits (for example, a tree spirit who can meld with her tree). It is also a common attribute of demons or ghosts, who might meld with an object (such as a book, mirror, portrait or sword) or person.

At 2 points/Level the character is limited to melding with a particular class of inanimate objects. Possible examples are earth, books, dolls, home appliances, snow, trees, statues, swords, etc.

At 4 points/Level the character can meld with any inanimate object in the surrounding environment.

At double cost, Meld can be applied to animate things, including people and animals. It gives no direct control over the host, however.

It takes one round to meld into or out of an object. Once merged, the character cannot be harmed unless the object is destroyed or the person or animal is killed. If this happens, the character is released. The GM may rule that the character also takes whatever damage the object sustained while being destroyed. Only exotic means (such as an appropriate Sixth Sense or scanning the object with Telepathy) will be able to detect the character when he or she has Melded with something. Exorcism will work on a character who has Melded with an object or person.

M ETAMORPHOSIS

Cost: 5 points/Level Relevant Stat: None

Type: Paranormal or Technological

Physical transformations are a major part of Japanese folklore, and a common ability for supernatural anime creatures or individuals labouring under a curse. Technological transformations are also possible, such as the robot who can shed its human guise and sprout weapons pods and rocket engines. Sorcerers, witches or demons may also know how to transform others, usually through powerful magic.

The Metamorphosis Attribute allows a character to transform either his or her self, or someone else, into a completely different form. A character can normally only perform a single, very specific type of metamorphosis.

For example, he or she may be limited to a transformation into a cat or into a hulking battle robot. A character may know additional transformations for 2 Character Points each, as long as they require the same Level of Metamorphosis, or 1 Character Point each if they require a lower Level of Metamorphosis. Also, specify whether the character can transform himself or herself, or transform other people. If the character can use Metamorphosis to transform himself or herself and other people, acquire two versions of the Attribute at full cost.

It is suggested that Metamorphosis be unable to transform someone into anything more than 10 times larger or 100 times smaller than its original mass. Thus, a human could be transformed into a toad but not into an insect. This is intended mainly for play balance, and the GM may waive this limitation where it seems appropriate. The GM may also rule that Metamorphosis automatically fails if the subject’s new form could not Level 1 The character has no sensory abilities within the object, although he or she will be aware of the

passing of time.

Level 2 The character’s normal senses extend out of the object. Thus, he or she can spy on other people.

The character may also use any psychic abilities (Mind Control, Telepathy, or any Weapon Attack with the Soul Attack ability) that he or she possesses to affect anyone touching the host object and, if the host is a living thing, the host itself.

MELD ATTRIBUTES

C HAPTER 2: C HARACTER C REATION

survive in the present environment. Thus, you could turn your enemy into a goldfish, but the attempt would only work if the target were currently in water. This prevents this ability from being used as a quick way to instantly kill an opponent.

Again, GMs may opt to waive this restriction where appropriate (such as for a villain in a horror campaign).

Create a “metamorphosis template”

for each new form the character can assume (or turn someone into). This should specify what changes are going to occur, measured in terms of Character Attributes and Defects. In general, a change in form will not alter Stats (a Body 9 character transformed into a frog becomes a very athletic frog) but will add or delete whatever appropriate Attributes or Defects are necessary to create the new form. This can include Damn Healthy!, Heightened Awareness, Racial-type Attributes and any of the following Defects: Awkward Size, Cannot Talk, Diminutive, One Hand/No

Hands, Marked (this should almost always be changed, as it reflects the basic physical appearance), Not So Fast, Not So Strong, Not So Tough, Restricted Ground Movement and Sensory Impairment.

A character is limited as to the total magnitude of the change he or she can make, as determined by his or her Level. If transforming someone else, this is based on the total change in Character and Bonus Points added and removed (for example, both a 2 point Defect and a 2 point Attribute count as 2 points each towards the total amount of change possible). If the character changes him or herself, the limitation is the net increase in Character Points (for example, a 2 point Defect would balance the cost of a 2 point Attribute and thus count as zero points worth of net increase). When adding a Defect to another character, the value of the Defect is multiplied by 3 to determine the total magnitude of change. For example, if a character attempted to remove a target’s ability to speak (giving the character the Cannot Talk Defect at 2 BP), this would count as a change of 6 Character Points towards the total amount of change possible. If a Metamorphosis exceeds this total, it cannot take place.

If the change requires a net gain of Character Points for the subject, it will be temporary, lasting a few minutes or possibly a few hours (if a Magical Power, it lasts as long as Energy Points are paid to sustain it). If it requires a net loss of Character Points, the change will be permanent until something is done to change the character back. This might be another use of the Metamorphosis Attribute or something else appropriate such as the blessing of a priest or the kiss of a prince.

It normally takes a character one non-combat action to transform himself or herself. The character can use an action to turn back to his or her normal self at any time. If capable of being used on others, Metamorphosis normally only affects a single willing subject whom the user must touch. For Metamorphosis to be used as an attack against unwilling persons or over a distance, the Weapon Attack Attribute (page 81) must be acquired in conjunction with the Linked Attribute (Metamorphosis) ability (page 87).

ATTRIBUTES

C HAPTER 2: C HARACTER C REATION

Metamorphosis is not intended for transforming people into stone or other forms where they would be effectively immobilized. In order to do that, use the Weapon Attack Attribute (page 81) with the Incapacitating ability (page 86).

A character with Metamorphosis (Self) may take the Involuntary Physical Change Defect (page 105). This means he or she cannot always control the change.

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