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IMPLEMENTACIÓN DEL NUEVO MARCO REGULATORIOMARCO REGULATORIO

In document ÍNDICE CARTA DEL PRESIDENTE EL SECTOR EN (página 186-200)

COMPETENCIA EN LOS MERCADOS

3.10 IMPLEMENTACIÓN DEL NUEVO MARCO REGULATORIOMARCO REGULATORIO

Summary: Literally meaning "Crossdresser Fist Way", Okama Kenpo is a style that uses mainly kicks and punches but in new, more interesting ways. For example, a kick may incorporate the dexterity of a ballerina. Some people may think this style is rather strange but it has its unique strengths. To learn Okama Kenpo you must, of course, be an Okama. An Okama isn’t a race or class, it’s simply a lifestyle choice. For the record, female characters can also be Okama.

Prerequisites

Brawler, 18 DEX, Unarmed Strike 13 Ranks, Combat Throw, Elusive Target, Unbalance Opponent, Must be an Okama Prestige Feats

1. SWAN ARABESQUE [ DAMAGE ]

Benefit: You can perform a powerful high kick usually aimed at your opponent’s head. This unarmed strike is a standard action and deals 2d6 damage. You also have a 50% chance to stun your target for one round. The target has a chance to resist the stun effect by rolling their fortitude save vs a DC of 18.

2. WAXING FIST [ DAMAGE ]

Benefit: As a full round action you stab your hands rapidly at your opponent with superhuman strength. You roll your unarmed strike against your opponent’s defense, if you hit, it deals 1d6 damage. As a long as you continue to hit your opponent successfully, you may continue to roll these stab attacks as free actions dealing 1d6 damage each time. The maximum number of consecutive strikes is 10. Once you miss, your round is over immediately.

3. AWAKENING OF THE MAIDEN [ DEBUFF ]

Benefit: This is a complex attack which involves feinting punches, a short grapple, a waltz dance, a body toss, spins, and finally throwing a dress on your opponent. This attack doesn’t deal any damage but your opponent must roll a willpower save vs a DC of 25 to resist the hypnotizing effect of the attack and becoming an okama. If they fail the roll, they immediately become friendly with you and are care-free/happy. This effect lasts up to a week but may be cancelled out if the target is attacked or suffers a traumatic experience. 4. ROLLING SPA [ MISC ]

Benefit: As a standard action you may perform a rapid roll that allows you to escape from projectile attacks at high-speed. You execute this attack when an enemy launches their ranged attack at you; the standard action is subtracted from your next turn. You roll a distance equal to your land movement speed.

5. DEATH WINK [ DAMAGE ]

Benefit: As a standard action you can create a blast of air pressure merely by winking. You can use this as a powerful close combat attack similar to a punch, or it can be used as a long-range attack. Used at close range (0-10ft) this attack deals 5d6 sonic damage, if used at long range (15-30ft) it deals 3d6 sonic damage.

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Pyromancer

Summary: Pyromancers are specialists who are obsessed with fire and destruction. All they want is to watch the world burn. They use customized oils, alcohols, and other flammable substances to create powerful flames which burn much hotter and brighter than typical flames. Pyromancers are typically more troubled characters. Arsonists often have vices which involve flames such as smoking, playing with lighters, or even burning themselves.

Prerequisites

Specialist, Neutral/Evil, Invent 13 Ranks, Elemental Oils, Blazing Weaponry, Must have a customized weapon which uses fire based attacks

Prestige Feats

1. BURN SCARS [ STAT BONUS ]

Benefit: Having worked with fire extensively for so long it no longer affects you as it once did. You gain a +10 elemental resistance to fire/heat based attacks.

2. FIRE BOMB [ DAMAGE ]

Benefit: You can now craft special fire bombs with your invent skill with a DC of 22 using high quality oil. These bombs deal 4d6 fire damage in a 10x10 area. They then deal an additional 2d6 fire

damage to anyone who ends their turn still within the area. Anyone in the area can roll a reflex save with a DC of 22 to take half initial damage and immediately leave the area. The area burns for 2 minutes. Using this ability while on your own ship is a bad idea…

3. ARSONIST [ SKILL BONUS ]

Benefit: You have a much higher chance of lighting non-living materials on

fire using your weapon or other fire based attacks. Buildings, ships, and even metal or stone structures can now be set alight with ease. Apply a +10 bonus to rolls against object burn DCs.

4. HEALING FLAMES [ SKILL BONUS ]

Benefit: Working with fire isn’t only useful for destruction, but the knowledge can also be applied to help in medical situations. If you don’t already have it, you now have access to the heal secondary ability with the same rank as your other non-favored secondary skills. You gain a +5 heal bonus when attempting to cauterize wounds or treating burn injuries. Other medical treatments such as curing poisons do not receive this bonus.

5. HELLFIRE [ DAMAGE ]

Benefit: You point your weapon toward the ground, injecting flame and pure energy into the earth. Five random 5x5ft squares around you (out of the eight possible) erupt and lava spews on to any objects in the immediate area and then quickly cools. Any creatures in those squares take 10d6 fire damage. They can attempt a reflex save with a DC of 25 to take half damage and backup to another adjacent square. The turn after being hit the lava cools to stone and has a 25% chance to disable one of the target’s limbs. This ability only works when you’re at ground level and the floor is dirt/stone/wood or some other solid, non-metallic material. You cannot use this ability on hollow surfaces such as ships or the second floor of a building.

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In document ÍNDICE CARTA DEL PRESIDENTE EL SECTOR EN (página 186-200)