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Informantes

In document TESIS DOCTORAL (página 104-108)

2 CAPÍTULO: EL IMPACTO DE LA ENFERMEDAD EN EL EN- EN-FERMO Y LA PAREJA

3.4 MÉTODO

3.4.2 Informantes

GADGET POOL

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BP Cost:

BP Cost: Variable (Base Pool + 4/Full Slot + 2/Half Slot) AP Cost:

AP Cost: 2 Effects:

Effects: Models possessing this power can define a pool of points which have slots that draw upon those points in a given turn. Pay for the points in the base pool on a one for one basis (i.e., a 30 pt.

base pool costs 30 build points).

Once a pool is purchased, models can add specific slots (powers) to it, which cost 4 points for a Full Slot and 2 points for a Half Slot. Full Slot powers can utilize up to the entire base pool points and Half slots can only utilize up to half the base pool points (round down). Each power slot comes with the Gear power modifier by default, but any of these may be upgraded to a Boon for 1 pt.

each (see the Power Modifiers section below). It costs 2 AP to switch between power slots.

Each slot/gadget can be made up of multiple powers, the make up and the number of points it draws from the base pool is fixed during a scenario, but it can be changed between scenarios. Consid-er GadgeteConsid-er as an example:

Gadget Pool (28) Gadget Pool (28)

28

42 Total BPs

Now for a particular scenario, he may have his five Gadgets (Slots) built thusly:

Assault Rifle (Full Slot, 28 pts. used) Assault Rifle (Full Slot, 28 pts. used)

Ranged Attack (7D)

Super × 1

Scope × 2

Grenades (Full Slot, 18 pts. used) Grenades (Full Slot, 18 pts. used)

Ranged Attack (6D, Blast-only)

Super × 1

Short Range Power

Jet Pack (Half Sl

Jet Pack (Half Slot, 10 pts. used)ot, 10 pts. used)

Flight

Stun Pistol (Half Slot, 10 Stun Pistol (Half Slot, 10 pts. used)pts. used)

--Flare (Strike-based)

Scanner (Half Slot, 6 pts. used)Scanner (Half Slot, 6 pts. used)

+1D Sense

Super-Sense × 1

In the above example, Gadgeteer could use his Assault Rifle for a bit, then spend 2 AP to shoulder/stow that away and activate his jetpack and get his grenades ready. Later he may stow the grenades in favor of his laser pistol/jetpack combi-nation.

So Gadgeteer can activate any number of slots as long as the total pool draw from all activated slots remains less than or equal to his base pool amount.

However, he can only change the com-position of his Slots/Gadgets between scenarios. In the above setup, he has fixed each Slot’s power level and config-urations with those specific powers.

Players may use power modifiers to bring the cost of a slot down, but the combination of powers in the slot can-not total more than the slot’s maximum value before the mods are applied. For instance, in the example above, the Gad-geteer couldn’t take a 60 point power and buy the No Range power mod on

it to bring it down to 30. However, he could take a 30 point power and bring it down to 15 in this manner and even though it only uses 15 pool points it would still count as a Full Slot because it started out at 30 points before power mods.

Gadget Pools may not have power modi-fiers applied to the base pool or the Full/

Half slot costs themselves, but the pow-ers within those slots may have them.

We illustrate this in the Grenades above.

Its cost including the Short Range modi-fier (18 pts.) keeps it well below the pool maximum of 28 pts. and could allow for the use of the 7 pt. Scanner or 10 pt. Jet Pack gadgets on the same turn.

Note that slots don’t have to use the full amount of points they’re entitled to (only the Assault Rifle in the above ex-ample does). The terms Full/Half refer to their maximum allocation potential and are not intended to represent their mini-mum pool allocation (minimini-mum is 0).

Powers with lingering effects remain in play as long as the slot remains active.

Swapping out the slot cancels any and all lingering power effects in play.

Swapping slots in a Gadget Pool costs the model 2 AP, regardless of the num-ber of Slots swapped, and can be done during or at the start of a turn.

Full Slot (+4 pts.):

Full Slot (+4 pts.):Allows for the cre-ation of a slot which contains one or more powers which total no more than the base pool points (prior to disadvan-tages). This allocation is fixed for each scenario, but the entire slot composition and pool point draw may be changed between scenarios.

Half Slot (+2 pts.):

Half Slot (+2 pts.):Allows for the cre-ation of a slot which contains one or more powers which total no more than the half the base pool points (prior to disadvantages, round down). This allo-cation is fixed for each scenario, but the entire slot composition and pool point draw may be changed between scenar-ios.

GROWTH GROWTH

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BP Cost:

BP Cost: 8 pts./level (max 3) AP Cost:

AP Cost: 2 Effects:

Effects: Using Growth adds +1D of Strength, +1D of Toughness, and +2 Vi-tality for each level of the power. When it activates the power, a model may choose how many levels it wants to grow, and on subsequent actions, can spend 2 AP to add or subtract levels of Growth up to its maximum. A model us-ing Growth possesses 2” of extra “reach”

for every level of the power it activates, and +2 AP for movement (this works just like the Extra Movement power listed earlier).

Each level of Growth a model activates roughly corresponds to the following real-world height range:

Level 1:

Level 1: up to 20 ft.

Level 2:

Level 2: 21-40 ft.

Level 3:

Level 3: 41+ ft.

A model using Growth cannot hide, and cannot use terrain to gain a cover bonus against ranged attacks. A model that re-verts to its normal size loses any Vitality points gained from the Growth power, and if its current vitality loss warrants it, the model must make a KO check upon reverting to its normal size. A model’s active Growth levels subtract from its range band when targeted by ranged

attacks, to a minimum of the short range band (this can bring a model from out of range well into range). For example, a model with Growth level 1 active stand-ing at medium range from an attacker would actually count as being at short range.

Significantly larger models (3+ size categories larger) do not have to try to escape grabs from smaller foes in the normal fashion. A grabbed model of this size may act as normal, despite its unwanted passenger, including moving, charging, attacking and performing other actions. The smaller model still gets to apply damage as per the Grab rules in Chapter 2 until the larger model successfully swats it off (either with free attempts or as a 4 AP action). Each active growth level adds +1D to any opposed grab hold/escape checks.

Mark models using growth with an ap-propriate counter to avoid confusion, or better yet, replaced with an appropriate model.

Example:

Example: Giantess activates two levels of Growth, increasing her Vitality total from its base of 9 to 13. Several rounds later, she suffers several vicious attacks that cost her 12 of her 13 vitality points. When Giantess stumbles within range of the Zero Device, the infernal brain-machine uses its Dom-inate power to force her to revert back to normal size. Giantess loses the extra Vital-ity she gained from Growth, but not the damage she took while in her giant form, so she must immediately pass a KO check or go down.

HEALING HEALING

BP Cost:

BP Cost: 10 pts.

AP Cost:

AP Cost: 4 Effects:

Effects: The model can heal itself or oth-er models, restoring lost Vitality points.

This power may only be used once per turn. The model must make a Mind or Resolve goal roll (player’s choice), and every 2 goals scored restores 1 Vitality point. Vitality cannot be restored be-yond its starting level. A KO’ed model cannot heal itself. A model must be in base contact to Heal another model.

Models locked in close combat may not attempt to heal themselves; they must leave close combat to do so.

Some badly injured models may be beyond the help of a healer’s powers.

When a model attempts to heal a target who has reached KO (whether he has made his KO check or not), the target model gains Burnout (see the Power Modifiers section for more on Burnout) on the healing attempt. If the target of the healing has reached KO just once, it’s a Burnout-1 roll. If the target has reached KO twice, it’s Burnout-2, if it’s three times, it’s Burnout-3, etc. Make this roll after the Healing check. Once a target model fails a Burnout roll it can no longer benefit from the application of ANY healing power for the remainder of the scenario.

Special Effects Special Effects Empathic (-25%):

Empathic (-25%): The Healing model suffers Vitality loss equal to one-half the amount it restores to target models other than itself. It can “bleed” this dam-age off by Healing itself on subsequent turns, but any turn it does this counts as its one Healing action for that turn.

Additionally, when the healing model

at-tempts to heal a model who has reached KO, it’s Healing power also suffers from the Burnout effect detailed above.

Example:

Example: Shifter activates his Healing power to aid his injured teammate,

Scrounger (2 vitality left from a starting total of 7). Shifter moves into base con-tact with Scrounger and spends 4 AP. He gets an amazing 7 goals on his Mind roll, restoring 3 Vitality to Scrounger. Later in the fight Scrounger falls to zero vitality;

he makes his KO check, but Shifter moves in to aid him again. He heals Scrounger back to 3 Vitality with another solid roll, but now Scrounger’s player must make a Burnout check to see if he can be healed again. He rolls 3D against aTN=1TN=1 for Burnout and succeeds! But the unfortu-nate Scrounger gets blasted again and knocked down

knocked down to zero Vitality. This time he fails his KO check and falls to the ground. The faithful Shifter moves over again and makes his Healing check, scor-ing just 2 goals and restorscor-ing Scrounger to 1 vitality. Scrounger then rolls 3D for his TN=2

TN=2 burnout check (because this is his second KO) and scores only 1 goal! He can-not benefit from further Healing checks for the remainder of the game.

In document TESIS DOCTORAL (página 104-108)