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Intube con la técnica de 4 pasos de GlideScope

cost to Fill 1m radius sense group

5 Targeting

3 Nontargeting

cost per +1m radius sense group

+5 Targeting

+3 Nontargeting

cost extra senses

+10 Targeting Sense Group

+5 Targeting Sense (single)

+5 Nontargeting Sense Group

+3 Nontargeting Sense (single)

uSING DARKNESS

To use Darkness, a character must make an Attack Roll against a target Area to place the Darkness field where he wants it.

Darkness makes the covered area impenetrable by the Senses it affects. For example, unlike natural nighttime darkness (which imposes up to a -4 on Sight PER Rolls and can be counteracted with Nightvision and other Powers), Darkness versus the Sight Group is impenetrable by Sight Group Senses — even someone with Nightvision cannot see into, out of, or through it. It doesn’t just

POWER EXAmPlES:

DARKNESS

Smoke Grenades, mk. I: Darkness to sight group 6m radius (30 active points); oaF (-1), 8 continuing charges lasting 1 turn each (removed by winds or rain; -0), range Based on str (-¼). total cost: 13 points.

The Spell Of The Idle Tongue: Dark- ness to hearing group 2m radius, usable as attack (+1¼), ranged (+½) (16 active points); oaF expendable (two small pieces of leather stitched together; -1¼), gestures (-¼), incanta- tions (-¼). total cost: 6 points.

The Sphere Of Chaotic Sensations: Darkness to sight, hearing, and

radio groups 6m radius. total cost: 40 points.

volume 1: character creation n chapter Five 187 make PER Rolls with the affected Senses harder, it

makes them impossible. A character in a Darkness field who cannot perceive his opponent(s) with a Targeting Sense usually suffers penalties to his DCV and OCV (see 6E2 7.

Sensory effects generated within a Darkness field, such as lights or noises, cannot be perceived inside a Darkness field that works against the appropriate Senses (or outside that field, by char- acters inside it). Flashes that affect the Sense(s) affected by a Darkness field cannot penetrate, and have no effect in, a Darkness field; light created by Sight Group Images has no effect in a Darkness to Sight Group field.

A character who creates a Darkness field cannot automatically perceive through the field. To do so, he should buy an appropriate Enhanced Sense or apply the Advantage Personal Immunity to the Power.

Barriers (either regular ones such as ordinary walls, or Opaque ones created with the Barrier Power) typically stop a Darkness field, preventing it from extending further in that direction. But ultimately it’s up to the GM to decide based on special effects, common and dramatic sense, game balance, and similar factors.

ADVANTAGES

Area Of Effect: Darkness already covers an Area with a radius, so a character cannot buy Area Of Effect (Radius) for it. However, with the GM’s permission, for a +0 Advantage a character can redefine his Darkness as being a Cone, Line, Any Area, or Surface form of Area Of Effect. Every 1m radius the Power would normally have equals 2m in the side of the Cone or length of the Line, one 2m radius area in the Any Area, or 2m radius worth of Surface covered. However, the character must buy the Power up to the point where the change to a differently-shaped area gives him the size he wants — he can’t buy the Power at a lower level, then use the “each additional +¼ doubles the size of the Area” Advantage for Area Of Effect to increase the size of the Area cheaply.

Example: Allen wants to buy a smoke generator

for his character’s Jetpack that leaves a trail of thick, blinding smoke behind the character as he flies. He decides to build this as Darkness to Sight Group, with the Darkness redefined as a Line. The character can fly at 40m, so the Dark- ness needs to cover a 40m Line. Since each 1m of radius equals 2m of Line, Allen needs to buy Darkness 20m radius. Here’s how he builds the power:

Jetpack smoke generator: Darkness to Sight Group 20m radius (40m Line) (100 Active Points); OIF (-½), No Range (-½), 4 Continuing Charges lasting 1 Turn each (-½). Total cost: 40 points.

Allen had to buy the Darkness all the way up to 20m radius, which converted to the size he wanted (40m Line). He could not buy Darkness 10m radius, define that as a 20m Line, then apply a +¼ Advantage to double that to a 40m Line.

HDEFlECTION

Type: standard power/Defense power Duration: instant

Target: target’s ocv (see text) Range: 10m x Base points Costs END: yes

Cost: 20 character points

This Defense Power expands a character’s ability to Block Ranged attacks. Some examples of Deflection include telekinetically knocking missiles out of the air, a laser point-defense system that can shoot down missiles and energy beams, or a character who can shoot bullets out of the air. Deflection costs 20 Character Points and costs END to use.

Deflection allows a character to use the rules for Blocking a Ranged attack (6E2 59) at Range. In other words, he could Block a Ranged attack made against a target who is, say, 15m away from him, rather than just Ranged attacks made against himself or someone adjacent to him. All standard rules for Block, including the rules for Blocking multiple attacks, apply unless noted otherwise here. (However, a character using Deflection isn’t required to use a shield or object to use the Power, whereas GMs often require characters Blocking Ranged attacks made against themselves to have one.)

When a character uses his Deflection, it func- tions against the OCV the attacker uses to make his Attack Roll. If the attacker’s OCV is modified by the Range Modifier, the application of Combat Skill Levels, or anything else, that all factors in, and thus may make the Deflecting character’s roll easier or harder.

The Range Modifier applies to Deflection. If a character only wants his Deflection to apply to certain types of attacks, he can take the Only Works

Against [Limited Type Of Attack] Limitation for it.

POWERS

Constant Powers: If a character Deflects a Constant attack, the first roll Deflects it entirely. He doesn’t have to make further Deflection rolls in later Phases; it’s as if the attacker missed him.

ADVANTAGES AND ADDERS

Area Of Effect: Characters cannot apply Area Of

Effect to Deflection as a way of Deflecting any

attack passing through the defined area, unless the GM specifically permits this. In any event, applying Area Of Effect to Deflection doesn’t allow characters to Deflect Area Of Effect/Explosion attacks.

uncontrolled: A character can only buy Uncon- trolled for Deflection if (a) the GM permits him to, and (b) he defines a reasonably common and obvious way to bypass or turn off the Deflection (he receives no Limitation for this). The GM must approve all forms of Uncontrolled Deflection, and should particularly be wary of Uncontrolled Deflection that costs no END.

Standard rules for Deflection apply to Uncon- trolled Deflection. For example, if the character fails to Deflect an attack, the power stops working and has to be re-activated (even if it has END left to fuel it, in which case the character loses the remaining END in the pool). Additionally, the penalties for multiple Deflection carry over from Phase to Phase. For example, a character sets up Uncontrolled Deflection on his Phase in Segment 3. In that same Segment, he Deflects three shots (at -0, -2, and -4 OCV, respectively). On his Phase in Segment 5, if he has to Deflect two more shots, his roll suffers a -6 and -8 OCV penalty.

lImITATIONS

Charges: The rules for Uncontrolled (see above) also apply to Continuing Charges.

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