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Informe Anual 2013

CUADRO 2. DETALLA LA POBLACIÓN POR SEXO DEL DISTRITO DE TONOSÍ PROVINCIA DE LOS SANTOS SEGÚN CENSO 2010

IV. PROGRAMA DE MANEJO

Defense: ED Knockback: “Realisti- cally” No (especially for lasers), but Yes in many fantastic/cinematic set- tings and genres

take time, depending on the power of the laser and the substance being cut through. In combat, lasers are useful because it’s very difficult to detect where they were fired from (see above), there is no recoil, and they can fire as long as the power holds out. Additionally, laser attacks usually have built in laser “targeting devices” — either literal devices built into a gun or the like, or in the case of a character who generates laser beams himself a beam of trivial power used to mark the target in advance — that use a low-power beam to “paint” a spot on the target before firing.

In game terms, a laser is usually bought as an RKA, often with the Armor Piercing and/or

Penetrating Advantages to simulate its cutting

power (the former is particularly appropriate for UV lasers, and both are appropriate for x-ray and gamma ray lasers). They always have the Beam (-¼) Limitation because they cannot be Spread. Depending on the exact nature of a laser power, the GM might require (or permit) a character to take the Invisible Power Effects Advantage for it, though typically this isn’t any more necessary than it is for a gun that fires bullets (which also can’t be seen by the naked eye). “Realistic” optical and ultraviolet lasers are partially or fully blocked by smoke and steam, depending on the thickness of the mist. In game terms, they take the Limitation Blocked By

Smoke Or Steam (-¼); if the GM feels the mist isn’t

thick enough to block them entirely, he can reduce the attack’s damage by an amount equal to the Sight PER Roll penalty the mist imposes (or some multiplier thereof). X-ray and gamma ray lasers are not blocked by ordinary smoke and fog, but special anti-laser aerosols do interfere with them normally. In games that feature Knockback, lasers should take the No Knockback (-¼) Limitation; they have no physical impact to speak of.

SECONDARY EFFECTS

Obviously, most Light powers are bright. Linking a Sight Group Flash to a Light power is usually very appropriate. Even if a charac- ter doesn’t go that far, the GM might rule that anyone hit by a Light attack has to make a PER Roll at -1 or suffer a -1 OCV on his next Phase due to being dazzled. Infrared and Ultraviolet light would only Flash or affect Infrared Percep- tion and Ultraviolet Perception, respectively.

Light also involves heat — though some ani- mals (such as fireflies) can generate light without heat, humans generally cannot. The GM might apply the rules from the Fire/Heat section, above, when a Light attack strikes something that’s potentially flammable... though even the most intense Light power isn’t as hot as a Fire/Heat power with the same Active Points. If appropri- ate, reduce the roll to see if a flammable object catches on fire by 2 (or more).

Darkness, Opacity, And Transparency

As noted on page 145-46 of the rulebook, Darkness to Sight Group (the Power) is totally impenetrable to Sight, which means to light

— characters can’t see into, out of, or through it, light generated inside it by Images or other sources cannot be seen at all, a Flash that affects the same Sense Groups can’t penetrate it, and so forth. However, that doesn’t mean Darkness stops

all powers with a Light-based special effect. Just

because it blocks ordinary light doesn’t convert it into a “Drain/Suppress/stop all Light-based powers” ability. A Light-based attack, such an Energy Blast or RKA, will penetrate a Darkness to Sight Group to affect a target inside it. The GM can rule otherwise if desired, but Darkness is not an absolute defense to Light powers (par- ticularly those that can cause physical damage). However, see below regarding the interaction of Darkness (the special effect) and Light.

Similarly, just putting something opaque — be it a shield, a wall, an Opaque Force Wall, a piece of thick cloth, or something else — does not

per se stop a Light-based power. That could easily

constitute shielding one’s eyes from a Light-based Sight Group Flash, but if a Light attack has physical effects and can cause actual injury, it’s not going to be stopped just because ordinary light can’t pass through some obstacle. Damaging Light is a far cry from normal illumination.

On the other hand, just because a defense is transparent to light doesn’t mean it offers no pro- tection against Light-based attacks. Most Force Walls are not Opaque, but they still stop Light- based attacks if built with the appropriate defense. However the GM may, in his judgment, decrease a transparent defense’s effectiveness against a Light attack by -1 ED before applying it to reduce the attack’s damage.

Other Powers

Similarly, don’t let the special effect of a power change the way Light attacks affect a character. Invisibility defined as “I bend light around my body” does not make a character immune to Light attacks, and just because a Desolidified character can be seen doesn’t mean Light attacks hurt him despite his intangibility.

Light Underater

Water diffuses visible light, so being underwa- ter weakens most powers with a Light special effect. Light-based attacks, including laser beams and many Sight Group Flashes, automatically have the

Reduced By Range Limitation when used underwa-

ter. If the power already has that Limitation, double the number of DCs subtracted at each Range incre- ment. If the water’s particularly murky or cloudy, the GM might want to increase the DCs subtracted per Range increment by 1.

Light-based defense powers, such as a Force Field, usually lose 25% of their effectiveness. The GM should make a final determination based on the nature of the power.

Powers involving non-visible light — ultra- violet and infrared — work differently. Ultraviolet light powers aren’t affected by being underwater at all; they work just as well in the water as in the air. Infrared light attacks have a maximum range of 2”,

but can’t affect targets beyond that at all; infrared light defenses lose 50% of their effectiveness.

At depths below 77-92 meters (250-300 feet, or 39-46”), there’s usually insufficient light for powers that require ambient light to work, such as any power with Limitations like Does Not Work In

Darkness or Only Works In Sunlight.

LIGHT AND OTHER

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