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Technological Abilities

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:25 am


AUTOMATIC
   Description: Your firearm is an automatic; it fires faster.
   Requires: Any firearm-based technological ability, Semiautomatic
   Mechanic: Your firearm takes one less turn to reload; this ability stacks with Semiautomatic. Using this ability is automatic.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 1:26 am


BURST FIRE
   Description: You can rig your firearm to spray bullets over an area.
   Requires: Any firearm-based technological ability, Semiautomatic
   Mechanic: Your bonus to Attack rolls for the firearm in question applies to everyone within a number of feet equal to your Technosavvy modifier.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 1:27 am


COMPUTER HACKER
   Description: You navigate computer codes like a soldier navigates the battlefield;
there's no challenge in cyberspace too tough for your hacking skills.
   Mechanic: +4 bonus on all Technosavvy checks to defeat computer security.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:33 am


FIREWALL
   Description: You keep your computer system carefully guarded.
   Mechanic: +4 on all Technosavvy checks to defend your computer security.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 1:36 am

Technological Abilities Abilities_Ranged

HANDGUN
   Description: You can accurately fire a handgun-style firearm. While not as powerful as longarms, these firearms are easier to use in a skirmish.
   Mechanic: +10 of all Attacks rolls made with the handgun. Upon making a successful attack with the handgun, the opponent must make a Defense check against your Attack or be slain instantly. Each time you attack with the handgun, you must spend two turns reloading it in order to use it again. You cannot move during a turn in which you fire your handgun. The handgun cannot be combined with any other physical attacks during the same turn. The handgun can be used at a range, as long as you can see your opponent.

~@~


Last edited by Captain Peanut Butter on Wed Nov 04, 2009 4:35 pm; edited 3 times in total
Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 1:38 am

Technological Abilities Abilities_Ranged


LONGARM
   Description: You can accurately fire a longarm-style firearm. These are more powerful firearms, but their recoil tends to slow you down in battle.
   Mechanic: +12 of all Attacks rolls made with the longarm. Upon making a successful attack with the longarm, the opponent must make a Defense check against your Attack or be slain instantly. Each time you attack with the longarm, you must spend three turns reloading it in order to use it again. You cannot move during a turn in which you fire your longarm. The longarm cannot be combined with any other physical attacks during the same turn. The longarm can be used at a range, as long as you can see your opponent.

~@~



Last edited by Captain Peanut Butter on Wed Nov 04, 2009 4:35 pm; edited 1 time in total
Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 1:40 am


MOLOTOV COCKTAIL
   Description: You can make a Molotov cocktail and use it in battle. This grenade-like weapon burns your enemies and the area around them.
   Mechanic: When you make a successful Attack roll, your opponent must succeed on a Defense check against your Attack or your Attack total is increased by +50% (8 would become 12) for the purpose of dealing damage. In addition to this, the opponent must make an additional Defense check or suffer 1/4 the damage rounded down for 3 turns. This ability can not be combined with any physical attacks nor with any other magical attacks in the same turn.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 1:42 am

Technological Abilities Abilities_Ranged

RAIL GUN
   Description: Rail guns deal an incredible amount of damage, easily piercing through most hulls in no time. Unfortunately, they also take a long time to reload.
   Mechanic: +15 on all Attack rolls with the rail gun. Each time you attack with the rail gun, you must spend four turns reloading it in order to use it again. You cannot move during a
turn in which you fire your rail gun. The rail gun cannot be combined with any other physical attack in the same turn. You can use this ability at a range, as long as you can see your opponent.

~@~


Last edited by Captain Peanut Butter on Wed Nov 04, 2009 4:36 pm; edited 2 times in total
Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 1:43 am


INFRARED SCOPE
   Description: Your weapon is designed to sight a target with infrared technology.
   Requires: Any firearm-based technological ability.
   Mechanic: You are immune to the effects of the Stealth ability, and opponents do not gain any bonus to Defense against your attacks while using it.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 1:44 am


REPAIR TECHNOLOGY
   Description: You can repair technological devices.
   Mechanic: By spending a number of turns equal to the bonus the device gives on various rolls (minimum 1), you can repair damaged or broken technological devices. If you are interrupted during the required time, the bonus that the badly repaired device gives on its respective check is only equal to the amount of time you spent repairing it (a laser rifle repaired for only 6 rounds will only give a +6 bonus on Attack checks, for example). This ability cannot be combined with any physical or magical attacks in the same turn.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 1:45 am


SEMIAUTOMATIC
   Description: Your firearm is a semi-automatic; it fires faster.
   Requires: Any firearm-based technological ability.
   Mechanic: Your firearm takes one less turn to reload. Using this ability is automatic.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 1:47 am


UPGRADE
   Description: As technology advances, the best of the best have to upgrade their toys to stay in the game.
   Mechanic: Choose a technological ability you have access to. Your bonus on checks using this ability increases by +1. You may take this ability as many times for a respective ability as you desire, with each time taking up another technological ability slot. Using this ability is automatic.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Fri Jan 16, 2009 10:08 pm

Technological Abilities Abilities_ShipBased

ARCANE ENGINE
   Description: Through application of magical knowledge to technical genius, you have created an engine capable of suspending a vehicle in the air and propelling it at your direction.
   Requires: Captain, Ship Hull (Any), Sails, Flight
   Mechanic: The engine allows your airship to move as if it were subject to the Flight ability in combat. Each time you take the Upgrade ability for the engine, your airship may remain aloft for an additional number of rounds equal to 1/4 your Magic modifier. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Jan 16, 2009 10:09 pm

Technological Abilities Abilities_ShipBased

CANNON
   Description: Your ship is defended by cannon fire.
   Requires: Captain, Ship Hull (Any)
   Mechanic: +10 on all Attack checks with the cannon. If the cannon reduces and enemy vessel’s hit point total to 0, that vessel is immediately rendered useless until it is repaired to 1/2 its hit point total by Repair Technology. If the vessel is currently on or above water, all onboard without the Swim ability must immediately make an Endurance check equal to the damage total of the attack that sunk the ship or take 1/2 the total in damage to their own hit points. This ability may not be combined with any other non-automatic ability in the same turn. This ability may be used at a range, as long as you can see your opponent.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Jan 16, 2009 10:10 pm

CAPTAIN
   Description: You may own and command a vessel.
   Mechanic: You may now take ship-based technological abilities. Additionally, you may grant a +2 bonus on any checks performed by crew aboard your ship as long as you take no other actions that turn.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Jan 16, 2009 10:11 pm

Technological Abilities Abilities_ShipBased

MAGICAL CANNON
   Description: You pack a little something extra in your cannons.
   Requires: Captain, Ship Hull (Any), Cannon, any magical attack.
   Mechanic: You may combine one magical attack you currently possess with the cannon ability per time you take this ability. The cannon’s bonus to Attack now applies to Magic instead, and in all ways the cannon is treated as the magical attack in question with a +10 bonus to Magic in place of its normal bonus for that turn. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Jan 16, 2009 10:12 pm

Technological Abilities Abilities_ShipBased

SAILS
   Description: Your ship is propelled by sails.
   Requires: Captain, Ship Hull (Any)
   Mechanic: Sails allow your ship to move up to 4x your Swiftness modifier in combat. Each time you take the Upgrade ability for the sails, your ship may move an additional multiple (5x, 6x, and so on) of your Swiftness modifier faster. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Jan 16, 2009 10:13 pm

Technological Abilities Abilities_ShipBased

SHIP HULL (HEAVY)
   Description: Made from heavier materials, this type of hull causes some drag, but is better reinforced.
   Requires: Captain
   Mechanic: Your ship gains a Defense bonus of 15. It also gains 20 hit points each time you take this ability. Because of its weight, you take a -20 penalty on Swiftness checks with your ship. The Repair Technology ability repairs 15 hit points to a damaged hull of this type per turn you spend using it. This ability may not be combined with the Light, Medium, or Superheavy version of this ability. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Jan 16, 2009 10:13 pm

Technological Abilities Abilities_ShipBased

SHIP HULL (LIGHT)
   Description: Made from lighter materials, this type of hull provides less protection, but allows for greater mobility.
   Requires: Captain
   Mechanic: Your ship gains a Defense bonus of 5. It also gains 10 hit points each time you take this ability. The Repair Technology ability repairs 5 hit points to a damaged hull of this type per turn you spend using it. This ability may not be combined with the Medium, Heavy, or Superheavy version of this ability. Using this ability is automatic.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Jan 16, 2009 10:15 pm

Technological Abilities Abilities_ShipBased

SHIP HULL (MEDIUM)
   Description: Made from standard materials, this type of hull provides respectable protection with minimal drag.
   Requires: Captain
   Mechanic: Your ship gains a Defense bonus of 10. It also gains 15 hit points each time you take this ability. Because of its weight, you take a -10 penalty on Swiftness checks with your ship. The Repair Technology ability repairs 10 hit points to a damaged hull of this type per turn you spend using it. This ability may not be combined with the Light, Heavy, or Superheavy version of this ability. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Jan 16, 2009 10:16 pm

Technological Abilities Abilities_ShipBased

SHIP HULL (SUPERHEAVY)
   Description: Made from the heaviest materials available, ships with this type of hull are better classified as fortresses at sea, but can withstand an incredible amount of punishment.
   Requires: Captain
   Mechanic: Your ship gains a Defense bonus of 20. It also gains 25 hit points each time you take this ability. Because of its weight, you take a -30 penalty on Swiftness checks with your ship. The Repair Technology ability repairs 20 hit points to a damaged hull of this type per turn you spend using it. This ability may not be combined with the Light, Medium, or Heavy version of this ability. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Mayo Mon Mar 09, 2009 3:14 am

Technological Abilities Abilities_Ranged

GRAVITY SNARE GUN
   Description: You know how to fire a gravity snare gun in combat. Primarily used for taking prisoners as opposed to killing an enemy, this weapon creates a temporarily anomaly in the gravitational pull of the captive, holding them in stasis until they are released or the effect wears off. This weapon replaced the vast majority of net-firing guns during the Gravity Age.
   Mechanic: Upon executing this attack, the opponent you direct it at must make a Defense check against your Attack or be held fast, losing their next turn. The opponent loses all subsequent turns until they make a successful Defense check. You cannot make physical attacks during any turn in which you hold an opponent immobile in this manner. Opponents with Wind Walk gain a +4 bonus on their Resistance check against this ability. This ability can be combined with a magical attack once per turn, but not with any other physical attacks in the same turn. This attack can be used at a range, as long as you can see your opponent.

~@~
Mayo
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Post  Captain Peanut Butter Fri Jun 05, 2009 4:39 am



DOUBLE BARREL
   Description: Either with a double-barreled shotgun or a pair of trusty pistols, you can fire twice as fast as the average marksman.
   Requires: Handgun or Longarm
   Mechanic: You gain a second attack with the chosen required ability. Both attacks must be used against the same opponent. This ability must be combined with the ability so required, but is otherwise automatic.

~@~


Captain Peanut Butter
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Post  Captain Peanut Butter Fri Aug 07, 2009 1:38 am

MECHA PILOT
   Description: You know how to fly a giant robot.
   Mechanic: You may now take mecha technological abilities. A mecha, unenhanced, performs as the character piloting it. Using this ability requires 1 turn to activate, but is thereafter automatic.
   Special: Anyone trying to pilot a mecha without this ability takes a -4 penalty to any checks made using it.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Aug 07, 2009 1:39 am

MECHA ARMOR (LIGHT)
   Description: Your mecha’s armor encourages flexibility over toughness.
   Requires: Mecha Pilot
   Mechanic: Your mecha grants you a bonus to Defense and Resistance checks equal to 1/4 your Technosavvy modifier, rounded down. Additionally, while in your mecha, you gain additional hit points equal to your Technosavvy modifier multiplied by 1/4 your level, rounded down. This ability cannot be combined with any other Mecha Armor in the same turn. Using this ability is automatic.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Aug 07, 2009 1:41 am

MECHA ARMOR (MODERATE)
   Description: Your mecha’s armor is balanced between flexibility and toughness.
   Requires: Mecha Pilot
   Mechanic: Your mecha grants you a bonus to Defense and Resistance checks equal to 1/3 your Technosavvy modifier, rounded down. Additionally, while in your mecha, you gain additional hit points equal to your Technosavvy modifier multiplied by 1/3 your level, rounded down. However, due to the weight of the armor, you take a -10 penalty on Swiftness checks in your mecha. This ability cannot be combined with any other Mecha Armor in the same turn. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Aug 07, 2009 1:41 am

MECHA ARMOR (HEAVY)
   Description: Your mecha is a tank.
   Requires: Mecha Pilot
   Mechanic: Your mecha grants you a bonus to Defense and Resistance checks equal to 1/2 your Technosavvy modifier, rounded down. Additionally, while in your mecha, you gain additional hit points equal to your Technosavvy modifier multiplied by 1/2 your level, rounded down. However, due to the weight of the armor, you take a -20 penalty on Swiftness checks in your mecha. This ability cannot be combined with any other Mecha Armor in the same turn. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Aug 07, 2009 1:42 am

MECHA ARMOR UPGRADE
   Description: You’ve optimized your mecha’s armor.
   Requires: Mecha Pilot, Mecha Armor (any), level required (see Mechanic)
   Mechanic: You may take this ability at 5th level and once every five levels thereafter (10th, 15th, 20th, and so on). When you take this ability, your armor is treated as if it were one category heavier for the purpose of bonuses, but not penalities. If your armor is already Heavy, your bonus to Defense and Resistance checks is equal to your Technosavvy modifier and you gain additional hit points equal to your Technosavvy modifier multiplied by your level. Additionally, your mecha’s penality to Swiftness checks is reduced by 5 points. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Aug 07, 2009 1:43 am

MECHA WEAPON
   Description: Your mecha is equipped with a physical attack enhancer.
   Requires: Mecha Pilot, any physical attack
   Mechanic: Your mecha grants you a bonus to Attack checks equal to 1/4 your Technosavvy modifier, rounded down. This ability cannot normally be combined with Mecha Power in the same turn. This ability requires another physical attack to use, but is otherwise automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Aug 07, 2009 1:44 am

MECHA POWER
   Description: Your mecha is equipped with a magical attack enhancer.
   Requires: Mecha Pilot, any magical attack
   Mechanic: Your mecha grants you a bonus to Magic checks equal to 1/4 your Technosavvy modifier, rounded down. This ability cannot normally be combined with Mecha Weapon in the same turn. This ability requires another magical attack to use, but is otherwise automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Aug 07, 2009 1:45 am

FINISHING MOVE
   Description: Your mecha has a desperation move that uses its signature abilities in combination, launching a devastating assault on your enemy.
   Requires: Mecha Pilot, Mecha Weapon, Mecha Power
   Mechanic: You may combine Mecha Power and Mecha Weapon in the same turn. Using this ability is taxing. After executing the Finishing Move, you lose a turn as your mecha recovers its power supply. Using this ability requires Mecha Weapon, Mecha Power, and the prerequisite physical and magical attacks, but is otherwise automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Aug 07, 2009 1:46 am

SUPER MECHA
   Description: By combining with another mecha or mechas, you form a super mecha. Piloted by all contributing parties, this powerful new machine also uses their collective strength to its maximum potential.
   Requires: All contributing team members must have Mecha Pilot, Mecha Armor (any), Mecha Weapon, Mecha Power, and Finishing Move. Also, they all must have completed the Sentai ability path.
   Mechanic: At the time this ability is activated, which requires 1 turn, the team must decide which of the contributing mecha will be the “base mecha” and which will be the “assist mecha(s)”. The base mecha gains a bonus to Attack, Defense, Endurance, Magic, and Resistance equal to 1/4 the bonus the assist mechas would normally give their own pilots, rounded down. Additionally, the super mecha uses the best attribute modifiers among the group (for example, if team member A has an Attack of 10 and Defense of 5, while team member B has an Attack of 7 and a Defense of 12, the super mecha will have an Attack of 10 and a Defense of 12). As abilities are still tied to open slots, the super mecha will only have access of abilities for each type according to the open slots for the attribute in question and the abilities taken by the team member contributing that modifier (for example, if team member A has taken Greatsword, Strong Attack, Greatrazor, Razor’s Edge, and Trip Attack, those are now the physical attacks the super mecha has access too). This ability persists until the super mecha’s hit point total is reduced to 0, at which time all contributing mecha disconnect and remain at 0 hp, along with their pilots.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Sun Nov 15, 2009 1:54 am

CROSS TRAINING
   Description: Your training in the use of technology extends to combat.
   Requires: Any technological ability which requires an Attack check, Enhance Weapons.
   Mechanic: Each time you take this ability, the technological ability used as the requirement is treated as a weapon-based physical attack, allowing it to be combined with all applicable abilities, such as Enhance Weapons. Furthermore, you gain a bonus on all Attack rolls with the ability equal to 1/3 your Technosavvy modifier. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Fri Nov 20, 2009 6:41 pm

LASER SWORD UPGRADE
   Description: You have upgraded your medium blade with the latest technology, turning it into a red-hot beam of energy capable of cutting through virtually anything.
   Requires: Long Sword or Rapier, Fire Attack, Repair Technology
   Mechanic: You gain an additional +4 bonus on Attack rolls with the physical attack selected. This bonus increases to +8 against solid objects that are at a cooler temperature than molten lava. Additionally, the Upgrade ability may now be used to enhance the physical attack selected, which itself is treated as both a fire-based weapon-based physical attack and technological ability henceforth. This ability must be combined with the physical attack selected but is otherwise automatic.

~@~
Captain Peanut Butter
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Post  Miss Mustard Tue Dec 08, 2009 11:39 pm



BUILD DOLL
   Description: By combining technological brilliance with arcane knowledge, you create an independent working doll and give it life.
   Requires: Animate Pawn, Repair Technology, Lifespark
   Mechanic: By spending a number of hours equal to the desired creation’s intended level + 1 (minimum 2), you can create a doll. Dolls work as listed in their racial package with a small exception; dolls created by this ability replace Limited Free Will (moderate) with Energy Vulnerability: Lightning (moderate), representing the doll depending on a network of electricity-powered components instead of a magical process binding a soul to an artificial body. Dolls created in this manner can be subjected to Upgrade and treat all the required abilities of their racial package as technological abilities for this purpose. Once created, a doll exists permanently until destroyed, but you may only have a number of dolls in creation with this ability equal to your Technosavvy modifier at any given time. This ability may not be used in combination with any physical or magical attack in the same turn.

~@~




Last edited by Miss Mustard on Sat Feb 13, 2010 7:08 pm; edited 2 times in total
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Post  Miss Mustard Wed Dec 09, 2009 12:31 am



LIFESPARK
   Description: You know how to restore a doll’s lifespark, the animus that gives it life.
   Requires: Repair Technology
   Mechanic: By spending a number of turns equal to the doll’s level (minimum 1), you can return a slain doll to life. If the doll was missing limbs or severely damaged in a way that simply restoring the lifespark will not repair, you must spend an additional amount of turns equal to the doll’s level rebuilding it with Repair Technology. This ability cannot be combined with any physical or magical attack in the same turn.

~@~




Last edited by Miss Mustard on Sat Feb 13, 2010 7:09 pm; edited 1 time in total
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Post  Captain Peanut Butter Wed Dec 09, 2009 12:44 am



CYBERNETIC ATTACHMENT
   Description: You have been fitted with a cybernetic attachment in place of a real body part.
   Mechanic: This ability may be taken multiple times as appropriate to your anatomy and grants bonuses based on the part replaced as follows;


Arms: +2 on all Attack checks
Bones: +2 on all Defense checks
Brain: +2 on all Magic checks
Heart: +2 bonus to Endurance
Legs: +2 on all Swiftness checks
Nerves: +2 on all Resistance checks


   The first time this ability is taken, the recipient gains Energy Vulnerability: Lightning (moderate) as a weakness. For each additional attachment, the recipient suffers a cumulative -2 penalty on Resistance checks against Lightning-based abilities. If you have already taken Energy Immunity: Lightning, you are incapable of taking this ability; your body simply isn’t able to power the attachments and rejects them. Using this ability is automatic.

~@~


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Post  Miss Mustard Wed Dec 09, 2009 1:07 am



GRAFT CYBERNETIC ATTACHMENT
   Description: You have learned how to surgically graft cybernetic limbs onto those who have lost their own.
   Requires: Heal Hit Points Alpha, Repair Technology
   Mechanic: By spending a number of hours equal to the victim’s level (minimum 1), you can replace a lost body part with a graft as outlined in the Cybernetic Attachment ability. This ability may not be combined with any physical or magical attack in the same turn.

~@~




Last edited by Miss Mustard on Sat Feb 13, 2010 7:11 pm; edited 1 time in total
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Post  Miss Mustard Wed Dec 09, 2009 1:12 am



CYBORG
   Description: Living with cybernetic attachments has increased your resistance to the deadly effects of power surges.
   Requires: Two or more Cybernetic Attachments
   Mechanic: You gain a +4 bonus on Resistance checks against Lightning-based attacks.

~@~




Last edited by Miss Mustard on Sat Feb 13, 2010 7:12 pm; edited 1 time in total
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Post  Miss Mustard Wed Dec 09, 2009 2:33 am



TINKER
   Description: You have a knack for inventing things.
   Mechanic: You can spend a number of turns equal to your Technosavvy modifier engineering a technological item. This item can replicate any technological ability for a number of turns equal to the amount of turns you spent making it. You may only have a number of technological items equal to 1/2 your Technosavvy modifier at any time.

~@~


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Post  Miss Mustard Wed Dec 09, 2009 3:26 am



SPELL GUN
   Description: Your gun utilizes spell charges instead of bullets.
   Requires: Handgun or Longarm (player’s choice), Upgrade for the firearm selected, any magical attack.
   Mechanic: You may combine one magical attack you currently possess with the firearm selected per time you take this ability. The firearm’s bonus to Attack now applies to Magic instead, and in all ways the firearm is treated as the magical attack in question with a +10 or +12 (depending on the firearm selected) bonus to Magic in place of its normal bonus for that turn. Using this ability is automatic.

~@~


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