| Technological Abilities | |
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Technological Abilities Wed Nov 12, 2008 9:40 pm | |
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Last edited by The Dark on Fri Nov 14, 2008 4:53 pm; edited 12 times in total | |
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 4:52 pm | |
| 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.
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 4:53 pm | |
| BURST FIRE Description: You can rig your firearm to spray bullets over an area. Requires: Any firearm-based technological ability, Semi-automatic. Mechanic: Your bonus to Attack rolls for the firearm in question applies to everyone within a number of feet equal to your Technosavvy modifier.
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 4:54 pm | |
| 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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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 4:57 pm | |
| FIREWALL Description: You keep your computer system carefully guarded. Mechanic: +4 on all Technosavvy checks to defend your computer security.
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 4:59 pm | |
| 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
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 5:00 pm | |
| 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.
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 5:01 pm | |
| 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 damage is considered fire damage. This ability can not be combined with any physical attacks nor with any other magical attacks in the same turn.
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Last edited by The Dark on Wed Nov 19, 2008 11:59 pm; edited 1 time in total | |
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 5:02 pm | |
| 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.
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 5:03 pm | |
| 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.
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 5:05 pm | |
| 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.
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Thu Nov 13, 2008 5:06 pm | |
| 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.
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The Dark Noble
Posts : 311 Join date : 2008-11-12 Age : 114 Location : In the depths of every heart...
| Subject: Re: Technological Abilities Fri Nov 14, 2008 4:52 pm | |
| 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.
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