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Jun 24th, 2016
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  1. Alyssa has a set amount of electricity she can have in her at a time and for this purpose, the unit of measurement will be bolts. With the starting cap being 4 and this power already having 4 points put into it, the current bolt cap for Alyssa is 200 bolts. For every point invested after, Alyssa will be able to store 100 more bolts.
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  4. Alyssa can disperse her electricity in different ways or different powers which do a certain amount of damage but also use a certain amount of bolts. If a listed power has a modifier, that modifier cannot cause the roll to be above +12 (before other modifiers) The amount of energy used is labeled by the - symbol and the number of bolts right next to it.
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  6. Certain powers aren't rolled for and in fact garner energy. Those powers have a + and the amount of
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  8. Lightning Bolt (-50) - Attacks a target with electricity. Gives +1 to roll
  9. Radar Pulse (-50) - Can be used as a skill replacement when attempting to find an energy source. Alyssa gains +1 to the roll
  10. Shock Grenade (-200) - Attacks 2 - 3 targets with a electricity bomb. Give -2 to roll.
  11. Induction Grind (+100) Ride on train tracks and/or power lines to move faster around and to gain energy.
  12. Electric Drain (+75) Drain energy from sources such as power boxes, electronics and more.
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