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Aug 28th, 2016
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  1. Extra bits:
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  3. Bounce : If your defensive roll beats an attack’s Width and Height, in addition to gobbling the attack’s dice safely, you can also bounce it back and inflict an attack on your attacker equal to his or her own roll. Each additional rank of Bounce allows you to either reflect another attack or bounce it back with one of the attacker’s Extras. So, if you get nailed by a 2x5 attack with Gnarly x3, and defend with a 3x6 that has one rank of Bounce, you can deliver that 2x5 attack right back at the other (very surprised) monster. If you have four ranks of Bounce, you can do that with all three of those Gnarly ranks too!
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  5. Immunity: Each rank of this Extra makes a single monster location totally immune to something fairly specific—falling, fire, piercing, the judgment of others—even if it’s done by a monster or some other force that can hurt monsters. For all-over immunity, take this in every hit location. If the GM raises an eyebrow and goes “Hmmmmm” when you suggest immunity to something like “Stuff That Hurts,” you can assume it means you’re reaching, and should dial it back to something more specific, like “Pointy Stuff That Hurts.”
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  7. Sweet : Each rank of Sweet increases the Width of a successful roll for a Useful power when determining how well you do. It’s like Gnarly but for stuff that doesn’t do damage. This doesn’t improve your chance of getting a success—you still need to roll a set before you get to be totally Sweet—but it makes successes that you do roll that much nicer. Sweet also doesn’t affect Width for the purposes of initiative. If you want to be quicker, you still need Wicked Fast.
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  9. Splash: Each rank of Splash lets a power hit a second adjacent hit location on a target that’s roughly the same size as you (the same level of “Bigness”; see page 27). If you hit a target’s 1–2 location, and have one rank of Splash, then it also hits the 3–4 location. With five ranks of Splash you can hit six locations in one blast—that’s a whole person! (With monsters that’s not as sure a thing, what with their tendency to have more limbs than is generally considered decent.) If there’s any choice to be made between available hit locations, the target gets to pick where your attack splashes. Splash damage does not ignore any Toughness the splashed locations might have, so it’s not quite the same as how damage will carry over if it hits a location without any more dice.
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  11. TWEAKED EXTRAS
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  13. Awesome: What if you want more than two levels of Awesome? If the GM is cool with it, you can keep buying Awesome. Every two ranks lets you flip another die to whatever you like after you roll, and any remaining single ranks let you set one before the roll. So, five ranks of Awesome let you set one die before the roll and two dice after. Be careful not to spend too much on Awesome, though—if you can flip more dice than you have, you’ll be in trouble unless your monster is mainlining a Relationship.
  14. Spray: As written, Spray doesn’t scale and can be really dominant. Here’s a less macho version: Each time you take a rank in Spray, you can use one additional set to spam your declared action each time you take a rank of Spray. So to use two extra sets (up to three total), you’d need Spray x2.
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