Reeyoo

CG breaker Pueblo

Sep 7th, 2016
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  1. Cape can enter a breaker state with increased perceptions and hints of the future. The interior of the cape's head and skin past his nose are replaced with a whirling mass of tendrils and light ribbons, preventing any physical damage to the head, preventing speech, and providing perfect night vision. Mechanically, when the character is in the breaker state, the player rolls [2*know] dice before performing an action (player does not have to choose a specific action), and for the next [2*know] dice rolls the player needs to perform to commit actions, the player chooses from the rolled pool. When the pool runs dry, the player rolls another batch or can choose to exit the breaker state. If there are remaining dice rolls, the cape must remain in the breaker state until they are used. If the cape wants to exit the state and they need to use more dice than they have left, the deficit dice are rolled normally.
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  3. Ex.
  4. Cape has 3 know and one rank in acrobatics. Before rolling for a climbing action, the cape rolls 6 (3 know times 2) dice. Result: 6,5,5,3,1,1
  5. Because of the acrobatics skill, the cape uses two dice to climb. The player uses a 6 and a 1. The climb action succeeds because of the 6, and the 1 is used up. The remaining dice rolls are 5,5,3,1.
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  7. Luck:
  8. [Power Perk 56]: Shattered chains.
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  10. Allows parahuman to overclock the breaker state, turning more of their body to tendrils and light, providing more extra dice and the option to discard up to half the dice from the pool each time it is rolled. However, upon overclocking, the normal breaker form can't be entered for a day. The overclocked state lasts for 6 rounds.
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  13. [Power Perk 78]: Ascendo. A second trigger isn't only possible, but likely. If and when the character would die or be destroyed (that is, mentally), they have a chance to trigger and escape the situation. The chance they have of this taking place and the general scale of the power boost corresponds with how close they are to the finish line (that is, when the campaign would wrap up.
  14. Being 60% of the way to the end means a 60% chance of a 'trigger and survive' and a 60% power boost). The caveat is that larger power boosts frequently have a steeper learning curve for the new power. Many a cape has second triggered only to die almost immediately after.
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