Antioch_Orontes

Two capes

May 17th, 2016
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  1. Templar + Signet Brute:
  2. Cape manifests forcefield Armor, Weapon, and Shield.
  3. Armor: +2 Armor (serves as bonus wounds). Regenerates when weapon inflicts damage.
  4. Weapon: Mutable weapon shifts and flickers from sword to club to axe to rapier to lance. User chooses damage type from Bash, Cut, Pierce, and can apply unique properties like Knockback, Reach, Armorbuster, Keen.
  5. Shield: Shield deflects attacks with explosive force. Cape chooses to attack or raise shield during their turn, and can do both if they do not move. If shield is up, successful Withstand knocks back attacker (they roll Guts. Stay still on a 6, get knocked back 10' on a 4, get knocked back 20' and on their ass on a 2).
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  9. Optic Thinker:
  10. Three Thinker vision modes:
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  12. Lifesign -- Everything inorganic fades into vague outlines, while living organisms glow like Christmas lights. Useful for detecting people, and seems to facilitate a combat Thinker power that targets pressure points. Gain an innate +2 in the Martial Arts skill when this sight mode is active, but lose Awareness bonus to non-living objects inside sight radius (50 yards) and take heavy penalties on terrain checks.
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  14. Freezeframe -- The user's perception of time dilates with respect to everything else, allowing them to process all incoming motion in bullet-time slow-motion. Gain +3 ranks in the Awareness, Reflex, and Dodge skills. The constant influx of information causes crippling Thinker headaches, so the ability cannot be used for prolonged periods of time. After 2 rounds, start rolling incrementally difficult Guts checks starting at DC 3, with the user falling unconscious or suffering a seizure after a failure.
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  16. Zoomview -- Perfect targeting vision similar to using a military high-grade scope, zooming onto a specific target and tracking their movements. Intervening obstacles become translucent, allowing the target to be tracked through walls. (100 yards). The cape gains superhuman aim, getting +3 to the Aim skill. However, they gain tunnel vision, automatically failing any defensive or awareness-related check originating from anything other than the target. If 5 pips of Aim are exceeded, append specializations of your choice as detailed below for each pip exceeded.
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  18. ● Brutal Aim - Shots with aim bonus also stagger enemies.
  19. ● Multi-Aim - Aimed Attack bonus is for all attacks made in round post-skip, any # of foes.
  20. ● Patience - Delay ranged attack per Tactics skill. Used with Tactics, hits end enemy turn.
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