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sidezero

Val 1.5 trigger

Apr 24th, 2018
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  1. The cape has a strong single-target disable that forces his victim into a breaker state. While the victim is shunted in the breaker state, the cape gains access to the victim’s short-term memory and their muscle memory, surpassing their normal skill cap. The victim experiences pain and discomfort in this breaker state and manifests as semi-transparent white figure. While in this Breaker state, the victim is intangible, unable to attack,
  2. affect their environment, or even communicate. It allows for movement, but the victim must roll DC 4+ for the willpower to move in the Breaker state. Failing the roll will still allow for movement, but incur Pain and a Lesser Wound. The cape is similarly able to shunt inorganic objects as well as long as the object’s not bigger than a car. If the cape tries to shunt two thingsat once, oldest shunt will wear off.The shunt only lasts for three rounds and has a cooldown of one. The Shunt can also be contested
  3. by an opposed Wits roll if the target is aware of it, allowing the victim to dodge it if the victim wins.
  4. Perk 1:
  5. He now runs on sunlight, ambient heat, and kinetic energy. No need for charging and is waterproof.
  6. Perk 2:
  7. He's now able to banish parts of his own body for phasing-related manuvers. This can lead to him effortlessly dodging, light phasing, and etc. Phasing out his body will cause STRAIN on the tinker tech, inflicting a wound if that part is used afterwards. The debuff will last as long as the phase, so a 1 turn Phase will cause a 1 turn STRAIN.
  8. Effortless Dodge:He now automatically wins ties and the attacker must take the lowest die.
  9. Other manuevers: Apply on a case-by-case basis
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