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- 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,
- 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
- by an opposed Wits roll if the target is aware of it, allowing the victim to dodge it if the victim wins.
- Perk 1:
- He now runs on sunlight, ambient heat, and kinetic energy. No need for charging and is waterproof.
- Perk 2:
- 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.
- Effortless Dodge:He now automatically wins ties and the attacker must take the lowest die.
- Other manuevers: Apply on a case-by-case basis
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