Introduction to Warpspawn Games



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1D6


1-2 Flying: As previously written, but add the following to the first

sentence: "...and/or vertical and horizontal movement." 3-4

Super-Leaping: The character can safely leap horizontally and/or

vertically a number of spaces, in any combination of length and height,

up to the value of their Speed Trait; the leaper cannot remain airborne

at the end of a Movement Phase. This is how a character uses their

super-leap offensively: the Attack value of a missile drop-kick is

always 1 (the character is moving ballistically, the target is

endeavoring to dodge, etc.). If the strike is successful, for every

space, horizontal and/or vertical, which the leaper has traversed or

entered the attacker rolls 1D6 in order to determine the damage

(1-2-3=1; 4-5-6=2 Hits) inflicted on the defender; furthermore, on his

or her next turn, the target automatically suffers from all the adverse

effects of being 'knocked-down'. The impact also causes-again, only if

the assault succeeded-1 to 3 (1-2=1; 3-4=2; 5-6=3) points of injury upon

the assailant who, additionally, has to roll on the "Knockdown" table to

see if they are afflicted by all of the provisions of this entry.

Remember, all this occurs during a Movement Phase and does not

necessarily deny (see the preceding sentence) the leaper the opportunity

to conduct a regular attack.

5-6 Adhesion: The character can, without falling or sinking, move over

any surface horizontally and/or vertically, a number of spaces up to the

value of their Speed Trait.

Stealth


Add this sentence: Use these rules for ambushes, night-fighting, and for

combat in built-up areas."

Substitution:

11-15 Super-Salubrity


1D6


1-2 Enhanced Reaction: +3 to a character's Initiative roll. 3-4

Regeneration: As previously written. 5-6 Ruggedness: The character is

able to ignore the consequences of being wounded; if rolled or chosen

again, the character does not become unconscious because of their

injuries. Also: Self-Discipline.

Distraction

Replace the word "Target" with the word "Target(s)". Add this sentence:

"Range=the space the attacking character is occupying; everyone else in

that space is potentially affected." After the word "Illusion" add the

phrase "Holographic Doppleganger", and the word "Vertigo".

21-25 Domination

1D6


1-2 Animal Control: On a roll of 1-4 the character can control any one

mammal, reptile, or bird within range. As an action, on a roll of 1-5 on

a 1D6 the control can be sustained in the following turn(s). Range=2.

3-4 Mind Control: As previously written, although replace the word

"target" with the phrase "human or humanoid". 5-6 Plant Control: On a

roll of 1-4 on 1D6 the character can manipulate bushes and/or trees in

the target space; anyone within this area must immediately (and for each

successive turn that control is maintained and the victim is unable to

leave the space) roll as if one was affected by being 'knocked-down'. As

an action, on a roll of 1-5 on 1D6 the control can be sustained in the

following turn(s). Range-2.

Immunity


A clarification: When a player rolls or purchases this Special Ability,

he or she chooses a category given in the "Sources of Attacks" section;

their character is given a +6 against all of the attack forms listed

therein. This Special Ability cannot be gained more than three times.

Weaken

Substitution: 1-2 Speed. The first time the character's Speed Trait is



reduced he or she is unable to move during the first Movement Phase. If

thus again 'weakened', the victim cannot move during the second Movement

Phase, and insofar as their Speed is concerned, they are inert for the

remainder of the battle. Thereafter, the target loses one point from

their Attack Trait on a 1-3, and one point from their Defend Trait on

4-6.


Transference

If the player chooses, or by rolling, acquires the Special Ability

"Weaken", he or she may upgrade it to this new Special Ability. (the

improvement costs an extra Construction Point or an additional dicr roll

opportunity). When someone is 'weakened' that deleted Trait point is

'transferred' to the corresponding Trait category of the character who

inflicted the depletion. All the stolen points evaporate at the end of

the battle.

Immobilize

After the phrase "Mind Trap" add the phrase "Intensify Gravity" and the

word "Encase".

Read Minds

Add the following to the first sentence: "...; a character can establish

silent communication with any friendly character(s) within range."

Suppress

In the first sentence, the word "turn" is substituted for the word

"battle".

Dematerialization

After the word "Desolidification" add the phrase "Astral Travel".

Size Change Shrink:

Add this sentence: "A diminutive character can still use Special Attacks

as well as "Distraction".

Fear

Add the following to the second sentence: "...for the remainder of this



battle."

Power Points

In the first sentence, the phrase "game day" is substituted for the word

"battle". Like Wherewithal, Power Points are recovered 'overnight'. In

the last sentence, the word "character" is substituted for the word

"team". Optionally, after the last sentence, add the following: "A new

Power Point does not need to be expended in order to perpetuate a

potentially continuing effect unless that Special Ability is allowed to

lapse or it has failed to be sustained by a successful roll.

Sources of Attacks

Add the following: "I've classified the preceding sources of attacks

into the subsequent categories (Game Masters may, of course, 'reassign

these passengers to different cabins')".

Biological: Dehydration, Decay, Disease.

Electromagnetic: Lightning, Gravity, Electrical, Telekinetic.

Exotic: Water, Wave, Positive Energy, Negative Energy, Shadow,

Disintegration, Molecular Disruption, Web, Acid. Kinetic/Concussive:

Punch, Kick, Strength, Grapple, Ice (shards), Sonic, Thunder, Wind,

Explosive, Martial Arts, Arrow, Blade, Crushing, Strangulation, Spines,

Bite, Claws, Constriction, Projectile, Ballistic. Mental: Fear, Psychic,

Psionic. Radiant: Fire, Ice (encasement), Heat, Light, Cold, Steam,

Radiation, Particle, Stellar.

Supernatural: Spirit, Mystic.

Determine Initiative

In the first sentence, the word "character" is substituted for the word

"team". Thus each character, independently of their team, rolls for

their own Initiative, and then performs his or her Movement, Attack, and

Action Phases. In the case of ties, the character with the highest Speed

Trait goes first.

Movement Phase

The following clarifies the second sentence: "Characters can attempt to

detect hidden characters either before or after their movement." The

following replaces the third sentence: "The density of the occupation of

a space is dependent upon its representative size, e.g., a space

representing five square feet can hold up to two characters on foot and

one airborne character; a space representing ten square feet can hold up

to four characters on foot and to airborne ones, etc."

Attack Phase

The following refinements are added to the fifth sentence: "...; wounded

characters at the beginning of their first Movement Phase during every

subsequent turn (unless they have been rendered unconscious or killed)

must roll on the "Weaken" table, furthermore, wounded characters can

only move during the second Movement Phase."

Lions and Tigers and Bears, Oh My! Some Notes on Animal Attacks Insect

swarms (wasps, fire ants, etc.) do not have Traits, instead roll 1D6

times on the "Weaken" table to ascertain the effects of their stings or

bites. Pack (dogs, lots of rats, etc.) assaults are more serious. The

G.M. should compose a Trait template for the pack which is determined

upon an aggregate basis. The pack uses the Special Attack "Immobilze".

Boas-the reptile, not the fashion accessory-as well as big lizards

should be dealt with in the same way (except, of course, the template is

crafted for just one creature). Jungle cats and such will also require

their own individual Trait templates. If one of these beasts

successfully attacks, the victim must roll to see if they are

'knocked-down'.

Return to SUPERHERO SLUGFEST



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