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'.
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