Tuesday, June 2, 2020

Preternatural Powers: Evade and Interpose

Evade
During any action, their own or any other, the agent dashes with telekinetically enhanced speed out. Objects in or near the agent’s path risk being smashed or damaged. Enemies can be bowled over as well, though not without risk. 
Energy Cost: 2 
May be used [Rank] times per individual action taken; the effects stack per time used at any single initiative count. 

Effects:
  • Dash 5 feet, adding 1 movement die success to your total for the round, or your side’s if engaged in melee. May disengage with the dash. 
  • Gain +3 AC against attacks made against you during that action.
  • Gain a +3 bonus to Saves vs Hazards against triggering effects
  • Gain a +3 bonus to Saves vs. Machines effects that are physical, visual, or having an area effect, if it makes sense.
  • UNLESS: the dashes take them out of the zone of any save triggering area of effect, in which case the effect is completely avoided. 
  • If the hit is a critical hit, an evade turns it into Grit damage. If the subject has no remaining grit, the incoming damage is halved instead. 
  • If the surroundings are important, objects near the path of the dash with an AC of 7 + (2 times [Rank]) or less take [Rank]d6 damage--mostly it is enough to know this damages objects near the user as they dash. Objects directly in the path of the dash with an AC of 9 + ([Rank] times 2) or less take ([Rank] times 2)d6 damage, but if this does not destroy the object the agent takes half that damage and is stunned, losing their next action. 
  • If a creature is in the path of the dash, the creature must make a Save vs. Stunning with a modifier equal to 3 minus Evade’s rank (+2 to -2). On a failure, the creature is knocked prone and stunned until the end of its next round, or pushed to the side and stunned if it has more than double the Flesh dice as the agent. On a success the agent is the one knocked prone and stunned.

Evade Upgrades:
  • Energy Efficiency: Requires 2 upgrades. Reduce the energy cost per use to 1. 
  • Evade ammo regen: If you are low or on the last shot with your service weapon when you evade, you may roll a Machine Save to increase your ammo level by one when you dash. Note this does not work when you are out of ammo.

Interpose
As an action or a reaction to being targeted by an attack or damaging physical ability or hazard, the agent telekinetically grabs debris or objects in the immediate area and interposes them between themself and danger. 

Energy Cost: 1 + Rank

Effect: Interpose increases the agent’s AC by 2 + [rank] and grants 5 + (5 times [Rank]) bonus grit which disappears when Interpose ends. The shield ends when the bonus grit is gone, or after [Rank] times three rounds, or when you stop using an action to maintain it every round. The shield will move with the agent, but the agent may not use the Attack, Aim, Go for the Kill, Fight Recklessly, Use a Preternatural Power, Cast a Spell, Covering Fire, Stealth, or Grappling actions while Interpose is active in this manner, and the agent only moves at half speed.

At Rank 2, the Agent may use Interpose once per round as a response to being targeted by an attack or damaging area of effect without spending a reaction. 
At Rank 3, the agent can now use other preternatural powers and cast spells while maintaining the shield, which becomes a swirling cloud of objects whirling around them. 
At Rank 4, the shield regenerates 2 bonus grit per action used to maintain it. 
At Rank 5 regeneration increases to 5. 

Interpose Upgrades:
  • Shield Barrage: Your shield can be launched at enemies within a short-range cone if it still has bonus grit, ending Interpose. Distribute remaining bonus grit as bludgeoning damage among valid targets. Targets must make a Save vs. Hazards; success means they take half the damage assigned them, while failure means they take full damage and are stunned until the end of their next turn. 
  • Shield Regeneration: When spending an action to maintain the shield, spend energy to restore 5 grit per energy spent, up to the max allowed by Interpose.
  • Interpose Energy Efficiency: Reduce initial energy cost by 1, to a minimum of 1. 
  • Shield Rush: Using the Evade dash into an enemy with shield up inflicts bonus damage equal to half the shield’s bonus grit and prevents any negative consequences should the creature pass its save.
Notes: Yet more Control fanfiction in the form of TTRPG rules. For The Buzzing and The Board campaign. B&B is meant to be a high powered game where it is possible, through good play and tactical decision making, for players to take little or no damage during combat encounters, even against difficult enemies. 

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