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Aberrant RPG - Another powers question.


Kane Knight

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try his out.

Kinetic Discharge(submitted by Rick Carlson)

Level: 2

Quantum Minimum: 3

Dice Pool: Dexterity + Power Level

Range: Touch (special)

Area: [power level] meters

Duration: Instant

Effect: Character can charge objects with explosive kinetic energy. [Quantum X 2] + (power level X 3) dice lethal damage or [Quantum X 3] + (power level X 4) dice of bashing damage.

Multiple Actions: Yes

Description: The Nova using this power channels a bit of explosive quantum energy into small inanimate objects which can be thrown or lobbed like grenades. The object to be charged can weigh up to 5 grams before additional 1 point of quantum per 5 grams over must be expended to charge it (and this takes an additional turn to charge). Thus objects such as playing cards, bolts, and sticks can be charged, thrown and explode upon contact with their target. Soft objects (i.e.: paper, wood etc.) are immediately destroyed after use; hard objects (i.e.: stones, bolts, nuts, etc. ) are rendered useless unless used to charge a second time and are then destroyed upon second use.

Anybody or anything caught in the blast radius takes [quantum rating X 2] levels + (power level X 3) dice of fiery lethal damage; or, a concussive force of [Quantum X 3] + (power level X 4) dice of bashing damage (character must choose one or the other, unless bought as extra or second power). Anything out side of the blast radius takes 1 success less damage per 3 meters outside of ground zero (the original determined blast radius).

Once charged the object must be thrown within three turns or the energy dissipates into the air, the object used to charge is then considered as above used.

Extras: MIRV- use of this extra allows the character to split the energy up into up to five 1 gram objects The attacking character declares which targets he wishes to affect and makes one attack roll to hit them using the worst modifiers for any single target; die bonuses apply only if all targets are hit, though each target may dodge normally. He must then divide his damage dice among the various targets. The damage add [quantum X 2] is taken by each target, only the dice damage must be split.

Timed- use of this extra allows the character to delay the blast for a predetermined amount of time. Once set, the explosion occurs; there is no stopping it once released. If the character is in the blast radius, s/he takes normal damage unless another power or extra is taken to compensate for this.

Supercharge- as quantum bolt, except if power is not expelled character gains an additional point of taint. Range or blast radius is doubled as well.

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Quote:
Originally posted by Sandy Davis- Miss-Fortune:
try his out.

Kinetic Discharge(submitted by Rick Carlson)

[....]
Extras: MIRV- use of this extra allows the character to split the energy up into up to five 1 gram objects The attacking character declares which targets he wishes to affect and makes one attack roll to hit them using the worst modifiers for any single target; die bonuses apply only if all targets are hit, though each target may dodge normally. He must then divide his damage dice among the various targets. The damage add [quantum X 2] is taken by each target, only the dice damage must be split.
Nice, simple, to the point, and more or less what I had in mind.
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