Koprulu Sector RP - Enhancements List and Effects

Go down

Koprulu Sector RP - Enhancements List and Effects Empty Koprulu Sector RP - Enhancements List and Effects

Post by Seretis on May 20th 2018, 15:32

Maximum Number of Choices on this List equals twice Essence score.

Terran Specialized Training

General Infantry Training: Allows reduced-cost access to Marine equipment. Reduces time required for CMC Armor donning.

Firebat Certification: Allows access to Firebat equipment. Reduces time required for suit-up. Prerequisite: General Infantry Training.

Ghost Training: Allows access to Ghost equipment as well as Psionic powers. Requires Intelligence + Wits roll (usually at Difficulty 9) to recall specifics of past missions. Prerequisite: Willpower 4 and Psionics 1.

Reaper Sentencing: Designates the person as a Reaper Corps convict. Allows access to Reaper equipment. Requires Willpower roll at Difficulty 8 to attempt non-aggressive diplomatic tests. Prerequisite: Willpower 4 and Larceny 2.

Ocular Implants: Reduces sight-based Perception test difficulties by 2. Reduces range penalties on attack tests by 1. Prerequisite: Ghost Training

Medic Training: Allows access to Medic equipment. Reduces time required for CMC Armor donning. Reduces difficulty of first aid related tests by 1. Prerequisite: Medicine 2.

SCV Certification: Allows reduced-cost access to SCVs and building maintenance materials. Reduces maintenance tests by -1.

Basic Vehicle Certification: Allows access to Hellions. Reduces difficulty for ground vehicle fuel requisition for non-Hellion vehicles by 1. Prerequisite: Drive 1.

Vulture Operations Certification: Allows reduced-cost access to Vultures and related equipment. Reduces difficulty of tests to keep control of Vultures. Prerequisite: Drive 1 and Crafts 1 or Drive 1 and Technology 1

Siege Tank Certification: Allows access to Siege Tanks and related equipment. May roll Perception + Intelligence to provide spotter coordinates for Siege Tank operators, reducing the difficulty of their next shot by 2 if against spotted target. Prerequisite: Basic Vehicle Certification.

General Walker Certification: Allows access to Goliath walkers. May roll Intelligence + Technology to identify walker-frame technical issues at Difficulty 7. Prerequisite: Basic Vehicle Certification and Technology 2

Basic Flight Certification: Allows access to Dropships. May use the Drive skill for operation of aircraft. Prerequisite: Basic Vehicle Certification.

Zerg Genetic Sequences

Self-Analysis: Roll of Wits + Primal-Urge to activate. Allows for addition of new genetic sequences, as well as control of mutation process.

Skin Hardening: Maximum level based off of Stamina. Adds 1 to Bashing and Lethal Soak per level.

Psionic Sensory Node: Roll of Perception + Primal-Urge to detect nearby sources of psionics, or localized sentient hive-minds.

Metasynaptic Node: Allows usage of Zerg Powers, may roll Wits + Primal-Urge to attempt to speed up Energy recovery. Multiplies Peripheral Energy pool by Infestation rating. Prerequisite: Psionic Sensory Node.

Basic Regeneration: Heals 1 level of Bashing damage per minute. Converts 1 level of Lethal Damage to 1 level of Bashing damage per hour.

Limited Zerg Telepathy: Allows Zerg to communicate information telepathically with other nearby Zerg. May roll Manipulation + Leadership, using the target's Willpower as difficulty, to attempt to influence the actions of a specific Zerg. Prerequisite: Psionic Sensory Node.

Basic Immortality: Allows a Zerg injured past Incapacitated to spend 3 Willpower points and 3 Personal Energy and attempt to revive once per day, by rolling Willpower + Primal-Urge. Should the roll succeed, the Zerg is healed to the second -2 level. If a point of permanent Energy is spent, then the Zerg returns fully healed. If the Zerg is reduced to below Incapacitated by Aggravated Damage, they are destroyed beyond this enhancement's ability to restore. Prerequisite: Basic Regeneration.

Hyper-vibrational Musculature: Roll Dexterity + Primal-Urge to trigger rapid vibrations in muscles, in order to loose ground matter and sink into it. While submerged, the user is hidden from normal Perception modes. User may burst forth from the ground at any time, and can breathe normally while submerged.


Last edited by Seretis on February 8th 2019, 00:13; edited 11 times in total

_________________
Time to see how badly this idea ends up turning out...

YAY! Botched SAN check...
Seretis
Seretis
Admin
Admin

Posts : 278
Join date : 2017-10-31
Age : 32

http://hallofbotchedrecords.forumotion.com

Back to top Go down

Koprulu Sector RP - Enhancements List and Effects Empty Powers List

Post by Seretis on May 20th 2018, 15:39

Terran Psionic Powers: Prerequisite: Ghost Training

Personal Cloak: Roll of Wits + Psionics to activate, Difficulty 5. Cost of 3 Peripheral Energy to activate, 1 Peripheral Energy per turn to maintain. Targets automatically fail Perceptions checks related to sight versus user. Advanced Perception modes suffer a +1 to Difficulty of checks. At higher levels, Advanced Perception Difficulty penalty may increase, or Peripheral Energy maintenance cost may decrease.

Short-range Telepathy: Roll of Wits + Psionics to activate, Difficulty 6. Cost of 2 Peripheral Energy to activate. Opposed test versus target's Willpower to read specific thoughts in the target's mind, with target receiving a +3 Difficulty Penalty if unaware. Higher levels increase range. Range may be pushed in emergencies, at cost of 5 Peripheral Energy for activation and 2 Peripheral per turn. Will pick up some thoughts at random without a roll as long as the character has this power.

Psionic Aiming: Roll of Wits + Psionics to activate, Difficulty 6. Cost of 4 Peripheral Energy to activate. Successes on activation roll create a "pool" for the Ghost's next shot against a single designated target, which may be allocated to the attack roll or the damage roll. For every two "points" allocated from the pool for the attack roll, the attack roll is at -1 Difficulty. For every point allocated to the damage roll, an additional die is added to the damage roll. After each successful use of the power, the Ghost must wait (7 - Power Rating) turns before using the power again.

Terran Equipment "Powers":

Stimpack: Roll of Wits + Medicine to activate, Difficulty 6. Inflicts one unsoakable level of Lethal damage when activated. Adds one extra action per turn while in use, number of successes on activation roll determines number of turns active. Once the pack wears off, user must make a Willpower roll at Difficulty of Stamina + Stimpack to avoid addiction.

Medical Nanobot Sprayer: Roll of Intelligence + Medicine to activate, Difficulty 4. Cost of 2 Peripheral Energy to activate. Restores two health levels of Bashing damage per success, or converts one level of Lethal damage to Bashing per success. If using this power to assist in removing the Zerg "Plague" Power, each success counts triple. Prerequisite: Medic Training.

Reaper Jump-pack: Roll of Dexterity + Drive to activate, Difficulty 7. Cost of 2 Peripheral Energy to activate. Landing from a jump does one die of Bashing damage, which may be soaked normally. Each success adds 10 meters to jump distance. For every 10 meters beyond 20 meters, add one die to landing damage roll. Additional levels in power add 5 meters to jump distances, and 10 meters to safe distance.

Zerg Psionic Powers:

Dark Swarm: Roll of Manipulation + Psionics to aim, difficulty 7. Cost of 3 Peripheral Energy to activate. Targets within a 3 meter-radius cloud automatically fail Perception checks related to sight. Advanced perception modes suffer a +2 difficulty while affected. At higher levels, inflicts a -2 dice penalty to Stamina-based checks.

Plague: Roll Willpower, versus difficulty of target's Willpower. Cost of 5 Peripheral Energy to activate. Target loses one dot of Physical Attributes per level of power. Targets reduced to 0 in an Attribute immediately fall Incapacitated. The number of successes scored on the activation roll determines the length of debilitation, as follows:

One Success = One scene
Two Successes = One day
Three Successes = Two days
Four Successes = Four days
Five or more Successes = One week

Plague debilitation can be healed through medical means, via an extended action requiring a number of successes equal to five times the number of successes scored by the user. Failures on the test causes exposure for the medic, who must roll Stamina at difficulty 8 to resist suffering the same effects as originally inflicted on the patient.

_________________
Time to see how badly this idea ends up turning out...

YAY! Botched SAN check...
Seretis
Seretis
Admin
Admin

Posts : 278
Join date : 2017-10-31
Age : 32

http://hallofbotchedrecords.forumotion.com

Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum