Tri-Stat dX Special Attack or Weapon Attack attribute revision By Zegon Destructacon, special thanks to Grysar and NinjaDebugger Cost: 1 point/level Effective Level: 1 or 4 points/level Relevant Stat: ACV Required PMVs: None Optional PMVs: None Progression: Linear; +5 or +20 damage each level Reduction: None Restrictions: Special; See Disabilities Each CP you spend in a Special Attack increases the weapon's attack power by 5 damage. Higher values can be used to buy special abilities, and extra damage can be bought with defects. Secondary Attacks bought cost 1/4th the normal cost, provided they are lower in total cost than the main attack. For the terms of attributes which work off a 'level' of Special Attack, every four levels of SAWA counts as one effective level for these attributes. So Dynamic Powers (Destruction) at level 1 could make a level '1' SAWA with a starting damage of 20. Same goes for purposes of nullifying a Special Attack. Someone with level 1 Nullify can nullify a level '1' SAWA with a base damage of up to 20. ALL effects that work off of weapon attack level should go off of base damage (damage before modification from abilities or disabilities), with each 20 base damage counting as one level of SAWA. Normal attack range is 500 meters. Long Range and Short Range can adjust this. Mind Attack is no longer a viable attribute. Instead, it has been divided into several abilities. Affects Insubstantial, Incorporeal Attack, Substitute Attack (Mind), and Substitute Defense (Mind) will result in an attack very similar to the traditional Mind and Soul attack abilities. --------------------------------------------------------------------- Abilities - Abilities cost damage and give an attack special qualities that make them more effective. Accurate - 10 damage/level Each level of Accurate makes the attack easier to hit with, giving a -1 bonus to-hit with it. Affects Insubstantial - 5 damage/level This ability lets the attack hit insubstantial enemies normally. Level 1 affects enemies of insubstantial value 3 or lower. Level 2 affects enemies of level 7 or lower. Level 3 affects level 10 or lower, and level 4 affects all levels of insubstantial. Depending on the commonality of insubstantial opponents, the GM may increase the cost of this ability by 5 or even 10 points a level. Many attacks may already ignore most insubstantiability, but the only way to be sure is to get this attribute. Area Effect - 12 damage/level Level 1 of this ability gives an attack a radius of 1 to 3 meters. Every level thereafter doubles the range of the radius. If you wish to change the radius on a whim, it costs an extra level. Otherwise, the radius is fixed. So, level 1 is 1-3 meters, level 2 is 1-6 meters, level 3 is 1-12 meters, level 4 is 1-24 meters, etc. Aura - 40 damage This ability operates exactly as stated in the Tri-Stat book. Auto-Fire - 15 damage/level Each level of auto-fire increases the number of possible hits by 1+previous level, with the exception of level 1 being 2. So, auto-fire level 1 would max at 2 hits, 2 would max out at 3 hits, level 3 would max at 6 hits, level 4 at 10 hits, and so-on. Critical hits cannot be scored with an auto-fire attack, and massive damage, ACV, and super strength do not apply either. If you wish to apply these to the first hit, it costs one extra level of Auto-Fire to do so. If you wish to apply it to every hit, it costs two extra levels of auto-fire to do so. Backup (Attack) - 45 damage/level The attack is keyed to another attack in a way so if the initial attack misses by a successful dodge from the opponent, the Backup attack activates, giving the character an extra attack with this backup attack. The Backup (Attack) ability should be purchased for the backup attack, and not the initial attack. The backup attack requires an attack roll just like the initial attack, and still offers a defense roll. However, since it is after an already dodged attack, the opponent may not be prepared for it. This attack eats up a defense like any other attack. The attack can only link to another attack with the 'Node' ability, and only one backup attack can be activated per successful defense. If the Backup attack is linked to another Backup attack, the middle backup attack must have the Node ability, and the second backup attack requires Backup to be taken to level 2. For every attack down the chain, another level of Backup (Attack) is required for attacks down the chain. Backup attack cannot have long range or short range. Break (Armor) - 10 damage/level Break (Force Field) - 10 damage/level Break (Armor and Force Field) - 12 damage/level A breaking attack destroys and devastates the target's defenses more than a standard attack would. Even if the attack does not deal any 'real' damage, its effects can be felt in the target's defenses. For every level of this ability purchased, the target's armor, force field, or first encountered is reduced by one effective level until repaired or regenerated. This means a force field breaking attack with force field break at level 2 will drop the force fields down two effective levels (30 block), regardless of weather the attack penetrated the force fields or not. An armor breaking attack with armor break at level two would destroy 18 points of armor, but only if it hits the armor. If purchased for both force fields and armor (with the double option), the break is applied to force fields first. If the attack penetrates the force fields and there is break left over, the left over break is applied to the armor. Repairing break is detailed under armor and force fields. No Healing can be combined with this to devastating effectiveness, but force fields still become fully active again after a day, and armor can be repaired as normally and regroups again normally after a day. Burning - 10 damage/level Each level of Burning increases the damage dealt per round to the target upon a successful hit by 1+previous level. So, burning level 1 would deal 1 damage/round, level 2 would deal 3 damage/round, level 3 would deal 6 damage/round, level 4 would deal 10 damage/round, and so forth. This lasts for 5 rounds or until neutralized. For an extra level, the attack cannot be neutralized easily and therefore takes multiple rounds. For an extra two levels, this attack cannot be neutralized at all. A 'slow burn' attack can also be made by dealing the burn damage dealt, but only applying it every hour. In this case, the target makes a stat check at a -4 bonus. If difficult to neutralize, it's at a 0 bonus. If 'imposable', it is at a +4 penalty. An even slower method can be done by doubling the damage dealt and applying it every day. Multiple burn effects from the same source do not stack. To make them stack, it costs three levels extra to do so. Concealable - 5 damage/level Concealable makes a weapon easy to hide. This ability can only be bought for hand weapons. To be hidden easily, it costs 1 level, allowing it to be hidden with no bonus or penalty. Any weapon that has 2 or more levels is automatically 1-handed. Every level after the first allows hiding the weapon with a -2 bonus. The skill/stat for hiding a weapon is Stealth (Concealment) keyed to average of Body and Mind. Sleight-of-hand may be used instead for an extra level. Cone - 15 damage/level Cone attacks deal damage in a cone. From the point of impact, the cone spreads up to x meters forward and up to x meters wide at the base, making a cone from the impact point to the further range of the cone. 'x' is equal to 1 at level 1, and increases by 1 + previous increase each level after. So level 2 would have a cone 3 meters long and 3 meters wide at the base. If the size is adjustable at will, then this attack costs one extra level. Chargeable - 1+ damage/level The Chargeable ability allows an attack to be charged, or 'overloaded' for a greater effect. Unlike the Slow disability, this is an Ability because it permits the release of the attack at any time. While charging, the attacker may not make attacks and is otherwise treated as if conducting a 'slow' attack. However, the attacker may release this charge at any time as an attack action. The maximum damage built up from charging is double the amount of levels in this ability, and takes three actions to achieve this doubled effect. If released prematurely, the attack deals proportional damage to the amount of time invested (.6x for one round, 1.3x for two rounds, 2x for three rounds) times level. Plus the non-charged elements of the attack. For every 5 damage, the attack can be held for three rounds longer for another multiplier in charged damage (+1x). For one extra damage per level, the multiplier can be increased by one without increasing the charging time. After a charged attack is charged up, the attack must be made or diffused immediately. If it can be held (as per the 'held attack' option under slow), then this ability costs an additional 1 damage for every two levels. Does not harm (a. class) - 1 damage/level, 8 damage/level, 11 damage/level, The attack will negate 20 damage per level of this ability taken to an allied (or neutral) classification. Such classifications could be 'neutral', If the attack is a single-target attack, then this ability will cost 1 damage/level. If the attack has Aura, Area Effect, Cone, or Linear, this ability costs 8 damage/level. If the attack combines aura with area effect, then the attack costs 11 damage/level. Additional classifications can be purchased for 10 flat damage. These rules assume that the classification will be possibly hit with the attack in about 60% of the encounters you face. If this is not the case, the DM may give a flat discount or additional classifications to your selection to make it so. This ability may not be combined with Back blast, and Harms Attacker still hurts you regardless of if you're immune to the attack's effects or not. Drain Body - 20 damage/level Drain Mind - 20 damage/level Drain Soul - 20 damage/level These three abilities drain a particular stat. Each level bought drains one of that stat on a successful hit. Lost stat points recover at a rate of 1 point per hour. Drain Energy - 1 damage/level This ability drains energy instead of hit points. Every damage spent in it directly converts over to energy drain. The ACV of the attack may be spent against energy or normal damage, but once this decision is made it cannot be changed. Enduring - 10 damage/level or 20 damage/level Each level purchases 1 extra 'round' for the attack. Enduring cannot be bought without Area Effect, Linear, or Cone. If someone is 'trapped' in an area, they take once for the entire time they are in said area. Anyone entering the area while the enduring effect is up, though, takes the damage as normal. If damage should persist every round, the cost is increased to 20 damage/level. Enveloping - 3 damage/level Every level of enveloping produces four points of enveloping damage. Enveloping damage surrounds the opponent from multiple sides upon impact, and delivers damage from all these angels. Because of this, force fields, armor, and other such defenses count for four-times their value against enveloping damage. If the defender has partial armor, the armor only counts for three times its value. If the defender is using a shield, it only counts for double its value against enveloping damage. While the force fields or armor may be stronger, the amount required to lower their effectiveness does not change. Enveloping attacks are commonly energy-based. Flexible - 15 damage/level This ability represents a long, flexible attack. The target it as a +1 penalty to defend per level. If the attacker is sufficiently strong to lift the target, they may make tripping or disarming attempts with this weapon. These are initially at a +4 penalty. Each level taken in this ability gives a -2 bonus to these non-damaging attacks, and an extra +1 for the opponent to defend. An opposed body (strength) roll commonly determines if you trip or not. An acrobatics (balance) check may be used by the defender for trip attempts, and Special Movement: Perfect Balance gives a -4 bonus to the defender against trips. Incapacitating - 35 damage/level This ability will cause the opponent to go to sleep, turn to stone, or otherwise completely incapacitating them. Upon a successful hit, the opponent gets a -4 ability check to resist the incapacitating effects. This check is made against Body, Mind, or Soul, and is usually given a -1 bonus for each level of the appropriate defensive attribute (Mental Defense, Physical Conditioning, Spiritual Resistance) the character has. This isn't beyond the normal bonus such attributes provide. Each level of Incapacitate beyond the first imposes a +2 penalty on this check. Normally, the attack's effects in a few minutes to a few hours. To make it require a special condition be met for its effects to be reversed, add one extra level to the ability. For a permanent effect, add three extra levels to the ability. If the effects can be disrupted by another, such as jarring awake someone from sleep, the attack imposes an additional +2 penalty on the check. Incorporeal Attack - 10 damage/level Incorporeal attacks are incorporeal until the moment they impact the target, bypassing any armor and force fields that they encounter, assuming that such implements are a) in the attack's list of materials it can pass through and b) don't have the Blocks Incorporeal ability at an equal or higher level than this ability. Hard Shields don't even block against damage caused by this attack. Each level buys one 'slot' for the attack purchased on the scale presented below. One slot equates to one effective level of Insubstantial for purposes of Blocks Incorporeal/Insubstantial. Most force fields are considered energy, and hardened scales and the like are considered bone. Paper/Wood/Flesh/Bone - 1 Earth/Concrete/Light Metals - 1 Medium Metals - 2 Heavy Metals - 3 Energy - 3 Complete - 10 Indirect - 10 damage/level This ability works as presented in the Tri-Stat book, except every level beyond the first gives a -2 bonus to-hit while using the attack in this method. This cannot decrease the penalty for an indirect shot below 0. Knockback - 5 damage/level or 10 damage/level Each level of this ability will affect the opponent with a particular knockback force. Level 1 is enough to stop someone's movement in their tracks if you hit them head-on and will knock them back 1 meter. Each level afterwards increases knockback distance by one meter + previous knockback level. So level 2 would knockback an opponent 3 meters, level 3 would hit for 6 meters, and level 4 would do 10 meters. If the attack is capable of causing damage to the opponent from hitting a wall or falling off an edge as well, the cost of the ability is 10 damage per level. Attributes that normally affect knockback affect this ability as well. Consult the knockback rules for more information on effectiveness. Linear - 10 damage/level This ability causes an attack to deal damage in a line, affecting all opponents with the single attack roll as if they were the primary target. Each defender must make a defense roll or suffer the effects of this attack, assuming it hits. Each level increases the width of the attack. Level 1 starts at as wide as a hair. Every level increases the diameter by 1 + the previous increase. So level 2 would have a diameter of 1 meter, level 3 would have a diameter of 3 meters, and so on. A linear attack is stopped by armor or force field strong enough to stop it, or by dealing up to four times its normal damage. Long Range - 1 damage/level A normal attack's range is 500 meters. This ability lets you increase that range. Each level adds 5 + previous increase in meters to the range. So level 1 would give a range of 505, level 2 would give 515, level 3 530, and so on. Level 20 gives a range of 1550 meters. ICBMs have about 140 levels of Long Range. In space, multiply these ranges by twenty. Linked (Attack) - 60 damage/level or 100 damage/level For 60 damage, whenever the base attack hits, you get another attack using the attack this ability is on. Only one Linked (Attack) ability may be used on a successful hit. To link an attack to a Linked (Attack), the attack to be linked to needs the Node Attack ability and one level of Linked (Attack) for every attack it is down the chain. For 100 damage/level, the linked attack automatically hits except on a critical failure and does not use a defense roll from the opponent. Linked (Attack) cannot have Long Range or Short Range. Mental Combat - 20 damage, 60 damage, or 80 damage This special attack can be used in mental combat. Effects in the mental world and the real world are independent of each other, so a tangle attack in the mental world only 'tangles' in the mental world, not in the real world. Typically, mental combat attacks only deal damage to energy points. If the attack can only be used while in mental combat and deals no real-world damage, then this ability costs 20 damage. If the attack can also deal HP damage, then this ability costs 60 damage. If the attack can be used while engaged in mental combat or while not engaged in mental combat, at the attacker's discretion, it also costs 60 damage. If it can both deal HP damage and can be used while not engaged in mental combat or while engaged in mental combat, at the attacker's discretion, this ability costs 80 damage. Muscle Powered - 5 damage/level Each level of this ability allows you to apply one level of super strength to the attack. If at a range greater than your a typical 'reach' range for a character (2 meters is the standard), then this ability costs an extra level total. Node Attack - 50 damage The attack is a 'Node' attack, meaning it can be linked to using the Linked (Attack), and Backup (Attack) abilities. No Healing - 10 damage/level At level 1, this ability causes healing effects to take a slower effect on the target. Artificial healing is cut in half. Normal healing is unaffected. At level 2, the attack cannot be healed by artificial means, and normal healing remains unaffected. At level 3, the attack recovers naturally at half the rate, and at level 4, the attack does not recover. There is always a special means to recover from attacks with this ability, but it is usually difficult to obtain. Normally, this attack only applies to damage and energy drain. For every other facet of an attack it affects, it requires an additional two levels. This ability cannot be used on Incapacitating, Quake (40 points/level), or other effects where it would not make sense. Penetrating (Armor) - 2 damage/level Penetrating (Force Field) - 2 damage/level Penetrating (Armor and Force Field) - 3 damage/level Every level purchased in Penetrating (Armor) or Penetrating (Force Field) causes an attack to ignore the first four points of strength from armor or force fields, respectively. If the Penetrating (Armor and Force Fields) is bought, then five points of strength are ignored from either of those sources instead of four. In the case that an opponent has both armor and force fields, the strength negated is only applied once. Quake - 10 damage/level or 40 damage/level Each level causes a fault area 1 meter deep, with every extra level adding 1 + previous increase to the depth. A level 2 attack would cause a fault 3 meters deep, level 3 attack would cause a fault 6 meters deep, etc. Without an area, this is just a simple hole that emerges. With area effect, it causes a crater. Linear leaves a line in the floor, and cone causes the attack to spread from the attacker. The defender is allowed an Acrobatics (any) - Body roll to avoid falling into the pit. Every level of Special Movement in a category related to direct movement above ground gives a -2 bonus to this check. The attacker can make this check harder by spending an extra level per +2 penalty he wishes to impose on the defender. If used in a mecha, the mecha gets a body roll to prevent the attack from taking place, or the pilot may make a piloting (none) body roll. If used in a building, the quake extends through floors. Normal floors count as 1 meter per floor blasted through. The pit can close after the attack. If it does not engulf enemies, it costs nothing extra and cannot leave a permanent hole. If it does engulf enemies, then the attack costs 40 damage/level, and opponents gain a second acrobatics check to avoid being engulfed. An engulfed creature is effectively buried underneath whatever material the quake was caused in. Some materials may be immune or resistant to quake effects, such as super alloys, force effects, etc. Quick - 60 damage/level Each level of Quick allows you to attack one extra time per action, but only if you use this attack for both attacks. Both attacks must be at the same target, and the target has a penalty to defend as usual. Returning - 40 damage/level For every level you have of this ability, the attack, if it misses by the opponent dodging, will return again next round on its hit initiative to make another attack. Sensory Blinding - 10 damage/level The first level of this ability will blind, deafen, or otherwise impair the senses of your opponent on a successful hit and a failed stat roll by them, usually keyed to body. The first level starts at a -1 bonus on the check. Every level added afterwards imposes a +2 penalty on their resistance check. If this is keyed to Soul or Mind, then the ability costs an extra level. This attack affects one specific sense or sixth sense, usually sight or sound. Every additional sense costs an additional level and permits a separate check at the same difficulty as the original penalty. Smaller Weapon - 5 damage/level For games utilizing a more varied size system, this is required for proper use by smaller characters. Each level reduces the size of a weapon by one increment. Weapons that are 1-hand usable by normal-sized characters are usable by characters with the 'smaller' attribute/defect as 2-handed weapons. Every level of this ability counteracts a level of 'smaller' for determining who can use it. Conversely, if a weapon is too small (has this attribute twice or more), it cannot be used effectively by medium-sized characters. This ability is not suitable for anything but handheld weapons. Every level of this ability beyond the first also counts as one level of Concealable. Short Range is commonly taken with this ability. Spreading - 15 damage/level This ability represents a spreading spray of bullets, darts, energy blasts, or something similarly difficult to avoid. Each level imparts a +1 penalty to defense against the attack. Additionally, if the target is in a formation, you may hit those around them on a successful attack by spreading the continuous fire. The number of extra targets you can potentially hit is equal to the previous spreading level + 1. So level 1 is 1 extra target, level 2 is 3 extra targets, level 3 is 6 extra targets, and so on. Stun - 5 damage The attack causes non-lethal damage, such as a shock or a jolt. The attack cannot kill, and damage dealt by it recovers by the minute, instead of the hour. Other effects also recover at a similar rate, unless otherwise specified. Substitute Attack (Body) - 10 damage or 15 damage Substitute Attack (Mind) - 10 damage or 15 damage Substitute Attack (Soul) - 10 damage or 15 damage The attack is keyed to a particular base statistic instead of being based off of combat prowess. Instead of an attack roll, the character makes a stat check, based on what substitution is used and modified by whatever attack abilities the attack has. This ability uses the Power Usage skill as a modifier to the attack roll, specialization in the attack variety and with no other attributes. The cost of this ability is dependent on how the system is assigning statistic points. If stats are assigned according to a base 2 CP/point, the ability costs 15 damage. If stats are assigned according to the varied stat-cost system, then it costs 10 damage. Substitute Defense (Body) - 15 damage or 20 damage Substitute Defense (Mind) - 20 damage or 25 damage Substitute Defense (Soul) - 20 damage or 25 damage Defense from the attack is keyed towards a specific ability score and not standard defense. The defender makes a stat check at a +2 penalty, modified by any modifiers the attack may pose. A particular attribute is commonly associated in such attacks (Physical Toughness, Mental Defense, and Spiritual Toughness) to help protect a defender against these types of assaults. The cost of this ability varies on how stats are derived in the game. If it's the base 2 CP/point, then they cost the lower amount. If it is varied, they cost the higher amount. Tangle - 1 damage/level This ability will cause an attack to release some sort of entangling agent. For every level, this ability deals one point of tangle damage. Tangle damage incapacitates the enemy, causing them to have difficulty moving. Every 20 tangle damage imposes a +1 penalty for any actions the opponent takes. Tangle also stops all movement unless the opponent makes a successful body (strength) or Acrobatics (Escape Artist) - Body check. This check is penalized like any other. On a successful check, the target busts out of the tangling agent and is no longer affected. Multiple tangle attacks from the same source do not stack. If they do, this attack costs an additional 30 levels. ACV can be designated normal damage or tangle damage. This decision cannot be changed on the fly. Tangle damage does not count towards normal damage for disabling an opponent. An ally can remove a tangle by attacking the tangle, usually. This will cause damage to both of them unless done as a called shot. Tangle damage is eliminated on a 1:1 basis for damage dealt in this manner. Targeted - 1 damage/level For every level bought, this attack deals 2 damage against a specified target type in addition to any normal damage the attack deals. To have this ability affect other facets of an attack, this ability costs nothing extra, but those abilities deal double damage to a specified type of target and no damage to targets not in the specified category. The damage increase from targeted may be used to purchase abilities as well, but those abilities only operate when the attack targets and/or hits the targeted type. Trap (Sensor) - 12 damage/level Trap (Timed) - 4 damage/level Trap (Remote controlled) - 8 damage/level This causes an attack to detonate as a trap, causing damage to things around it. Trap comes in three varieties - Sensor, timed, or remote controlled. Each lays the trap up to the range away. If a sensor trap, the trap will detonate when someone, anyone, comes within 1 + previous increase meters, level 1 being touch range. This means level 2 will sense within 1 meter, and level 3 will sense 3 meters. Friend-or-foe recognition can be bought for two levels extra. Timed will let you lay a trap for a specified amount of time when the attack is made, the max time being .5 minutes + previous increase. So level 2 would be 1.5 minutes, and level 3 would be 3 minutes. Remote Controlled increases the range at which you may detonate the trap. It starts at 10 meters and increases by 10 + previous increase meters per level. So level 2 is 30 meters, and level 3 is 60 meters. Traps can be detected by a normal awareness check. If a trap cannot be detected, purchase Undetectable with it. If a trap is harder to detect, every level you purchase in this ability imposes an additional +2 penalty to detect. Sensory traps can be evaded by several methods usually, although actual detection and evasion can be very tricky. Optional Two-Handed - 5 damage A 2-handed weapon takes this ability at level 1 and has the option of being used 2-handed for +10 damage. Projectile weapons, such as pistols, crossbows, and blowguns, instead get a bonus of -1 to-hit when used 2-handed with this ability. This ability is not compatible with Concealable if used for damage. Undetectable - 15 damage/level This ability makes the attack less, or completely, undetectable by conventional means. At level 1, attacking permits all in the area to make an awareness roll (modified by proper skills, heightened senses, or heightened awareness) to detect the origin of the attack, with a -X/2 bonus. At level 2, this check is made at no penalty or bonus. At level 3, this check is made at a +X/2 penalty. At level 4, the attack is completely undetectable by normal means. All attacks are detectable by some method: this ability just prevents detection according to human standards with the five basic senses. The defender always knows which direction an attack came from, although they may not be able to detect the origin in that direction. Undetectable does not make an attack harder to dodge or avoid the effects of - defenders still get a defense roll as normal. If the attack is not detectable by anyone other than the target being attacked, the ability costs an extra level. Unpredictable - 11 damage/level The attack surprises the defender, making it more difficult for them to defend. Each level imposes a +1 penalty to defend to the defender. Unique Ability - ? damage Huh? Vampiric - 2 damage/level or 4 damage/level This ability deals 1 damage/level. However, you gain this damage as hit points. For the 2 damage/level version, damage dealt adds to your hit points but may not exceed your normal max hit points. For the 4 damage/level version, damage added may exceed your normal max hit points, but only up to double the maximum. Hit points over your maximum dissipate at a rate of 1 hit point per 3 minutes. If desired to drain energy, attacks that suck energy cost 2 energy drained for 1 damage dealt/absorbed, and 4 energy drained for 1 damage dealt/absorbed to go over the normal maximum (no more than twice the standard max). Energy points dissipate at the same rate as HP. Stats drained follow the same formula, except stat points over the maximum dissipate at a rate of 1 point per hour. Versatile - 2 damage/level For each level of this ability, you may spend one damage in any ability, under the discretion of the DM. Normally, targeted is not allowed with these damage points, but the DM may allow it given the proper circumstances or capabilities of an attack (Bane: Kryptonian would only work if you could make an attack made out of Kryptonite or Kryptonium or something like that, etc.) This damage point may be shifted to another ability at no cost at the beginning of each of your rounds. To shift it again you must use a non-combat action. If combined with hand-held, then a non-combat action must be used to change the effects. --------------------------------------------------------------------------------- Disabilities - Disabilities give damage back and disable the weapon in some capacity. There are no upper limits on most defects, but if you try to break the system with them you shall receive a very good verbal assault from your GM, if not me. A good rule of thumb is an attack cannot have more defect damage than it does base damage. Back blast - 5 damage/level or 10 damage/level Each level of back blast causes a more drastic effect of using the attack. Back blast at 5 damage/level causes those behind the attacker to suffer 1/5th the effects of an attack. Each level increases the damage by 1/5th. The range on this back blast is 1 meter/level, and half of this damage is always dealt to the attacker. The 10 damage/level back blast affects a radius 1 meter/level in radius, dealing 1/5th the damage/level to the attacker and all around them. Back blast cannot be purchased over level 3, and cannot be combined with aura. This disability cannot be combined with targeted. Cool-Down - 10 damage/level or 25 damage/level Each level of Cool-Down causes the character to be unable to use this attack in rapid succession. After using the attack, the attacker may not use it for 1 + previous level rounds afterwards. For 25 damage per level, the user of this attack cannot attack at all during this time. Drop Shields - 5 damage/level This disability returns 5 damage for every level of shield that is dropped when you drop shields. Otherwise, it operates exactly as in the dX book. Does not harm (o. class) - 1 damage/level, 7 damage/level, 10 damage/level, The attack will negate 30 damage of its effect per level of this disability taken to an enemy classification. If the attack is a single-target attack, then this disability will return 1 damage/level. If the attack has Aura, Area Effect, Cone, or Linear, this ability returns 7 damage/level. If the attack combines aura with area effect, then the attack returns 10 damage/level. Additional classifications can be added for 5 extra flat damage. These rules assume that the classification will be possibly hit with the attack in about 30% of the encounters you face. If this is not the case, the DM may reduce or grant damage or additional classifications to your selection to make it so. This disability may not be combined with Back blast, and Harms Attacker still hurts you regardless of if you're immune to the attack's effects or not. This ability may not negate more damage than it causes (round to the highest damage potential). Hand-Held - 5 damage or 0 damage Hand-held operates exactly as in the book. Harms Attacker - 5 damage/level Each level operates as one level of the 'Burns Energy' instantaneous defect, but only applied to HP instead. Inaccurate - 9 damage/level Each level causes the attack to be less accurate, imposing a +1 penalty to-hit per level. Internal - 30 damage The attack can only be used inside of a specific structure. This ability returns an extra 30 damage for every 60 base (before defects and abilities) damage the attack has. Larger Weapon - 5 damage/level For games utilizing a more varied size system, this is required for proper use by larger characters. Each level increases the size of a weapon by one increment. Weapons that are 2-hand usable by normal-sized characters are usable by characters with the 'larger' attribute/defect as 1-handed weapons. Every level of this ability counteracts a level of 'larger' for determining who can use it. Conversely, if a weapon is too large (has this attribute three times or more), it cannot be used effectively by medium-sized characters. This disability is not suitable for anything but handheld weapons. Every level beyond the first of this disability counts as a level of Obvious Weapon as well. Limited Shots - 5 damage/level, 10 damage/level, 20 damage/level, or 40 damage/level This ability returns a varying amount of damage based on how it is applied. Limited shots causes an attack to be usable less times/period. For 5 damage/level, this period is until the weapon is reloaded as a combat action. For 10 damage/level, it is until the weapon is reloaded in a matter of minutes. For 20 damage/level, reloading takes a special procedure/equipment and can only be done during long-term resting periods. For 40 damage/level, the attack can never be reloaded. Level 1 offers six uses/reload time, level 2 offers three uses/reload time, level 3 offers 1 use/reload time. If the attack uses special ammunition, increase the amount granted by 5 points/level. If the attack uses *extremely* rare ammunition, it grants an extra 10 points/level instead. This ability usually cannot be combined with the Uses Energy disability, and cannot be combined with the Self-Destruct disability. Low Penetration - 1 damage/level For every three damage the attack does, add one level of this ability. All damage dealt by this attack counts force fields and armor as double their value for overcoming it. Minimum Requirement - 1 damage/level This attack requires a minimum reserve of energy or hit points in order to take effect. No energy points or hit points are expended, but they must be present for the attack to take place. Each level in this attribute increases the minimum energy points and hit points required by 5. If taken to high enough levels, this may make an attack imposable for a character to use without first gaining points beyond their normal maximums. Obvious Weapon - 3 damage/level This disability is the opposite of the Concealable ability. Each level makes the weapon harder to conceal by some means, weather it be the weapon lights up, emits a humming noise, or otherwise is obvious. Every level makes the weapon easier to spot by giving a +3 bonus to awareness/perception checks to detect its presence. This disability is generally only suitable for handheld weapons. Only In (Environment) - 10 damage/level Each level in this disability restricts the area that the attack can be used in. Level 1 is in a location that is fought in maybe 60-80% of the time, such as 'In the fog' in a Seattle game. Level 2 is for attacks that can be used 40-50% of the time, such as 'in a storm' in a game that takes place in the Mediterranean. Level 3 is for 20-30% likelihood, such as 'space' in an earth-based mecha show. Level 4 is 10% or lower likelihood, for attacks like 'In a storm' if your in an Arabian Nights game. Predictable - 10 damage/level This causes an attack to be easier to dodge. Each level gives the opponent a -1 bonus to dodge the attack. Short Range or Melee - 1 damage/level The attack's range is shortened by 35 meters at level 1. Every level thereafter decreases the range by the (previous decrease - 1) meters, becoming melee at level 20. If range is extremely important to the game, the GM may give double the points for this defect. The old dX and BESM short range, which is 50 meters, is 14 levels of this disability. Self-Destruct - 100 damage or 200 damage The attack causes the user to irrecoverably destroy itself. This attack can only be used once. Period. If it can be re-armed and the person recovered, it instead gives half that amount. This disability cannot be given to summons, servants, etc. Slow - 10 damage/level or 30 damage/level Each level slow is taken, the attack takes 1+previous increase rounds to activate after it starts charging. So an attack with this disability twice takes 3 attack actions to activate, and three times takes 6 attack actions. Slow attacks can commonly be charged and 'held back' until a target presents itself. If the attack can be held, reduce the amount of points granted to 10 per level. An attack cannot be held longer than ten minutes. Any longer and the attack is lost as if it were used, but has no effect. If it can be held longer, reduce the points awarded by 5 for each 10+previous amount added minutes added to the duration (30 minutes is -5, 60 minutes is -10, etc). By default, attack costs are half used before you fire and half used when you fire, for disabilities such as Burns Energy and Harms Attacker. Aborting (and costs thereof) are up to that of the DM. If the attack can be held but MUST be the next attack the character makes, increase the damage rewarded by 2 per level. Static - 10 damage or 40 damage Static attacks cause the user to be unable to move while attacking. For 40 points of damage, the user cannot move while charging, aiming, or otherwise firing the attack. This includes defensive actions, and lasts until their next action. For 10 points of damage, the attacker simply cannot move quickly: they can still dodge. They still fail any movement-based checks while relatively immobile. Stoppable - 10 damage/level or 20 damage/level Every level causes the attack to delay 1 round + previous increase. This means that a level 1 attack will stay in the air for one round, landing on your next turn. Level 2 will be in the air for 3 rounds. While in the air, a stoppable attack can be shot down by causing 1/4th the damage the attack would cause (before any abilities or disabilities are taken). If it cannot be shot down, this disability gives 10 damage/level. If the projectile is hit, it has a 1 on dX chance of exploding and affecting from the hit location, assuming it has an area effect, cone, or linear effect. Toxic - 15 damage/level Each level taken means the attack can be stopped completely by a type of Special Defense or Adaptation, as follows. One to two types is level 1, three to five types is level 2, six to nine types is level 3, and any more than that is level 4. Unique Disability - ? Huh? Unreliable - 10 damage/level At level 1, this attack burns out or otherwise goes haywire on a natural roll of 2X. Every level after, increase the range by one, so on a d8, it would burn out on a 15 or 16. If the dice of the game is d10+, then the range of burnout should be doubled. If the dice of the game is d15+, the range of the burnout should be tripled. This will cause an attack to fail even if it normally would hit, in addition to a 'malfunction'. Expect your GM to be... imaginative in a burnout. Uses Energy - 5 damage/level Each level operates as one level of the 'Burns Energy' instantaneous defect. Special Attacks should NOT use the Burns Energy linked defect.