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Powers

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Saved by PBworks
on October 7, 2006 at 4:46:11 pm
 

Powers

Below are the various powers for the different cosms. You will only find listed, the powers that are availiable amongst the heroes of the Possibility War in the Pendragon renegades.


Psionic Powers

Kinesis

Teleportation (Self)

Base Difficulty: 28

Base Range: skill value +3 in meters

Base effect Value: 12

Bonus Number To: Range

--Teleportation (self) allows a character to move her body and belongings (as long as the total weight value does not exceed the effect value of the power) anywhere within the range of the power. The psionic does not need to be able to see the destination, though there is a +5 to the difficulty if he cannot.

--A character will not teleport within a solid object, and if there is no clear area within two meters of the desired destination, the teleport automatically fails. Otherwise, the teleporter arrives exactly where she specified, facing the same direction she did when she started.

Pulp Powers

 

Wyrd Powers

Weapon Jinx

Adventure Cost: 2

Action Value: CHA

Range: 1 ranged weapon that has just targeted the Wyrd.

The Wyrd can attempt to use this power if an enemy makes a ranged attack on him. The Wyrd targets his opponent’s weapon. If his power score beats the Tech axiom of the ranged weapon being used against him, then after the shot is resolved against the Wyrd, the weapon has a malfunction. If he beats the tech axiom by 1-5 points then the weapon has run out of ammo (even if this means the clip has fallen out), and time must be spent to reload it. If the tech axiom is beaten by 6-10 points, then the weapon has jammed and time must be spent unjamming it. If the Tech axiom is beaten by 11-20 points then the weapon has broken and must be repaired before it can be used again. A result of 21+ means the weapon has been broken beyond repair. If a result doesn’t make sense based on the ranged weapon used (ie a jam result on a bow), then the Gamesmaster will determine the next best result to use.

 

Flaws

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