Monday, June 13, 2011

Example Powers 8: Armor

This example power is called Armor and, as you would expect, it makes it harder to hurt a character under its effect. This power is basically a specific form of another power that alters a character's attributes (in this case, Toughness), but I'm making it a separate power because I think it will be a common application in most settings so I'm separating it for ease of reference.
Armor: This power allows the user to add +1 to one character's Toughness with a basic success. Advantage may be spent for additional +1 bonuses which can be granted to the same or different characters.
  • The Necromancers of Taj Neroth call this spell “The Hide of Chuchilbara”. It is a Scene power that causes the target's skin to become thick and leathery (+1), scaly (+2), or even covered with tough horny spikes (+3 or more Armor).
  • The Elemental Mages have several variations on this spell. “Ice Armor”, “Stone Skin”, “Iron Body”, and “Wood Flesh” are Scene powers that provide a protective shell around the target. “Flame Armor” is a Focus power that protects only the caster in a halo of blue flames that floats a few inches from the caster's body.
  • Aetheric Engineers have created metallic fabrics that draw power from Aetheric power transmitters and use it to power the fabric's defense mechanisms. When the flexible fabric is struck by a solid object, the fibers lock up and react to the object like a solid plate. When the fabric is struck by an energy weapon, the frequency of the aetheric power being channeled through the fabric automatically adjusts to collapse or diminish the waveform of the incoming beam. The fabric can be built into a wide variety of snazzy uniforms, shiny silver jumpsuits, double-breasted lab coats and other fashionable items. This is an Instant device that attempts to activate (with the creator's Knowledge: Aetheric Engineering skill) each time it is attacked. Hermetic Dynamicists use this power to create energy dampening field generators (usually in the form of pendants, armbands, or other jewelry) that absorb the kinetic and thermal energy of incoming attacks. These are usually Focus devices that must be activated by the wearer and then actively maintained with an input of psychic energy from the wearer to keep the field focused. Neptunian Cryobionicists have created the most “traditional” armor with this power. The most common cryobionic device that uses the Armor power is a fist-sized crystalline box mounted on a chest harness. When activated, the box surrounds the wearer of the harness with a custom fitted icy suit of armor. This is a Scene device that must be activated by the wearer.
  • The Dai Zha and Ma Quy templars rely on mundane armor when they anticipate being on a battlefield. Some templars have manifested the impressive ability to catch energy blasts with their hands but it requires great concentration and most templars consider normal armor (and dodging) to be a much simpler and more reliable solution. This “Energy Absorption” sorcery is a Focus power like all sorceries. While the power is maintained, the sorcerer may absorb energy bolts with the increased Toughness granted by the power, but this counts as an action: the sorcerer must make a Fighting roll opposed by the Shooting roll of the blast they are trying to catch. This power can also be used against other energy based attacks such as the Ma Quy sorcery “Fires of Hatred” or environmental hazards like blistering heat or electrical discharges.
  • The Tyrian Brotherhood usually relies on mundane armor but they also have a power they call “Vestments of Courage”. This Scene power generates a softly glowing aura that makes clothing and even skin as hard as steel. The power can only be used to grant additional Toughness to other characters.

2 comments:

  1. If the actual, finished rules are this simple and comprehensive, this might easily become my go-to ruleset...

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  2. I just wanted to add that I *love* the examples for each power 'style'. I am repeating myself, but I find them very evocative.

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