Super Schticks (Action!)

From The Workshop
Jump to: navigation, search

BW full dragon.jpg
Super schticks cost 5 points in a Supers! campaign, otherwise they cost 20.
The normal cost for these would be 50 XP (+2 Attribute modifier + a special ability tied to the Attribute in question).
These superpowers are Adept Powers in Shadowrun! with a price of 20 points, and should be used as Pulp powers with a cost of 20 points. In Space Opera! the Super Powers are used as a type of Evolutionary Powers.

Maximum[edit | edit source]

You may not buy more bonus to your base value than Schtick add*Value/2, except with flaws. Example: Berra has Strength 10. He buys a 5 schtick Attack, (normally +15 Dmg, (Max is 3*10/2)). He adds the flaw Straining Attack, 3 more Damage and calls it Satori Kamikaze. The Attack now causes +18 Dmg, requires 5 SP and is still allowed.

Super Schticks[edit | edit source]

Super Attributes[edit | edit source]

2 points of Attribute per schtick, which may double the Attribute. Max attribute allowed for Supers is equal to their Skill Level (You may buy schticks to improve that as normal). Also provides a special effect, with a value equal to the Attribute. Examples include:

Attribute Secondary Effects of Super Stat
Strength Strength multiplier, Armor Piercing, Jump multiplier
Agility (Non-Combat) Speed multiplier, Extra Free Move, Physical Multi-Action Penalty Reduction, Multi-Target Defense
Toughness Extra Shock points, Wound Penalty Reduction (1/5 invested), Extra Wounds (1/5 invested), Extra Wound Threshold (1/5 invested)
Charisma Social Multi-Action Penalty Reduction, Social Pool Expenditure (1/5 invested)
Manipulation Glib, Presence Pool (1/5 invested), Social Non-Multi-Action Penalty Reduction
Empathy Extra Presence, Multi-Target Defense, Wise Man
Intelligence Construction Speed multiplier, Skill Substitution (1/5 invested)
Perception Extra Senses (1/5 invested), Penalty Reduction
Wits Initiative, Multi-Action Penalty Reduction, Extra Action (1/5 invested)
Focus Wound Penalty reduction (1/5 invested), Focus Action Regain
Luck Luck Pool Expenditure (1/5 invested), Extra Action (1/5 invested)
Power Magic Multi-Action Penalty Reduction, Power Pool (1/5 invested)
Strength
Strength multiplier Strength value is multiplied by [Super adds] on the carry and lift table.
Armor Piercing [Super adds] also counts as Armor Piercing on all Close Combat weapons.
Jump multiplier Strength value is multiplied by [Super adds] before calculating Jumping distance.
Agility
(Non-Combat) Speed multiplier Move Speed is multiplied by [Super adds].
Extra Free Move [Super adds] is added to any Free Move the character may make.
Physical Multi-Action Penalty Reduction [Super adds] reduces any Multi-Action penalties on Physical Actions.
Multi-Target Defense You may Defend up to [Super adds] targets with your Passive and Active Defense.
Toughness
Extra Shock points [Super adds] extra Shockpoints.
Wound Penalty Reduction (1/5 invested) Ignore [Super adds] points of wound penalties.
Extra Wounds (1/5 invested) Gain 1 Wound per 5 points of [Super adds].
Extra Wound Threshold (1/5 invested) Add [Super adds] to your Wound Threshold (normally 5).
Charisma
Social Multi-Action Penalty Reduction [Super adds] reduces any Multi-Action penalties on Social Actions.
Social Pool Expenditure (1/5 invested) Any successful Social action that requires Social Pool Expenditure now requires 1 more pool expenditure per 5 [Super adds].
Extra Impression Add [Super adds] to any successful Interaction.
Manipulation
Glib Regain 1 Presence per 5 [Super adds] with a successful Social Action.
Presence Pool (1/5 invested)
Social Non-Multi-Action Penalty Reduction [Super adds] reduces any Non-Multi-Action penalties on Social Actions.
Empathy
Extra Presence
Multi-Target Defense
Wise Man Adds 1 point per 5 [Super adds] to the required Effect Margin for Presence loss (normally 5).

Super Skill[edit | edit source]

A Superskill receives one of the following benefits on one of its Proficiencies:

  • +5 Outcome on successful rolls with a Superskill.
  • +1 AV on active uses of the Superskill.
  • +2 AV on passive uses of the Superskill.
  • an extra d10 on a use of the Superskill (costs 2 schticks).

You must have all Superskill schticks before you may double up.

Super Powers[edit | edit source]

Most Creature Powers can be used as Super Powers. Some Sorcery Schticks, too.

Super Power Pool[edit | edit source]

A pool of points that may be used as a number of different powers, with a common theme. It costs 2 schticks per type of Power (specific Super Power/Attribute/Skill) that may be used. Adding extra schticks to the pool costs 2 schticks per provided extra schtick for the Power Pool.

Example: Berra buys Karate Power Pool. He allows for Close Combat Attacks (Karate Attacks), Super Blasts (Chi Blast) and SuperStrength (Karate Conditioning) for a cost of (3x2=)6 schticks. He wants 3 extra schticks available for each power, which costs (3x2=)6 schticks, for a total of 12 schticks. He may now switch freely between any Close Combat Attacks, Super Blasts and Superstrength with a maximum of 4 schticks.

Multipower[edit | edit source]

Several themed Powers may be bought as a Multipower. Only 1 power in a Multipower may be active at a time, and may be switched once per Action. This costs 1 schtick per Power (That provides effect to the power). Examples:

  • Blast (3 schticks)
  • Shield (3 schticks)
  • Flight (3 schticks)

3 (number of powers) +2 (number of extra schticks in powers) = 5.

  • Blast (5, Dmg +14)
  • Blast (5, Dmg +18, costs 2 power)
  • Blast (5, Dmg +30, costs 10 power, Stun, Control)
  • Blast (5, Dmg +30, costs 5 power, 25 SP, 3 Shots, 1 Luck, Control, Killing Attack 1

4 (number of powers) +4 (number of extra schticks in powers) = 8.

Special Effects[edit | edit source]

  • Armor Piercing +4
  • Killing Attack (Lower Wound Threshold by 1, requires 2 schticks)
  • Shock only (Does no Wounds, lowers cost by 1 schtick)
  • Heavy (Requires 2 Strength per schtick beyond the first, lowers cost by 1 schtick)
  • Martial Arts Attack (Use requires expenditure of 1 Force, lowers cost by 1 schtick)
  • Magic Attack (Use requires expenditure of 1 Power, lowers cost by 1 schtick)
  • Straining Attack (Use requires expenditure of X Shock points, lowers cost by X/2 schticks)
  • Sacrifice Attack (Use requires expenditure of X Wounds, lowers cost by 2X schticks)
  • Control Attack (Inflict impairment at a rate of 1 / 5 Effect, costs 2 schticks, you may lower impairment rate at a cost of 2 schticks per point of Effect). Impairment fades at a rate of 1 per round.
  • Does no SP. Lower cost by 1 schtick.
  • Extra Knockback multiple
  • Area attack (+1 radius, or 1 extra hex)
  • Extra Targets
  • Blast: Short Range (Damage/3). Half cost.
  • Blast: Medium Range (Damage*2). Normal cost.
  • Blast: Long Range (Damage^2). Double cost.
  • Draining Attack (Any Wound also drains 1 point of any pool).
  • Satiating Attack (Replenishes any Pool by Effect/5 caused).
  • Attack based on other Stat than normal (4 schticks).
  • Attack resisted by other Stat than normal (4 schticks).
  • OIF 2
  • IAF 2
  • OAF 3
  • IIF 1

Super Blast[edit | edit source]

A ranged attack with Damage equal to Power+4. Skill used is Super Powers. See Blast rules. May use Special Effects. Max Damage adds Power x1.

Super Move[edit | edit source]

Adds +3 Move and a multiple to your Non-Combat Speed per schtick. Max Move x2,5 (adds, not multiple).

Booster schticks[edit | edit source]

  • Fast as Lightning: (Requires Movement Power) May use Shots as Wounds.

Super Digging[edit | edit source]

May dig at a Speed equal to your Strength or Toughness (Choose when bought). +2 Speed per extra Schtick, and add a multiple to your Non-Combat Speed. Max Speed x2.

Super Flight[edit | edit source]

May fly at a Speed equal to your Move or Power. +2 Speed per extra Schtick, and add a multiple to your Non-Combat Speed. Max Speed x2.

  • Fast as Lightning: (Requires Movement Power) May use Shots as Wounds.

Close Combat Attacks[edit | edit source]

Add +2 Damage or Special Effects to an Attack. Max Damage adds Str x1,5. As per Creature (Action!)#Abysmal Spines

Flaws[edit | edit source]

  • Extra Power: A Shot of use costs 1 Pool. Every extra level beyond the first increases Power cost each Shot by 1.
  • Cooldown: Wait 1 sequence until next use. Extra Levels add time.
  • Deployment: Levels are equal to set-up time in sequences. Lowers cost by 10 points per level. No move when set-up or lose deployment.

Move or Fire: May not move or have moved the sequence this Super Power is used.

Alternate Area Table[edit | edit source]

1 hex 5 points
7 hexes in formation 15 points
19 hexes in formation 30 points
37 hexes in formation 45 points

Old Stuff