LOE Test Stuff: Difference between revisions
No edit summary |
No edit summary |
||
Line 14: | Line 14: | ||
==Unconfirmed Modifications== | ==Unconfirmed Modifications== | ||
===Tech Milieu 3 | ===Tech Milieu 3=== | ||
Heavy Rifle<br> | |||
Init: +0/+4R<br> | |||
Attack: 6+ P2<br> | |||
Range: 30<br> | |||
Special: Requires minimum Str 1 ''or'' gyrostabilized mount to be used on the move. Ignores two points of Milieu-related pierce reduction. | |||
Underbarrel G.L.<br> | Underbarrel G.L.<br> | ||
Line 44: | Line 50: | ||
'''2 Slots'''<br> | '''2 Slots'''<br> | ||
Rapid Fire: +1 attack dice<br> | |||
Long-Barrel: +50% Range, -2 Initiative<br> | Long-Barrel: +50% Range, -2 Initiative<br> | ||
Superior Design: +1 Attack Power<br> | Superior Design: +1 Attack Power<br> |
Latest revision as of 18:17, 14 January 2009
Unconfirmed Martial Arts
Unarmed Melee
Drunken Fist: Roll Perception at Difficulty 4. Gain +1 to all combat rolls for each point by which you miss.
Armed Melee
Mortal Draw: If you win initiative, your first attack (for the entire battle) counts as Death and Ambush.
The Things It Cannot Cut Are Next To None: Halve the number of attack dice (rounding down). Your melee attacks gain V this round or may slice through things that would not normally be cuttable at GM discretion.
Godlike Speed: Your Furious Charge triples your speed. The defender(s) must roll Perception at difficulty equal to that speed or the attack is Ambush. Requires roll of Con, Will, or Spd at difficulty 10 to use again.
Shield Bash: On a successful attack, instead of dealing damage, reduce the enemy's initiative next round to 0.
Any Melee
Red Army Revolutionary Formation: This a formation of carefully and perfectly choreographed martial artists moving in unison. If all members of the formation possess this special ability and the formation leader succeeds in a command roll, the formation ignores all normal formation penalties.
Knight's Training: Reduce armour's Dodge and Initiative penalties by 1.
Unconfirmed Modifications
Tech Milieu 3
Heavy Rifle
Init: +0/+4R
Attack: 6+ P2
Range: 30
Special: Requires minimum Str 1 or gyrostabilized mount to be used on the move. Ignores two points of Milieu-related pierce reduction.
Underbarrel G.L.
Init: +0/+4R
Attack: 6+ Area 1
Range: 10
Melee Weapon Modifications
1 Slot
Chainblade: +1P (can be stacked with Weighted)
2 Slots
Powerblade: +2P (can be stacked with Weighted)
Ranged Weapon Modifications
Ammunition may be slotted in and out and is not integral to a weapon's design.
1 Slot
Silencers: +1 Combat Stealth
Innocuous: Weapon needs a perception check to be detected
Armor-Piercing Ammunition: +1P
Shield-Breaker Ammunition: +1P vs Forcefields
Anti-Etheric Ammunition: +1 Attack Power vs Magic Beings
Hollowpoint Ammunition: +2 to opponent's death save
Non-Lethal: -4 to opponents death save
Bayonet: Can be used as a Spear
2 Slots
Rapid Fire: +1 attack dice
Long-Barrel: +50% Range, -2 Initiative
Superior Design: +1 Attack Power
High-Caliber: +1 Attack Power, +1 Penetration, -2 iniative
Auto-tracking: +2R Initiative
Underbarrel Grenade Launcher: See weapon stats
Hypervelocity Ammunition: +2P, roll 1D after each round, gun is jams and is unusable on a 1
Explosive Ammunition: does two HP damage on any attack that penetrates armour (requires two soaks/death saves)
High-Tech Armor modifications
Note: Low-milieu armor mods may also be applied.
1 Slot
Integrated Sensors: -1 reduced difficulty on detection rolls.
Integrated Environmental: Immune to NBC effects
Integrated Stealth: +2 Combat Stealth, +1 to AP effects
Integrated Jammers: +1 Spell Save
Integrated Musculature: +1 Melee damage, can carry more
Integrated Actuators: +1 Move, may Leap like the martial arts skill
Medicare Delux: Resistance to toxic and infectious effects. Increased healing factor (2 slots).
2 Slots
Jump-Pack: Zoom?
Advanced Stealth: +2 Combat Stealth
Integrated Forcefield: +1 Dodge
Superconductive: Immune to Vaporization effect
Unconfirmed Magic
Intermediate Transposition
Sonic Move
Very fast linear movement.
Init: +2
Speed: +3
Duration: Instantaneous
1 Slot
Flier Fin
A pair of glowing wings on your shoes so you can fly.
Init: -1,+0
Stealth: -1
Duration: Until dispelled or dealt damage
2 Slot
Speedy Run
Run faster for a while.
Init: -2
Speed: +1
Duration: 10 turns
2 Slot
Feather Tread
Walk over terrain normally incapable of supporting you.
Init: -1,+0
Duration: Until dispelled. Must roll Will or Charisma at difficulty 6 to maintain of dealt damage.
1 Slot
Papal Book of Healers
Healers 2.4
Target character does not yet need to make a death save. Cannot target self.
Init: +? (needs to be fast to be useful)
Duration: Until dispelled, end of battle, or if the caster must make a death save.
1 Slot
Healers 3.16
Target character's next death save is a 9. Cannot target self.
Init: +? (needs to be fast to be useful)
Duration: Until end of battle.
1 Slot
Healers 4.5
Target recovers 2 hp. Cannot target self.
Init: +0
Duration: Instantaneous
2 Slot
Healers 7.11
Caster recovers 2 hp.
Init: -1/+10
Duration: Instantaneous
2 Slot
Mousekeeper's Handbook
Mouse Eyes and Ears
You may control your mouse, and use its senses. You may...attack with it if you wish.
Duration: Check every 2 rounds at difficulty 4. Full concentration required. Terminated by death of mouse.
Modifiers: Difficulty -2 if the mouse is yours.
2 Slot
Finding the Mousetrap
The mouse makes its way across a given area at its normal cautious speed. It will trigger and only trigger traps meant for you.
Duration: Until dispelled. Terminated by death of mouse.
2 Slot
Murinael Revenge
The mouse grows to the size of a large bear, but maintains the relative speed and agility of a mouse, making an exceedingly deadly critter. Most users ensure the mouse is either rabid or trained before use. The spell is inevitably lethal to the mouse, which dies at the end of battle if not killed.
Init: -2 (1 round casting, 1 round while it swells in size)/+0
Duration: End of battle. Terminated by death of mouse.
3 Slot
Target: Your own mouse only.
Summon Rodents
This summons all mice and rats in the immediate area whereupon the caster can give a single simple order. Rats and mice have limited courage, intelligence or attention span.
Duration: Brief.
2 Slot
Records of Divine Matters
Evil Sealing Circle
An evil sealing circle will hinder intrusion into a circular (or spherical) area by mental or illusionary magic, spirits, ghosts, demons, or similar. Spirits roll Will at difficulty 10 to enter and those with Will X may roll only once. Specified magic against targets inside is difficulty +3.
Init: +0
Duration: Check at difficulty 4 each time it is breached.
3 Slot
Disenchant
Remove a simple enchantment, seal, or magical property, or deal 1 damage to target spirit or undead.
Init: +0
Duration: Instant
2 Slot
Portable Shrine
Instantly give a pre-existing conceptual area (a bathtub, a set of clothes, or a bed, but not a circle quickly drawn on the ground for example) with the minimal requirements of a holy shrine. The space cannot be larger than a closet.
Init: -1/+0
Duration: Permanent
2 Slot
Rite of Passing
Target body and spirit cannot become undead.
Init: +0
Duration: Permanent
2 Slot
Red Sidereal Puzzlebox
Taboo Word
An Imperial word at least six letters in length is made taboo in the presence of the caster. Anyone saying it has Charisma and Will reduced to X.
Init: -2/+0
Duration: Until triggered.
2 Slot
Untrue Word
Target rolls Perception at difficulty 6. If he succeeds, he thinks the caster is lying.
Init: -1/+10
Duration: A while…?
1 Slot
Clarity of Mind
Caster gains +3 to a particular mental contest or complex task due to magically induced concentration. However, he must make perception rolls to notice anything else.
Init: +0
Duration: Until task fails or finishes.
1 Slot
Red Counterargument
Upon bringing up a reasonable (if not entirely logical and possibly fallacious) counterargument to something, he gains +2 Charisma for the statement.
Init: -1/+10
Duration: Instant
2 Slot
Paradisium Battlefield Magic (échelon bronze)
Note regarding Paradisium spells: Many field magic spells are rated in three levels; échelon Bronze, Argent and Or (bronze, silver, gold) in increasing grade. Generally corrupted in the Imperial-speaking galaxy; for example Feu D'Armé (échelon argent) is known as 'Silver Fire' not because it actually throws silver fire, but because it is the silver-ranked spell.
Feu D'Armé (échelon bronze)
The 'Army's Fire' was taught to all Paradisium mages that served in the Armé de la Republique. The lowest level (échelon bronze) is simple and easy to cast and the techniques used have been incessantly copied in the 2500 years since they were formalized.
Init: 0/+2R
Attack: 8+
Range: 10
Duration: Instant
1 Slots
Cuirasse Légere (échelon bronze)
Another spell from the oft-referenced Paradisium Encyclopedie de Magie de Guerre, this spell creates a form-fitting sheath of magical armor that can turn aside blows, projectiles and spells.
Init: -1/0
Armor: 7+
Duration: 1 Day
Target: Touch
1 Slots
May not use Stealth
Instant Foxhole
A useful spell often cast by battlemages to support friendly troops, Instant Foxhole spells open up man-sized depressions in earthy ground that can give one or two people cover. Many veteran campaigners swear by this spell.
Digs out man-sized holes wherever the mage points his finger.
Init: -2/+6
Duration: Permanent
Target: Nearby diggable ground
2 Slots
Dragon's Teeth
A much larger and more impressive version of Instant Foxholes, the Dragon's Teeth spell creates a number of large stone or metal spikes that erupt out of the ground, effectively baring the path to pursuing vehicles or organized troops. Some enterprising mages use it to provide cover for friendly infantry.
Terrain becomes very difficult to travel through.
Init: -3/0
Duration: 1 week
Target: Nearby ground
2 Slots
Sauve qui Peux
Commonly used to evacuate the wounded from a battlefield, this spell connects two mages; the caster and the anchor. It allows the caster to teleport living beings from his/her vicinity to that of the anchor. A variation is used for logistics purposes, instead teleporting inanimate 'dead' matter.
Init: -3/0
Duration: 1 hour
Target: Nearby; requires anchor for endpoint
1 Slots
Cerulean Countermagic
Cerulean Disjunction
A Contingency-class spell that once prepped will await a simple command from the caster to attack and attempt to counter any spell being cast. A caster may only use Disjunction once per given spell.
Init: -2/NA
Counter Difficulty: 8+
Duration: 1 Day/instant
Target: Spell
2 Slots
Cerulean Unwinding
A spell that attempts to remove a targeted enchantment.
Init: -2/+0
Counter Difficulty: 8+
Duration: Permanent
Target: Enchantment
2 Slots
Antimagic Sphere
Passively protects against intrusion by spell, spirit or directed-energy weapon. Effective as both protection and early warning.
Init: -2/+10
Save Bonus: +2
Duration: 1 Day
Target: Area
3 Slots
Ether Fault
The mage attempts to cut off another mage from any external sources of power he may have.
Init: -2/+5
Counter Difficulty: 9+
Duration: Permanent until reconnected
Target: Mage
2 Slots