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 Lost Orbit Advantages and Special Abilities

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JMecha



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Join date : 2012-11-29

PostSubject: Lost Orbit Advantages and Special Abilities   Thu Jul 04, 2013 7:08 pm


Special Ability: Iaido [2]

Rank: 2

Cost: 10 Character Points

Requirements: 5D Slight of Hand and 5D Lifting, as well as 5D in appropriate skill or specialization for the weapon chosen

Rule:This Advantage allows a Character to Draw their chosen Weapon as a Free Action. This also allows those with this advantage to enter into Quick Draw contests with their chosen weapon. See Page 83 of D6 Space for the rules for Quick Draw contests.

Note: This Advantage maybe purchased multiple times so that the character maybe able to Ijitsu different Weapons. The Game Master will be the final say on which weapons are appropriate for this Advantage.


Last edited by JMecha on Fri Jul 05, 2013 10:39 am; edited 6 times in total
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Thu Jul 04, 2013 7:17 pm


Special Ability: Brawling Jump Attack [1]

Rank: 1

Cost: 5 Character Points

Requirements: Jump/Climb 4D or Specialization Jump 4D, and Brawling 4D

Rule: Whenever a character with this Advantage ends a successful Jump with a Successful Brawling Attack they may add 1D to their Damage.

Note: For this ability to work the character must Jump and then Attack immediately afterwards, all within One Round which will require a Character intending to use this ability to take a minimal of Two Actions that Round.


Last edited by JMecha on Fri Jul 05, 2013 10:33 am; edited 4 times in total
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Thu Jul 04, 2013 7:20 pm


Special Ability Melee Combat Jump Attack [1]

Rank: 1

Cost: 5 Character Points

Requirements: Jump/Climb 4D or Specialization Jump 4D, and Melee Combat 4D

Rule: Whenever a character with this Advantage ends a successful Jump with a Successful Brawling Attack they may add 1D to their Damage.

Note: For this ability to work the character must Jump and then Attack immediately afterwards, all within One Round which will require a Character intending to use this ability to take a minimal of Two Actions that Round.


Last edited by JMecha on Fri Jul 05, 2013 10:33 am; edited 1 time in total
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Thu Jul 04, 2013 8:02 pm


Special Ability: Death Flow [2]

Rank: 2

Cost:

Level 1 = 10 Character Points
Level 2 = 15 Character Points
Level 3 = 20 Character Points
Level 4 = 25 Character Points

Requirements: Running 5D and Melee Combat 5D or other appropriate skill, an Edged Weapon

Rule: Normally a Character's Movement ends when they stop to take another action, and to continue moving a running check must be made. With the Death Flow Special Ability a Character may continue their movement without stopping while they attack targets. For each level of Death Flow that a Character possess they may make a single attack with an edged weapon they are appropriately skilled with be it a smart sword, vibro knife, or claws. Each Death Flow Attack requires it's own Action and if the Character decides to attack the same target twice the Death Flow stops.

Example: Chainsaw Killa decides he wishes to use his Level 3 Death Flow Special Ability this round and Declares 4 Actions. One his first Action Chainsaw Killa begins his movement, with his Second Action he attacks a Victim within reach, with his Third Action he is still moving along and attacks another Victim and misses....the Chainsaw Killa can either continue movement and attack the next victim or stop his Death Flow and attack the victim he missed a second time.
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Fri Jul 05, 2013 10:35 am

AdminThe Engulfing Tempest: Teamwork Special Ability [2]


Any character who has this special ability may use it with another ally who also has Engulfing Tempest power as well. Only two characters can use this combined Special Ability at once. On either character's turn, the user declares that they are using the Engulfing Tempest ability, and declare who they are using it with. So long as both characters have one action available, they may activate the ability on the declared user's initiative pass (this allows the second user to act on the new initiative pass instead of where they once were on the initiative chart.)

Steps (Hurler & Flanker)

The Hurler must make a throwing check, and adds half of the roll to the Flanker's jump check (uses 1 action)
The Flanker next makes a "running jump" check (+5), adding half of the Hurler's throw check to the result. If either character has scale, add or subtract that to the difficulty accordingly.

JUMPING: Character's total leaping distance (vertically or horizontally) is one-quarter of his move in meters rounded up. The base difficulty is 5 to move that distance, and +10 for each additional two meters). If the character is "running" he may ad +5 to the skill total per round that they ran (up to 10 max).
   3. If successful, the Hurler and Flanker can each continue to take any actions they may have left. If they attack anyone between them, the two have a special "Engulfing" bonus of +5 to any ranged, melee, or unarmed attacks for the remainder of that round.

Special Ability Purchasing: Costs five times the cost (10) plus the current number of ranks in character points.

Special: This ability takes one week of constant practice to perfect (7 days).
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Fri Jul 05, 2013 10:59 am


Special Ability: Blind Fighting [2]

Rank: 2

Cost:

Level 1 = 10 Character Points
Level 2 = 15 Character Points
Level 3 = 20 Character Points
Level 4 = 25 Character Points

Requirements: Search 6D and Melee Combat 5D or Brawling 5D

Rule: For each Level of Blind-Fighting a Character has, they may ignore 1D of vision penalties while making Melee Combat or Brawling Skill Checks.
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Fri Jul 05, 2013 2:05 pm



Special Ability: Instant Stand [2]

Rank: 2

Cost: 10

Requirements: Acrobatics 5D

Rule: If prone, as a Free Action, on Character's Turn they may stand up.
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Fri Jul 05, 2013 5:12 pm


Special Ability: Reaping [3]

Rank: 3

Cost: 15

Requirements: Melee Combat 10D or Appropriate Specialization

Rule: When wielding an edged weapon larger then a knife in which the Character is sufficiently skilled with, as a single full round action the Character may make a Single attack that applies against all adjacent targets. The Reaping does not discriminate between friend and foe.
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Fri Jul 05, 2013 5:25 pm


Special Ability: Close Quarter Fighting [2]

Rank: 2

Cost: 10

Requirements: Melee Combat 5D and Brawling 5D

Rule: When wielding a Melee Combat Weapon or Unarmed the Character may use his Melee Combat Skill to Defend against Ranged attacks, so long as the Ranged Attacker is within the Character's Reach.
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Wed Aug 21, 2013 11:39 am


Special Ability: Gorona-Tangine Rolling Attack [1]

Rank: 1

Cost: 5 Character Points

Requirements Must be Balidar (which gives you Skill Minimum: Climb/Jump/Running/Survival), must have the Unarmed Combat specialization “Martial Arts”, Jump/Climb 4D, Brawling 4D

Details The Balidar martial art of Gorona-Tangine (Gore-Anna-Tang-In) has been passed down throughout the centuries. This impressive striking art takes advantage of the Balidar’s natural convex posture, strong upper body, and ability to jump/climb with ease. The “Rolling Attack” is a paton move of Gorona-Tangine, mastered by students at an early age. This technique is used to close the distance between the attacker and their enemy by tucking into a secured balled up position while leaping at the target.  

Rule This advantage allows a character to move up to an additional 3 squares and attack so long as the Balidar has already ran their full movement (which is usually 10 squares for Balidar). The run, additional 3 meters, and attack are all considered a single action, but the player must declare that they are using this attack before they move.


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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Wed Aug 21, 2013 3:54 pm


Special Ability: Vik’neeth Storm Strike [1]

Rank: 1

Cost: 5 Character Points

Requirements Must be a Naga (which gives you four arms + ambidexterity), must have the Unarmed Combat specialization “Martial Arts”, Brawling 4D

Details Vik’neeth (Vick-Knee-TH) is the Phaya 2 developed martial art that uses both quick concurrent blows and suffocating grapple attacks. The Vikna’pent Storm Strike is an agressive  clawing technique that uses a manifold of simultaneous blows to overwhelm the target. The Naga aggressively strikes with all four of their talons.

Rule The Naga attacker must declare that they are using the Vik’neeth Storm Strike before they begin their action. When activated, the character adds +3D to a single attack roll to hit. If the Storm Strike is successful, the Naga character rolls damage normally (as if they’ve only hit once).


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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Thu Aug 22, 2013 3:39 pm


Special Ability: Vik’neeth Constriction [1]

Rank: 1

Cost: 5 Character Points

Requirements Must be a Naga (which gives you four arms + ambidexterity), must have the Unarmed Combat specialization “Martial Arts” and/or “Wrestling”, Brawling 4D

Details Vik’neeth (Vick-knee-TH) is the Phaya 2 developed martial art that uses both quick concurrent blows and suffocating grapple attacks. The Vik’neeth Constriction is a technique where the Naga attacker wraps their opponent into the posterior (tail). This allows the Naga to keep their arms free while they deliver potent strangulation damage to the grappled target.

Rule The Naga attacker must declare that they are using the Vik’neeth Constriction manuever. The Naga then makes a grapple attack. If successful, the Naga can transfer their opponent to their tail as a free action, freeing their hands for further actions without penalty. While engaged in Vik’neeth, the attacker can not move, as their entire lower half is committed to fastening around its victim. The Naga can spend additional actions inflicting strangling damage to the opponent if they so choose. Victims of Vik’neeth Constriction may attempt to break free on their turn just like with ordinary grapples.


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JMecha



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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Thu Aug 22, 2013 6:38 pm


Special Ability: Going Nova

Rank: 1

Cost: 5

Requirements: Must be a Novacon with a Willpower of 4D or Higher.

Rule: When a Novacon has zero Character Points left and decide that they need more, they can Go Nova to gain 1 Character Point for every rank of Cyberware they are willing to burn out and ruin. A Novacon must declare if they are Going Nova when they declare their number of actions for the round. Going Nova does not count as an action. The Character Points gained from Going Nova are lost on the Novacon's action on the following round, which is the same time that the GM decides which pieces of Cyberware are burnt out and ruined. Cyberware that is burnt out completely by going Nova can not be repaired, it must be replaced. Cyberware that has been partially burnt out can be repaired, once access to properly skilled personal and facilities are acquired.

Example: Stu-luu Khanz the Novacon is plumb out of Character Points in the midst of a fight for his life and decides to Go Nova, because the next round maybe his last. Stu-luu Khanz declares that he will burn out 5 points of his cyberware in exchange for 5 Character Points. On Stu-luu Khanz's action he uses 3 of his Character Points. After Stu-luu Khanz action, but before his next round's action he is hit hard for some serious damage and he decides to spend 1 Character Point to help his armor soak up the damage. On the next Round at the very begining of Stu-luu Khanz's action he loses the 1 remaining Character Point that Going Nova got him, and the GM rolls to randomly determine which 5 ranks of Cyberware have suffered from burn out.


Last edited by JMecha on Thu Aug 22, 2013 7:26 pm; edited 2 times in total
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Thu Aug 22, 2013 6:39 pm


Special Ability: Going Supernova

Rank: 1

Cost: 5

Requirements: Must be a Novacon with a Willpower of 6D or Higher, and must have the Special Ablity "Going Nova"

Rule: A Novacon must declare that they are Going Supernova when they declare their number of actions for the round. Once a Novacon has Gone Supernova they gain a 1D bonus to their Agility and Strength attributes, they ignore all wound penalties and can continue to fight pass death, and gain immunity to Mind Effecting Psionics. While Supernova the Game Master is responsible for keeping track of the Novacon's Body Points. A Novacon remains Supernova for a number of Rounds equal to their total ranks worth of Cyberware. When being Super Nova comes to an end all of the Novacon's cyberware is burnt out and beyond repair, and if they the Novacon has 0 or fewer Body Points remaining they explode as if they were a Fragmentation Grenade sending bits of Novacon and Cyberware in every direction at once.

(( 5D Damage, Blast Radius 0-3, 4-8, 9-16))

Exceptions: Should a Novacon who has gone Supernova be sucked into a Black Hole or receive so much damage that they reach -50 Body Points there simply is not enough left of them or their cyberware to continue fighting.
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Thu Oct 31, 2013 2:02 pm


Special Ability: Tūhourangi-Render

Rank: 1

Cost: 5

Requirements: Must be an Ullitor or have scale of 3, Brawl w/ a specialization in Boxing equal to or greater than 10D


Tūhourangi is a striking based combat style of the Ullitors. The fighting technique was developed as a way of battling  large native beasts of Epsilon Eridani B and other Ullitors-both whose thick hides make it difficult to deliver efficient damage.  The method uses raking, slapping, and spear-like hand attacks to pierce through the target’s armor (be it natural or manufactured), and deliver devastating damage. The Tūhourangi-Render uses a clawed overhand swing to tear through armors. The amount of armor piercing is based on the Ullitor’s brawling damage totals w/ any accumulative bonuses from cybernetics or special abilities.

Damage Totals & Armor Piercing:
1D to 2D= -1
2D+1 to 3D+1 = -2
3D+2 to 4D+2= -1D
5D to 6D= -1D+1
6D+1 to 7D+1= -1D+2
8D or Greater= -2D


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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Thu Nov 14, 2013 1:07 pm


Shinobi-Kenjutsu [2] (Stealth Blade Attack)(剣術?))
Rank: 2

Cost: 10 Character Points

Requirements: 5D Sleight of Hand, 5D Hide, 5D Sneak,  as well as 5D in appropriate skill or specialization for the weapon chosen (must be using a bladed weapon)

Rule:This Advantage allows a Character to attack a foe who is surprised (must be surprised), adding additional damage to the injury. The character makes a sneak roll versus a target’s search check, even if the opponent is not aware of the user’s presence. If the sneak roll is higher than the search check, divide the remaining number by 2 and add it to the melee damage total.

[i]Note: This Advantage maybe purchased multiple times so that the character maybe able to use different Weapons. The Game Master will be the final say on which weapons are appropriate for this Advantage.

The ancient art of Seishinteki kyōyō (Spiritual enlightenment through unconventional warfare) was made famous in the 20th-21st century, causing hundreds of schools to open. While most of these schools would eventually fall due to the rise of technology (computerized camo-suits, energy weapons over melee weapons), the discipline still lives. Many militaries teach their specialized assault units the basics of Seishinteki, while more advanced martial units educate their teams on all 18 steps. Shinobi-Kenjutsu combines the discipline of stealth with a well placed strike, expectantly ending the fight before it begins.
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PostSubject: Re: Lost Orbit Advantages and Special Abilities   Wed Apr 22, 2015 2:23 pm

In Tune Leadership

Rank: 1
Cost: 5
Duration: 1 Action to activate, 1 Round duration
Requirements: Command 5D, Persuasion or Intimidation 5D,
Entrance into the Dragon Knight Society

By understanding their companions, the surroundings, and battle plans, the user of "In Tune Leadership" can give any of their available actions in a single battle scene to allies. The amount of actions the user can provide to comrades is limited to the user's Tactics dice pool. To do so the user must spend an action and succeed in a difficult Command check. If successful, the user can give any remaining actions to Allies throughout the remainder of the round as a free interrupt action. These donated actions suffer any penalties that THE LEADER was penalized with during this round, NOT the target ally. These unused actions are lost at the end of the round, forcing the user to reroll during the following round.
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