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Tuesday, October 18, 2011

Combat GATS (general)



Combat GATs

These are the Generic Archetype Traits that are impact physical stats and/or directly improve the combat ability of the character.




Name
Cost Type
Description: Description
Trait
Cost
A-Cost
Something
Something
X







Bodyguard

Level [8 AP]
Description: You have the ability to defend others from attack by “lending” them bonuses and other benefits. You may:
v  Lend AGI Bonus: you can give a single target a -2 to-be-hit AGI Bonus against a single attack as a 5 REA Short action or a -1 to-be-hit AGI Bonus as a 3 REA Short Action. This must be done when the attack is declared before the to-hit roll. The target must be reasonably close by.
v  Block Attacks At Teammate: You can use your block or dodge roll (if a dodge it is “getting the target out of the line of fire”) against an attack directed at someone within Step distance. You may do this once per Level of Body Guard.
v  Quick Block: Once per level of Bodyguard you may take a short defensive action (Block/Dodge) for 1 REA.
Trait
Buy
Cost
DP
Init
Q-Block
Body Guard
M
8 AP
+7 DP
+1
1x





Built

Level [8 AP]
L+
Description: You’re massive and ripped like a mammoth body-builder! Note: however many levels of Built the character buys they only get +1 CON once.

NOTE: The BLD bonus is listed as +10 but the player can choose any number of extra BLD from 1-10 as wanted.
Trait
Buy
Cost
A-Cost
STR
BLD
DP
CON
Built (Armed)
M
8 AP
+5 AP
+3
+10
+10
+1
Built (Unarmed)
M
8 AP
+6 AP
+5
+10
+10
+1
Buff (Either)
1
4 AP
+3 AP
+2
+5
+4
+0

Bronzed

Level [8 AP]
L+
Description: You are lean and striking looking. You might appear as a bronzed Greek god or svelte, sleek goddess.  Your unusual skin color (or other nature) acts as armor even though it may be biologically normal.
Special Bonus: The listed CP under APP(earance) are spent on any form of Appearance (Statuesque and Exotic are the most common)
Trait
Buy
Cost
A-Cost
STR
DP
Armor
App
Bronzed (Armed)
M
8 AP
+3 AP
+3
+12
2 / 8
4 CP
Bronzed (Unarmed)
M
8 AP
+2 AP
+3
+14
2 / 8
4 CP
Striking (Either)
1
4 AP
+2 AP
+2
+4
1 / 6
2 CP

Tough Guy

Level [8 AP]
L+
Description: You might be tougher than you look—but you probably look pretty tough! You get some PEN Defense (even if no actual Damage Reduction) and extra ADP. You also improve your Hurt Condition.
Special Bonus: The Hurt (Hrt) bonus adds +1 to the character’s Hurt Condition per level but not their Minor Wound score.
Trait
Buy
Cost
A-Cost
STR
ADP
DP
Arm
Hrt
Tough Guy (Armed)
M
8 AP
+4 AP
+4
+8
+11
0 / 4
+1
Tough Guy (Unarmed)
M
8 AP
+4 AP
+5
+7
+10
0 / 4
+1
Thug (Either)
1
4 AP
+2 AP
+2
+6
+4
0 / 4
+0



Cleave

Level [8,4 AP]
L+
Description: You’ve been taught to deal a powerful strike once per Round. The “Cleave Strike” (which is named for HTH attacks but can be bought to be applied to a ranged attack) costs normal REA for whatever attack it is added to but increases the damage the character deals. The Cleave must be announced when the attack is, before any blocks or rolls to hit are made (“I’m attacking the Goblin using my Cleave strike.”).
v  If purchased more than once, each level the character has can be used with a different attack or they can all be added together for one more powerful attack (or various groupings, decided by the player when the strike is declared).
v  A Cleave attack can only be added to attacks of the same type (Ranged/HTH and PEN/IMP) however, when added, if the enhanced attack is not a “standard” attack the Player can simply add the A-Cost to the value of the attack to determine how much extra damage is done. If the attack’s Profile (see the back of the book) is worse than ROF 1, usable every Round, then the Cleave adds the listed A-Cost. If the attack’s Profile is better (i.e. the attack has an ROF of ‘S’ and can be used every Round) then Cleave adds 2x its A-Cost to the AP value of the attack for purposes of calculating damage).
Trait
Buy
Cost
A-Cost
Damage
DP
Armed Cleave HTH-PEN
M
8 AP
+6 AP
+9 PEN
+9
Unarmed Cleave HTH-IMP
M
8 AP
+5 AP
+13 IMP
+10
“Gun Cleave” RNG-PEN
M
8 AP
+6 AP
+7 PEN
+9
“Blaster Cleave” RNG-IMP
M
8 AP
+6 AP
+11 PEN
+8
Dead-Eye “Gun” RNG-PEN
1
4 AP
+2 AP
+3 PEN
+6
Dead-Eye “Blast” RNG-IMP
1
4 AP
+3 AP
+5 IMP
+5
Furious Strike HTH-PEN
1
4 AP
+3 AP
+5 PEN
+4
Furious Strike HTH-IMP
1
4 AP
+3 AP
+7 IMP
+4


Armed & Dangerous

Level [4 AP]
L+
Description: You have extra damage, extra armor, and some additional resilience. The armor will add to any worn (or purchased) armor and may even apply (depending on the level of meta-rules) if the character loses all gear.

Trait
Buy
Cost
A-Cost
Damage
Armor
DP/ADP
Gladiator (HTH PEN)
1
4 AP
+2 AP
+2 PEN
+2/5 Cv3
+4 ADP

Guardsman (HTH PEN)
1
4 AP
+2 AP
+2 PEN
+2/5 Full
+1 ADP

Sword Saint (HTH PEN)
1
4 AP
+3 AP
+3 PEN
None
+6 ADP

Officer (RNG PEN)
1
4 AP
+2 AP
+2 PEN
+2/5 Cv3
+2 ADP

Space Ranger (RNG IMP)
1
4 AP
+2 AP
+2 IMP
+3 FF
None

Judoka (Grapple)
1
4 AP
+2 AP
+4 Grapple
None
+6 DP

Gunslinger (RNG PEN)
1
4 AP
+3 AP
+3 PEN
None
+4 APD

Defender (HTH IMP)
1
4 AP
+2 AP
+2 IMP
1 REA Blk
+5 DP

Black Belt (HTH IMP)
1
4 AP
+3 AP
+4 IMP
None
+5 ADP



Focused Strike

Level [8,4 AP]
L+
Description: You are trained to deal focused blows (or precision shooting?) with your attacks. Each attack will do the listed damage and you will gain additional DP as well (toughened up through training?)
Trait
Buy
Cost
A-Cost
Damage
DP
Focused Strike – Sword  (HTH PEN)
M
8 AP
+5 AP
+5 PEN
+14
Precision Shot – Gun (RNG PEN)
M
8 AP
+4 AP
+4 PEN
+14
Focused Strike – Punch  (HTH IMP)
M
8 AP
+6 AP
+7 IMP
+10
Precision Shot - Blaster (RNG IMP)
M
8 AP
+5 AP
+6 IMP
+10
Heavy Hands – Punch (HTH IMP)
1
4 AP
+2 AP
+3 IMP
+6
Cutting Blow – Sword (HTH PEN)
1
4 AP
+3 AP
+3 PEN
+5
Kill Shot – Gun (RNG PEN)
1
4 AP
+2 AP
+2 PEN
+7
Kill Shot – Blaster (RNG IMP)
1
4 AP
+3 AP
+3 IMP


Athletic

Level [8,4 AP]
L+
Description: You have developed speed and strength and have excellent athletic capabilities!  This trait gives extra AGI Bonus, REA, or Initiative without using the TAP rules. The bonuses given do not stack with other bonuses to the same things. Each of these traits except Strong can only be purchased once per character.
Trait
Buy
Cost
A-Cost
STR
DP
ADP
Bonus
Spry (Armed/Unarmed)
1
8 AP
+1 AP
+1
+8
+16
+1 AGI Bonus
Speedy
1
8 AP
+1 AP
+1
+4
+12
+1 REA
Quick Reflexes
1
4 AP
+0 AP
+0
+4
+6
+1 Init
Strong [Armed]
M
8 AP
+4 AP
+4
+10
+9
None
Strong [Unarmed]
M
8 AP
+4 AP
+5
+10
+9
None

Vital Strike

Level [8,4 AP]
L+
Description: You’ve been trained to strike vital locations (veins? nerve clusters? Vital organs?). On a hit by 6+ you add the listed damage to your attack! On a hit by +0 to +5 the vital-strike has no effect.
Trait
Buy
Cost
A-Cost
Damage
Vital Strike – Punch (HTH IMP)
M
8 AP
+8 AP
+18 IMP
Vital Strike – Sword (HTH PEN)
M
8 AP
+8 AP
+13 PEN
Vital Shot – Gun (RNG PEN)
M
8 AP
+8 AP
+10 PEN
Vital Shot – Blaster (RNG IMP)
M
8 AP
+8 AP
+12 IMP
Vital Strike – Punch (HTH IMP)
1
4 AP
+4 AP
+9 IMP
Vital Strike – Sword (HTH PEN)
1
4 AP
+4 AP
+7 PEN
Vital Strike – Gun (RNG PEN)
1
4 AP
+4 AP
+5 PEN
Vital Strike – Blaster (RNG IMP)
1
4 AP
+4 AP
+6 IMP













Soak

Level [1-8 AP]
N/A
Description: Soak is purchasing DP, ADP, or Power Fields (if allowed) as a defense. As DP and ADP are generally considered “natural” and Power Fields are not, it should be noted here that we have listed Power Fields for simplicity and reader convenience (not because that will be a common use for this ability)
Trait
Buy
Cost
Defense
Soak [8 AP]
M
8 AP
32 DP, or 48 ADP, or 40 PF
Soak [7 AP]
M
7 AP
28 DP, or 42 ADP, or 35 PF
Soak [6 AP]
M
6 AP
24 DP, or 36 ADP, or 30 PF
Soak [5 AP]
M
5 AP
20 DP, or 30 ADP, or 25 PF
Soak [4 AP]
M
4 AP
16 DP, or 24 ADP, or 20 PF
Soak [3 AP]
M
3 AP
12 DP, or 18 ADP, or 15 PF
Soak [2 AP]
M
2 AP
8 DP, or 12 ADP, or 10 PF
Soak [1 AP]
M
1 AP
4 DP, or 6 ADP, or 5 PF






Massive

Level [4 AP]
L+
Description: Massive means you are large, muscular, and fat. Characters who are Massive suffer the following negative modifiers:
v  -2 Initiative
v  -1 AGI Bonus
Trait
Buy
Cost
A-Cost
STR
BLD
DP
ADP
Massive [Armed]
M
4 AP
+4 AP
+2
+15
+8
+0
Massive [Unarmed]
M
4 AP
+4 AP
+2
+10
+8
+0
Massive [Armed]
M
4 AP
+4 AP
+2
+15
+0
+12
Massive [Unarmed]
M
4 AP
+4 AP
+2
+10
+0
+12

Tank

Level [1-8 AP]
N/A
Description: The character is armored. This usually applies to worn gear but can be a kind of super power or something equally exotic if the game allows for it. This should be considered Extreme (i.e. not suitable for lower-scale games) if it is being interpreted as a super power.
Trait
Buy
Cost
ADP
Armor
Armor [8 AP]
M
8 AP
+0
8 / 20 Armor
Armor [7 AP]
M
7 AP
+0
7 / 17 Armor
Armor [6 AP]
M
6 AP
+0
6 / 15 Armor
Armor [5 AP]
M
5 AP
+0
5 / 12 Armor
Armor [4 AP]
M
4 AP
+0
4 / 10 Armor
Armor [3 AP]
M
3 AP
+0
3 /  8 Armor
Armor [2 AP]
M
2 AP
+0
2 /  5 Armor
Armor [1 AP]
M
1 AP
+0
1 /  3 Armor
Breast Plate
M
4 AP
+3
4 / 10 Cv 4
Plate Armor
M
8 AP
+0
4/10 Full 5/15 Cv4
Plate Armor
M
8 AP
+0
4/10 Full 6/15Cv3

Zen Strength

Level [8,4 AP]
L+
Description: Your force of will is strong enough to give you greater physical strength! This GAT increases STR, DP, and WIL. No matter how many levels of Zen Strength the character gets, however, they only get the WIL increase once.
Overcome Physical Weakness: The character can, once per level in any given combat, make a WIL roll instead of a CON roll if they so desire.
Trait
Buy
Cost
A-Cost
STR
DP
WIL
Zen Strength [ Armed]
M
8 AP
+5 AP
+5
+8
+2
Zen Strength [Unarmed]
M
8 AP
+5 AP
+6
+9
+2
Zen Strength [Either]
1
4 AP
+2 AP
+3
+6
+1

Defender

Level [8,4 AP]
N/A
Description: Defender is a collection of defensive options that a character can purchase.
Quick Blocks: You can block or dodge as many times as you want each Round for 1 REA each. Note that the Defender Blocks / Dodges are only applicable to attacks against the owning character (even if you have some ability that lets you defend other people—you must pay normally for those defenses).
Block Ranged Attacks: The character is trained to block or dodge incoming ranged attacks at no negative.
Defensive Stance: The character gets a -4 Damage Modifier with any defensive attempt if the defense (Block or Dodge) fails. NOTE: if the defense is done for 1 REA it costs 2 REA if using the Defensive Stance.
Trait
Buy
Cost
A-Cost
DP
Quick Blocks
1
8 AP
0 AP
+16
Block Ranged Attacks (Extreme)
1
4 AP
0 AP
+12
Defensive Stance
1
8 AP
0 AP
+10


Now I’m Really Angry

Level [4,8 AP]
L+
Description: This is a Combat Enhancer that kicks in after the character has taken some damage or a wound effect.
v  Damage Points are NOT “unlocked.” If the Trait grants extra DP the character always has them.
v  ADP on the other hand is unlocked when the ability activates (the character does not count the ADP until it is unlocked).
v  In order for the Unlock to happen the wound result must be rolled—but if some other ability negates it, the unlock still counts.
Triggers: The triggers that unlock the bonuses are:
v  Seeing Red: The unlocks occur after the target has been Stunned.
v  Rager: The unlocks occur after the target suffers 2x Minor Wound damage or more to Damage Points or is Dazed.
v  Second Wind: Happens when the target hits Hurt Condition or suffers a Dazed result.
Trait
Buy
Cost
A-Cost
Damage
ADP
DP
Unlock
Seeing Red (HTH IMP)
M
4 AP
+3 AP
+4 IMP
+10
+2
Stunned
Seeing Red (HTH PEN)
M
4 AP
+2 AP
+3 PEN
+15
+2
Stunned
Seeing Red (RNG PEN)
M
4 AP
+2 AP
+3 PEN
+13
+2
Stunned
Seeing Red (RNG IMP)
M
4 AP
+2 AP
+3 IMP
+10
+2
Stunned
Rager Strike (IMP HTH)
M
4 AP
+4 AP
+7 IMP


2x MW / Dazed
Rager Sword  (PEN HTH)
M
4 AP
+4 AP
+5 PEN
+4

2x MW / Dazed
Rager Gun  (PEN RNG)
M
4 AP
+4 AP
+5 PEN


2x MW / Dazed
Rager Blaster (RNG HTH)
M
4 AP
+4 AP
+6 IMP
+3

2x MW / Dazed
Second Wind
M
4 AP
+0 AP

+25
+4
Injured or Dazed

Counter Strike

Level [4 AP]
L+
Description: The character can take a devastating strike after a successful block or dodge. NOTE: Only the next attack gets the damage bonus but the character may use the ability several times a Round so long as they have Blocks or Dodges available.

The defense must work—that is, the character must successfully Block or Dodge. The attack must be against the original attacker.

If the character has the Counter-Strike move (purchased with CP) they may launch their Counter-Strike out of initiative order.
Trait
Buy
Cost
A-Cost
Damage
DP
Unlock
Punch
M
4 AP
+4 AP
+10 IMP HTH
+2
Block/Dgd
Sword
M
4 AP
+4 AP
+8 PEN HTH
+2
Block/Dgd
Gun
M
4 AP
+4 AP
+7 PEN RNG
+2
Block/Dgd
Blaster
M
4 AP
+4 AP
+9 IMP RNG
+2
Block/Dgd






Weapon / Armor  GATs

These are Generic Archetype Traits that may represent gear. There is an entire chapter of gear including far more detailed guns and the like in the main section of the book. This section is meant to serve three purposes:
1.       It is a quick and easy place to get started if you are in a game where you are expected to pay APs for weapons and want a simplified list of what things cost.
2.       It provides “barehanded” weapons that will let unarmed characters keep up with armed ones since, unlike other damage-dealing GATs, the abilities here let you buy the GATs at the L1 damage rate (the other GATs are at the L+ damage rate)
3.       If the game/GM allows it, these can function as quick and simple “super power lists.”

Weapons and Armor

Level [8 AP]
L1
Description: The character has a “standard complement” of weapon and armor. This is designed for either fantasy or modern-day games: if playing with exotic or future weapons, look to the Gear chapter.
Trait
Buy
Cost
A-Cost
Weapon
Armor
ADP
Gun and Vest
2
8 AP
4 AP
6 PEN handgun
4 / 16 Cv 3 vest
+6
Man at Arms
2
8 AP
+4 AP
1-H Melee Weapon
3 / 6 Full
+8
Broadsword and Chain
2
8 AP
+4 AP
1-H Melee Weapon
4 / 10 Full
+0
Sword and Breastplate
2
8 AP
+4 AP
1-H Melee Weapon
5 / 13 Cv 4
+0
Sword & Shield
2
8 AP
+4 AP
1-H Melee Weapon
2 / 5 Full, 3 AGI Bonus Shield
+4
Gun and Body Armor
2
8 AP
4 AP
6 PEN handgun
4 / 8 Full
+0



Weapons

Level [8 AP]
L1
Description: These rules allow the character to just purchase a weapon for either 4 or 8 AP (8 AP being the most you can spend at the L1 damage rate).

NOTE: If these represent “real weapons” they will have all the specific rules associated with them in the Basic Book. However, as they are paid for with AP at the GM’s option they may disregard things like maximum number of attacks per level and so on. In that case they will have an REA cost of 5 and can be used however many times a Round the character can pay for.
Trait
Buy
Cost
A-Cost
Weapon
Great sword
1
8 AP
+8 AP
+12 PEN, 2H Long Reach Sword
Magnum
1
8 AP
8 AP
11 PEN Ranged Firearm (six shooter)
Maul
1
8 AP
+8 AP
+16 IMP 2H hammer
9mm Handgun
2
4 AP
4 AP
6 PEN Ranged Firearm (11 shots)
SMG
1
8 AP
8 AP
12 PEN, 6 PEN Val Full-Auto Sub Machine Gun
Broadsword
2
4 AP
+4 AP
+6 PEN Medium Reach Sword
Mace
2
4 AP
+4 AP
+8 IMP Medium Reach Mace/Hammer

Unarmed

Level [8,4 AP]
L1
Description: You can kill with your bare hands! This GAT allows you to buy L1 “weapon” style damage for barehanded attacks. This is probably due to extreme training of some sort but could be natural talent or something even weirder.
Trait
Buy
Cost
A-Cost
Weapon
My Body Is My Weapon
1
8 AP
+8 AP
+16 Unarmed (HTH IMP) Damage
Deadly Hands!
2
4 AP
+4 AP
+8 Unarmed (HTH IMP) Damage

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