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Tuesday, October 18, 2011

Combat GATS (TAP)



Total Archetype Point GATs

These Combat GATs improve things like REA, AGI Bonus, and Skill Rolls. GATs that modify rolls have a cost based on the total AP count of your character as they are essentially a percentage of your total points. As such, we have given you a cost table for each GAT instead of a fixed cost. Choose the value closest to your character’s AP value to get the cost for your character.

NOTE: Each GAT has 3 decimal numbers after the word TAP. These are the decimal multipliers we got from testing at the 16 AP, 32 AP, and 64 AP levels. The %-cost of a TAP GAT changes at each level for most GATs.

This is explained in greater detail in the back of the book.


Expertise

TAP [Varies]
Description: You have received elite training! Each level gives a bonus to a combat skill of the character’s choice and a bonus to Initiative. If Expertise is purchased for more than one combat skill the Initiative bonus will add.
Extra Attack: At Lvl 4 the character gets one 1 REA attack once per Round.
Level
Cost
Lvl 1
[.14, .14, .09]
Lvl 2
[.25, .21, .16]
Lvl 3
[.37, .36, .25]
Lvl 4
[.63, .59, .41]
Trait
Skill
Init
8
16
24
32
40
48
56
64+
Lvl 1
+1
+1
1
2
3
4
5
6
6
6
Lvl 2
+2
+2
2
4
6
7
7
9
10
10
Lvl 3
+3
+3
3E
6
9
12
12
15
17
18
Lvl 4
+4
+4
5E
10
15
19
20
24
28
30

Quick Strike

TAP [.25, .21, .17]
Description: You are trained to unleash a rapid strike or shot. The character gets +2 Initiative and a one 1 REA attack each Round.  
Trait
Attack
Init
8
16
24
32
40
48
56
64+
Q-Strike
+1
+2
2
4
6
7
8
9
11
11

Dual Wield

TAP [.38, .28, .22]
Description: You fight with two weapons at once! The character gets two 1 REA Attacks per Round. 
Trait
Attack

8
16
24
32
40
48
56
64+
Dual Wield
+2

3E
6
8
9
10
12
14
14

Manic

TAP [Varies]
Description: You have blinding energy and fury! Manic characters strike quickly and, often, harder.
Extra Damage: The character gains +3 damage with either hand to hand strikes or a weapon (damage is counted as Armed).
Level
Bonus
Bonus
Bonus
Cost
Fury
+3 Initiative

+3 HTH (either)
[.11, .06, .05]+3
Frenzy
+3 REA

+3 HTH (either)
[.25, .22, .19]+3
Maniac
+3 REA
+1 Attack
+3 HTH (either)
[.50, .38, .30]+3
Psychotic
+3 REA
Bullet Round
+3 HTH (either)
[.81, .63, .50]+3
Trait

A-Cost
8
16
24
32
40
48
56
64+
Fury
+3 AP
4
5
5
5
5
6
6
6
Frenzy
+3 AP
5
7
9
10
11
13
14
15
Maniac
+3 AP
7E
11
14
15
16
19
22
22
Psychotic
+3 AP
--
16
20
23
26
30
35
35

Hard Core

TAP [.08,.08, .07]+3AP
Description: You are tough! You double your Hurt Condition. This does not affect Minor Wound Score.
v  The character gains +12 DP
Trait


8
16
24
32
40
48
56
64+
Hard Core
4
4
5
6
6
7
7
7


Hard To Hit

TAP [Varies]
Description: You have excellent agility and movement! You are elusive in combat and may take less damage when you are hit.
Enhanced Block (or Dodge): If the character has “-4 DM Blk” this means they can perform an “Enhanced Block.” When the character attempts to block or dodge an attack, if the character is hit (either because the roll failed or even if the attack is something like an explosion that can’t be blocked) the character will apply a -4 Damage Modifier against the attack.
Instinctual Acrobatics:  All of these give the character 8 CP towards the Acrobatics Skill as part of a native instinctual ability.
AGI/Blk v. RNG: This ability means that the character’s Block, Dodge, and AGI Bonus apply fully against Ranged Attacks (rather than being unable to Block them Dodging at -4, and getting half the character’s AGI-10).
Level
Bonus
Bonus
Bonus
Cost
Elusive
-4 DM (no block needed)
+2 AGI Bonus
AGI/Blk v. RNG
[.42, .42, .42]
Artful
-4 DM BLK
+1 AGI Bonus
AGI/Blk v. RNG
[.16, .16, .14]
Hyper Agile
-4 DM BLK
+3 AGI Bonus
AGI/Blk v. RNG
[.35, .35, .29]
Off the Chart Reflexes
-4 DM (no block needed)
+2 AGI Bonus, AGI/Blk v. RNG
+3 REA
[.69, .53, .45]
Trait


8
16
24
32
40
48
56
64+
Elusive
3
7
10
13
17
20
24
27
Artful
1
3
4
5
6
7
9
9
Hyper Agile
3E
6
8
11
13
15
18
19
Off the Chart Reflexes
6E
11
15
17
20
24
28
29

Speed

TAP [Varies]
Description: Far faster than normal, you have uncanny reflexes and speed!
Level
Bonus
Bonus
Bonus
Cost
Speedy
+3 REA
+2 Init

[.31, .27, .22]
Lightning Fast!
+8 REA


[.63, .48, .47]
Slow

-1 Init
-2 AGI Bonus
[-.31, -.22, -.17]
Bullet Time

Bullet Round

[.56, .41, .31]
Trait


8
16
24
32
40
48
56
64+
Speedy
2
5
7
9
10
12
14
14
Lightning Fast!
5E
10
13
15
19
23
27
31
Slow
-2
-5
-6
-7
-8
-9
-11
-11
Bullet Time
8E
9
12
13
14
17
20
20

Exotic Training!

TAP [Varies]
Description: You have unusual training and abilities.
Trait
Bonus
Bonus
Bonus
Bonus
Cost
Archer
+2 RNG Skill
+2 Init
+2 Dmg (Rng PEN)

[.19,.19,.16]
Martial Arts External
+2 Martial Arts Skill
+1 Attack
+4 HTH Unarmed Damage

[.38,.28,.23]
Martial Arts Internal
+2 MA skill
-4 DM Block
Block vs. RNG
+2 HTH Unarmed Damage
[.31,.25,.23]
Blade Master
+4 HTH Weapon Skill
+2 Init
Block vs. RNG
+3 Sword Damage
[.63,.50,.41]
Lightning Strikes
+1 HTH Skill
+2 Init
+2 Attacks
+1 Sword Damage
[.38,.28,.22]
Marksman
+4 RNG Skill
+2 Init
+3 Gun Damage

[.38,.34,.25]
Two-Gun Kid
+1 RNG Skill
+2 Init
+1 Attack
+1 Attack Activate 9-
[.38,.38,.28]
Trait

A- Cost
8
16
24
32
40
48
56
64+
Archer
+2 AP
4
5
7
8
9
10
12
12
External
+3 AP
6
9
11
12
13
15
17
18
Internal
+2 AP
4
7
9
10
12
14
15
17
Blade Master
+3 AP
8E
11
17
19
21
25
28
29
Lightning Strikes
+1 AP
4
7
9
10
11
13
15
15
Marksman
+3 AP
6E
9
12
14
15
17
20
21
Two-Gun










Technique (SP Pools)

TAP [Varies]
Description: You have expert combat training which gives you positional advantage, exotic footwork, and so on.
v  These pools are fully charged at the start of Combat and do not recharge during combat.
Offensive Pool: SPs may be spent on the following:
v  Increase Initiative rolls, improve the amount hit-by, and reduce a target’s Armor Save.
Defensive Pool: SPs may be spent on the following:
·         Increase Armor Save, Improve the amount a CON roll was made by, and improve the amount a block or dodge roll was made by
Trait
Bonus
Bonus
Cost
Small Off Pool
10/4 Offensive

[.12,.09,.06]
Med Off Pool
20/8 Offensive

[.47, .44, .41]
Large Off Pool
40/8 Offensive

[.58, .55, .52]
Small Def Pool
10/4 Defensive

[.20, .17, .14]
Med Def Pool
20/8 Defensive

[.40,.38,.35]
Large Def Pool
40/8 Defensive

[.53,.50,.47]
Small Block
10/4 Block/Dodge ONLY

[.05,.05,.04]
Med Block
20/8 Block/Dodge ONLY

[.09, .08, .07]
Large Block
40/8 Block/Dodge ONLY

[.12, .10, .08]
Small ENH Block
10/4 Block/Dodge ONLY
Works vs. Rng
[.12, .10, .08]
Med ENH Block
20/8 Block/Dodge ONLY
Works vs. Rng
[23, .21, .19]
Large ENH Block
40/8 Block/Dodge ONLY
Works vs. Rng
[.26, .23, .21]
Trait


8
16
24
32
40
48
56
64+
Small Off Pool
1
2
3
3
3
4
4
4
Med Off Pool
4
8
11
14
17
20
24
26
Large Off Pool
5E
9
14
18
21
26
30
33
Small Def Pool
2
3
4
5
6
7
9
9
Med Def Pool
3
6
9
12
15
18
20
22
Large Def Pool
4E
8
12
16
19
23
27
30
Small Block Pool
1
1
1
2
2
2
3
3
Med Block Pool
1
1
2
3
3
4
4
4
Large Block Pool
1E
2
3
3
4
4
5
5
Small Block Pool ENH
1
2
3
3
4
4
5
5
Med Block Pool ENH
2
4
5
7
8
10
11
12
Large Block Pool ENH
2E
4
6
7
9
11
12
13

Flurry of Strikes

TAP [Varies]
Description: You are trained to unleash a storm of blows or shots. This takes a Round or two to “charge up” and can only be used once every 2 or 3 Rounds. When active a 5 REA attack may be launched for 1 REA.
v  If the ability has a 2rnd Charge then the strike-flurry may be launched on Round 3, Round 6, Round 9, etc.
v  If the ability has a 1rnd Charge then the strike-flurry may be launched on Round 2, Round 4, Round 6, etc.
Trait

Bonus
Cost
Storm of Blows/Shots
+3 Attacks, 2 Rnd Charge
[.20,.18,.16]
Blizzard of Strikes/shots
+3 Attacks, 1 Rnd Charge
[.33,.30,.29]
Hail of fire/Chain Punches
+2 Attacks, 2 Rnd Charge
[.15,.13,.12]
Flurry of Blows/Rapid Fire
+2 Attacks, 1 Rnd Charge
[.30,.27,.25]
Trait


8
16
24
32
40
48
56
64+
Storm of Blows
2E
3
5
6
7
8
10
10
Blizzard of Shots
3E
5
8
10
12
14
17
19
Hail of Fire
1E
2
3
4
5
6
7
8
Rapid Fire
2E
5
7
9
10
12
15
16




Mass Attack

TAP [Varies]
Description: You are trained to fight multiple opponents at once! Mass Attack gives the character extra attacks which must be used against different targets. Attacks which are paid for normally can be used against any target in the fight but the 1 REA attacks gained through Mass Attack must each be used on separate entities.

Mass Attack has a Cool Down rating so it may be used on the first Round of combat but, on any Round in which it is used, it may not be used for the listed number of Rounds thereafter (so if it has a Cool Down of 2 Rnds and is used on Round 1, it may not be used again until Round 4).
Trait

Bonus
Cost
Mass Attack +3 L1
+3 Attacks, 2 Rnd Cool
[.18,.16,.14]
Mass Attack +3 L2
+3 Attacks, 1 Rnd Cool
[.30,.27,.23]
Mass Attack +3 L3
+3 Attacks, 0 Rnd Cool
[.37,.35,.33]
Mass Attack +2 L1
+2 Attacks, 2 Rnd Cool
[.14,.12,.10]
Mass Attack +2 L2
+2 Attacks, 1 Rnd Cool
[.24,.21,.19]
Mass Attack +2 L3
+2 Attacks, 0 Rnd Cool
[.31,.29,.27]
Trait


8
16
24
32
40
48
56
64+
Mass Attack +3 L1
1E
3
4
5
6
7
8
9
Mass Attack +3 L2
2E
5
7
9
11
13
15
17
Mass Attack +3 L3
3E
6
9
11
14
16
19
21
Mass Attack +2 L1
1E
2
3
4
4
5
6
6
Mass Attack +2 L2
2E
4
5
7
8
10
11
12
Mass Attack +2 L3
2E
5
7
9
11
13
16
17



Unblockable

TAP [Varies]
Description: You can unleash a strike that is hard or almost impossible to block (or dodge).
Trait

Bonus
Cost
Smashing Blow
ROF 1, -10 TBB
[.10,.06,.06]
Deceptive Technique
-3 TBB ALL strikes
[.11,.07,.07]
Sucker Punch
-10 TBB, ROF 1, Activate 7-
[.04,.04,.03]
Trait


8
16
24
32
40
48
56
64+
Smashing Blow
1
2
2
2
3
3
4
4
Deceptive Technique
1
2
2
2
3
3
4
4

Commander
TAP [Varies]
Description: You can lend SPs in battle to your brothers in arms! Lending is a free action: you simply spend SPs for others on your side as though you were involved. The Commander gets:
v  An SP pool that applies to both Offensive and Defensive spends
v  A bonus to Recruitment Score
v  Their side gets +1 to all Initiative rolls
Trait

Bonus
Cost
Commander:  Lieutenant
+1 Init, +2 Recruit, 10/4
[.24,.20,.18]
Commander: Colonel
+2 Init, +4 Recruit, 20/8
[.54,.51,.48]
Commander: General
+3 Init, +6 Recruit, 40/8
[.65,.62,.59]
Trait


8
16
24
32
40
48
56
64+
Commander L1
2
4
5
6
8
9
11
12
Commander L2
4
9
13
16
20
24
28
31
Commander L3
5E
10
15
20
24
29
34
38



Strategist

TAP [Varies]
Description: Your knowledge of strategy and tactics allows you to give combat-enhancing advice. Taking a 3 REA Short action, you can lend SPs for either Offensive or Defensive purposes to a member of your team. If you have Strategy and Tactics, you may make a roll at -5 to lend an additional point each time you lend for free (a Lend of 4 SPs will become 5 if the roll is made).
Trait

Bonus
Cost
Strategist L1
10/4 Either SP Pool, 3 REA
[.18,.16,.14]
Strategist L2
20/8 Either SP Pool, 3 REA
[.44,.40,.37]
Strategist L3
40/8 Either SP Pool, 3 REA
[.55,.53,.49]
Trait


8
16
24
32
40
48
56
64+
Strategist L1
1
3
4
5
6
8
9
10
Strategist L2
4
7
10
13
15
18
22
24
Strategist L3
6E
9
13
17
20
24
29
31

Executioner
TAP [.37, .34, .31]
Description: Every time you kill an enemy in battle you gain 6 ADP up to a maximum of Level (Total AP/8) x 12. When not in combat (when combat begins) the character will have 6 ADP per Level of the character (a 32 AP character with Executioner) will have +24 ADP.

When an enemy is killed the character gains 6 AP immediately. This applies to any enemy that is judged a “reasonable foe.” Ants or insects don’t count but minions do.
Trait


8
16
24
32
40
48
56
64+
Executioner
3
6
9
11
13
16
18
20

Analyze Opponent

TAP [Varies]
Description: When fighting an opponent you can gain insight into how they fight and you can predict their moves. In order to activate / unlock this ability you must attempt to block or dodge the opponent 3 times. After that you may use the SP Pool for the remainder of the combat.

NOTE: the blocks or dodges will count even if the opponent misses or the block or dodge fails. All that matters is the attempt.

Trait


8
16
24
32
40
48
56
64+
Executioner
3
6
9
11
13
16
18
20

Analyze Opponent

TAP [Varies]
Description: When fighting an opponent you can gain insight into how they fight and you can predict their moves. In order to activate / unlock this ability you must attempt to block or dodge the opponent 3 times. After that you may use the SP Pool for the remainder of the combat against for any roll the opponent is involved with.

NOTE: the blocks or dodges will count even if the opponent misses or the block or dodge fails. All that matters is the attempt.
Trait

Bonus
Cost
Analyze Opponent L1
Unlock 10/4 Either SP Pool
[.09,.07,.05]
Analyze Opponent L2
Unlock 20/8 Either SP Pool
[.18.16,.14]
Analyze Opponent L3
Unlock 40/8 Either SP Pool
[.33,.32,.31]
Trait


8
16
24
32
40
48
56
64+
Analyze Opponent L1
1
1
2
2
2
3
3
3
Analyze Opponent L2
2
3
4
5
6
7
8
9
Analyze Opponent L3
3E
5
8
10
13
15
18
20


I’m Not Left Handed

TAP [Varies]
Description: After a few moments of combat you get your “second wind” and can really pour it on. I’m Not Left Handed gives bonuses to skill that unlock starting the 3rd Round of combat. They remain for the remainder of the fight.

The character gains +8 DP which is useful at all times.
Trait

Bonus
Unlock
Cost
I’m Not Left Handed
+1 Skill
2 Rnds
[.06,.06,.04]
I’m Not Left Handed Either
+2 Skill
2 Rnds
[.11,.09,.07]
Next Time I Won’t Miss
+3 Skill
2 Rnds
[.17,.16,.14]
Next Time I Won’t Either!
+4 Skill
2 Rnds
[.28,.27,.21]
Trait


8
16
24
32
40
48
56
64+
I’m Not Left Handed
3
3
4
4
4
4
5
5
I’m Not Left Handed Either
4E
4
4
5
5
6
7
7
Next Time I Won’t Miss
3
5
6
7
7
9
10
11
Next Time I Won’t Either!
4E
7
9
10
12
13
15
15




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