6 levels, 3 points per level
Many superhuman characters wield powerful offensive energies, such as electric zaps, magical fireballs, ki-powered martial arts strikes, or energy swords. To represent a wide variety of paranormal attacks, Special Attacks deliver 10 damage per level. They can be customized with abilities that decrease the damage by a certain number of points but produce beneficial secondary effects, and they can be customized with disabilities that increase the damage by a certain number of points but withhold the attack from its full potential.
There is no limit to how many abilities and disabilities can be applied. Additional unrelated attacks can be purchased for three points per level, with the same terms. Several abilities and disabilities refer to the "dice difference," which is the difference between the total on the dice and the target value during a successful attack. Rolling exactly the target value will mean a successful attack that does damage, but special side effects related to the dice difference do not apply in that case. In addition to the abilities and disabilities listed below, players are invited to suggest additional abilities and disabilities that can be added.
Accurate (-5d): The attack is unusually easy to hit with, giving a +2 bonus to dice rolls to hit.
Affects Incorporeal (-5d): This attack will affect characters who have very low densities, or are currently astral, ethereal, or incorporeal, as if they were solid.
Area Effect (-5d): This is an attack, like an explosive blast, that affects not only the direct target, but also anyone within the radius (1 yard per dice difference), except for the attacker. If affected characters are defending on that turn, they can successfully take cover. For an additional -5 damage, an Enduring Area Effect applies instead, in which the effect lasts for the dice difference in minutes. Enduring Area Effect applies to chemical clouds, sheets of fire, electrical charges, supercooled vapors, and other environmental factors.
Aura (-10d): Rather than having to make an actual attack, the character instead automatically damages anyone who touches his or her body. An example might be a character who was sheathed in flame or electrified. If this ability is combined with the Area Effect ability, it automatically damages anyone in the designated area around the character.
Burning (-5d): Fire, acid, and other attacks may continue to damage after they hit. The target will suffer an additional 1/10 of the same damage for five rounds, or until the effect is somehow neutralized. Alternatively, Burning can be defined as an hourly burn, which inflicts 1/10 of the same damage each hour after the attack until a Body or Soul check at -4 is made, or slow burn, which inflicts 1/5 of the same damage each day until a Body or Soul check at -4 is made. This ability may best represent a disease or slow poison attack.
Contagious (-5d): Some or all of the attack’s damage or other effects will be passed on to others who touch a victim and fail a Soul check. The GM should decide the exact effects.
Double Damage (-10d): The attack has a stronger effect against certain victims, such as unholy creatures suffering double damage from a holy attack while all other victims suffer regular damage. (For an attack that does damage only to one type of creature, see Targeted.)
Drain Body (-5d): The victim suffers weakness and/or loss of co-ordination. The victim’s Body is reduced by the dice difference, to a minimum of 0 at which point they cannot move. Lost Body points are recovered at one point. Losing stat levels will affect the AV and DV, but not the HP and EP.
Drain Energy (-5d): The attack drains away the victim’s energy supply, with the side effect of the victim becoming fatigued and/or despondent. The victim loses the same amount of EP from the attack as HP, and regains them normally.
Drain Mind (-5d): The victim loses his or her sanity. The attack may be a psionic attack, a tranquilizer or similar drug, or another form of attack. The victim’s Mind stat is reduced by the dice difference, to a minimum of 0 at which point they are in a vegetative state. Lost Mind points are recovered at one point per hour. Losing stat levels will affect the AV and DV, but not the HP and EP.
Drain Soul (-5d): The victim's spirit is diminished by a wave of fear, despair, or some other willpower-destroying emotion. The victim’s Soul stat is reduced by the dice difference, to a minimum of 0 at which point they become paralyzed with terror, unable to take action. Lost Soul points are recovered at one point per hour. Losing stat levels will affect the AV and DV, but not the HP and EP.
Flare (-5d): If the target is hit, the defending character will be blinded unless a Body check is successful. The blinding lasts for the dice difference in minutes. Flare can also apply to other sensory-overloading attacks, such as a loud boom that causes deafness.
Flexible (-5d): This ability represents long, flexible, or extendible attacks such as a prehensile whip, energy-lash, razor-ribbon, or similar attack mode. If the attacker is strong enough to physically lift the target, a successful attack can trip or disarm an opponent, or snag a hand-held weapon, in lieu of delivering damage, with -2 to the dice check.
Incapacitating (-15d): This represents any form of attack that can instantly incapacitate a foe even if it does not inflict actual damage. This includes putting an opponent to sleep or turning him or her to stone. The victim must make a stat check at +4 to avoid being completely incapacitated. When designing the attack, specify the form the incapacitation takes: asleep, awake but paralyzed, turned to stone, transformed into an inert doll, et cetera. The effects will wear off after the dice difference in minutes, unless the Incurable ability is also taken.
Incurable (-20d): The attack produces wounds or other effects that do not heal naturally, and are incurable by normal methods. Rather than recovering at a normal rate or being amenable to medical treatment, recovery cannot take place until some exotic event or treatment has occurred. This requirement must be specified when the attack is designed, subject to GM approval. Incurable counts as four abilities.
Irritant (-5d): This represents pepper spray, a skunk’s musk, an itching spell, or similar effect that distracts the character, giving them -2 on all checks until the effect wears off after the dice diffrence in minutes. The victim may make a Body check at -1 not to be affected in the first place.
Knockback (-5d): The attack impacts the target forcefully, knocking him or her back 1 foot for every point of damage delivered.
Linked: An attack with this ability is attached to an attribute, which the character must also possess. If the attack hits, a living subject will be affected by that attribute provided he or she fails a Body check to resist. The check is made at -1 for every level of Special Attack. This ability is often acquired in conjunction with the No Damage disability.
Mind or Soul Attack (-15d): The attack is not a physical attack but rather is a mental assault (Mind attack) or contest of spirit or will (Soul attack). Characters attack and defend with the appropriate stat, instead of with AV and DV. These attacks ignore armor, shields, and force fields, and they affect insubstantial and astral characters normally.
Quake (-10d): This attack creates a linear shock wave in the ground, causing rumbling and fractures. The quake fault will only be large enough for one person to fall into its depths unless it is combined with the Area Effect ability. A victim may fall into the crevasse if he or she fails a Body stat check. The fissure will be as deep as the dice difference in yards.
Spreading (-5d): This type of attack spreads to cover an expanding area like a cone of energy or a spray of projectiles or energy bolts, making it -1 harder to defend against. Multiple adjacent targets in the attack path may also receive damage if they are lined up or in a dense formation, up to the dice difference in number. Spreading is often combined with the Short Range disability.
Tangle (-10d): Attacks that can entangle the victim may include an assault that freezes the target in ice, or traps him or her in the branches of an animated plant, or simple webbing. The entanglement matter has 10 HP per dice difference. If the attack hits, the victim is trapped until sufficient damage is delivered to the entanglement matter to destroy it. A trapped character has restricted movement and attacks physically at a -4 penalty, cannot defend, and cannot perform actions that require complex gestures. The character is usually able to speak, however. A victim who has partially destroyed an entanglement may regain additional body movement, however (GM’s discretion).
Trap (-5d): The attack lays a mine, booby trap, or some other similar device, which sits and waits until someone triggers it. A successful Mind stat check will reveal the trap’s presence. The Trap ability can be paired with the Melee disability to simulate a booby trap that must be carefully planted. Without the Melee disability, the trap can be deployed at a range; a successful attack check indicates that the Trap was fired or tossed into the correct area.
Undetectable (-15d): Most Special Attacks have a visible component that makes it easy for targets to determine who is attacking them. An attack with the Undetectable ability does not provide any indication that it is about to strike and cannot be traced back to the attacker using normal methods. This may result in the attacker gaining surprise, which prevents the victim from defending. If the target knows he or she is under attack, however, defense can still be made at a -8 penalty. This ability is most often associated with non-physical attacks such as ones with the Drain (Any), or Mind or Soul Attack abilities.
Vampiric (-5d): The damage taken from the victim is added to the character's own HP, allowing him or her to heal up to their own normal HP limit. Alternatively for -10d, the character can pass the gained HP along to someone else, or divvy them up among multiple people.
Diminishing Range (+5d): The attack gets weaker over a distance. For every foot away the target is from the attacker, reduce the damage by 1 point. This cannot be combined with Melee or Short Range.
Inaccurate (+5d): The attack is unusually difficult to hit with, giving a -2 bonus to dice rolls to hit.
Limited Uses (+5d): The attack is only usable for a few combat rounds, after which it either runs out of ammunition or power, or simply burns out. The number of rounds is equal to the level of Special Attack. The character must wait until the next combat (at least 10 minutes of game time) before it can be used again.
Melee (+10d): The attack is only usable against adjacent opponents and requires physical contact. An example of a Melee attack is a physical or energy sword, or a touch that inflicts debilitating effects. Of course, many Melee weapons can be thrown as well in desperate situations, but the attack suffers a -4 attack penalty and the base damage is divided in half.
No Damage: The attack does not deliver ordinary physical damage. This disability is usually only taken if combined with abilities such as Drain (Any), Flare, Incapacitating, Irritant, or Tangle that produce effects that do not rely on physical damage. The damage value of the attack is used only to rate the effectiveness of these special abilities: the greater the damage value, the more effective the attack. Characters that use Special Attacks with the No Damage disability must still roll to hit.
Short Range (+5d): This ranged attack can only affect a target within 10 feet, and is useless farther away. This disability cannot be combined with Melee.
Slow (+5d): The attacker must use one combat action to aim, charge, chant an incantation, load the weapon, or perform some other necessary activity before each attack. The +5d can be applied more than once to represent an attack that takes even longer to initiate. Assigning it twice increases the time to three rounds; three assignments increases it to several minute; four increases the time to several hours; five increases the preparation to several days.
Static (+5d): The attack cannot be used while the character is moving. This could be due to a need for precise aim or total concentration. The weapon might also require all power to be diverted to its energy supply, or might be static because of recoil, or another reason. The character cannot take any other action; Static cannot be combined with Extra Attacks.
Stoppable (+5d): The attack fires a projectile or energy bolt that is massive or slow enough to be shot down and does not reach the target until the next round. Consequently, the attack can be stopped in mid-flight with counter-attacks, or the victim can dodge it. Counter-attacks must deliver ten damage per the original attack's dice difference to stop it.
Targeted (+5d): The attack only affects certain victims. For instance, attacks based on life energy would only affect undead creatures. All other characters are unaffected by it.
Toxic (+5d): The attack is a gas, toxin, biological weapon, sound, radiation, or other harmful effect that only damages living things. Non-living material or characters who have the appropriate Adaptation or Special Defense Attributes are immune to its effects.
Unreliable (+5d): Any time this attack is attempted and failed, the weapon or ability burns out, jams, overheats, or otherwise malfunctions. The Special Attack will not work again until the character has taken measures to repair it, and/or sufficient time has passed (next combat, at least 10 minutes later in game time).
Uses Energy (+5d): This attack consumes 10 EP to fire, whether it is successful or not. When the character has less than 10 EP, it will not work.
Level One: Attack does 10 base damage.
Level Two: Attack does 20 base damage.
Level Three: Attack does 30 base damage.
Level Four: Attack does 40 base damage.
Level Five: Attack does 50 base damage.
Level Six: Attack does 60 base damage.
Special Attack is taken by this character:
Sagesse la Roque, level 3, Incapacitating (turns = dice diff), Melee