Wednesday, June 26, 2019

Heroes of Troika: Powers and Weapon Damage

I wrote up some of the possibly less than obvious powers, and damage tables for modern weapons and energy blast type powers.

Feats of Strength ended up being the most complicated power to figure out, which I didn't expect, because it needs to increase melee damage directly. 

I'll edit this post as I come up with more powers so they're all in one place.




Signature Weapon Fighting
You possess a favorite weapon which you know better than all others of its type. It could be an heirloom katana, a heavily customized firearm, or even an energy weapon that you stole or invented. It may help to use your Origin and Archetype as guides in selecting them.

Forensics
You’ve developed the ability to determine what’s gone on in a small area by analyzing the aftermath. This can be used for tracking, reading a crime scene, etc.

Hand to Hand Fighting
Includes unarmed combat as well as any melee weapons that aren’t too bizarre to figure out.

Energy Blast (3)/Energy Strike (3)/Massive Blast (6)
Just like regular Fighting Skills, Roll Versus whatever combat skill your Target is using, and whoever wins the Roll hits. Most Archetypes must choose a type of energy (such as fire, sound, radiation, or lightning) during character creation.

Warding Circle
Knowledge of the sigils and seals required to protect oneself from Mystical entities. These barriers also provide a +2 bonus when defending against magic attacks and take at least ten minutes to draw competently. 

Suggestion (3)
You say a thing to an NPC, and they believe it. They realize their mistake if anything explicitly causes them to rethink the situation, but won’t think to question it on their own until then. 

Absorb Damage
Roll to try and shrug off successful physical attacks without taking any damage at all. If you fail the roll, your opponent still deducts your Rating from their damage roll (to a minimum of 1). Only if you critically fail do you take damage as normal.

Feats of Strength
Breaking things, moving things, etc. Also: whenever dealing physical damage with a hand to hand weapon, apply double your Rating as a multiplier to your damage result.
EXAMPLE: Gronk succeeds in hitting Nab with an unarmed attack. He then rolls 1d6 on the Unarmed damage table and rolls a 5, which normally does 2 points of Stamina damage. Because Gronk also has a Feats of Strength Rating of +3, he multiplies his damage result by 6 for a total of 12 points of Stamina.

Survival
Encompasses wilderness survival skills as well as those that apply equally in an urban environment, such as first aid.

Shape Reality (8)
Successful use of this power lets you do anything you want. Failure is catastrophic and usually manifests in a way that reflects the cruel irony of the fates and/or GM.

Flight (1)
You don’t normally need to test this power in relaxed, uncontested scenarios. Simply assume it succeeded and deduct a Stamina point as usual. Elements such as a need to move quickly, heavy wind, or narrow spaces make the task more difficult.

Grappling
More specific than Hand to Hand Fighting, this covers maneuvers like grabbing and pinning opponents, throwing them, disarming them, etc. All these maneuvers can also be attempted with Hand to Hand Fighting, but characters with this skill generally have a higher Grappling Rating.








UNARMED
1 2 3 4 5 6 7+
1 1 1 2 2 3 4
(for any hand to hand attack, multiply damage result by double your feats of strength rating)

PISTOL 
1 2 3 4 5 7+
2 4 4 6 10 12 16

ASSAULT RIFLE 
1 2 3 4 5   6 7+
6 6 8 10 12 18 24

SHOTGUN 
1 2 3 4 5 6 7+
1 1 6 6 10 22 30
(add +2 to the damage roll at close range)

FRAG GRENADE 
1 2 3 4 5 7+
4 6 10 14 20 28 38
(add +4 to the damage roll at close range)

ENERGY BLAST/ENERGY STRIKE 
1 2 3 4 5 6 7+
4 6 6 12 18 24 30

MASSIVE BLAST 
1 2   3 4 5   6 7+
8 12 16 20 28 36 44