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Radiation

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Radiation
      Radiant Build-up
      Radiant Deflection
      Radiant Embrace
      Radiant Aura
      Nuclear Missile
      Geiger Sense
      See Through Vision
      Radiation Control
      Irradiated Touch
      Nuclear Punch
      Radiant Ray
      Irradiate
      Irradiated Bolt
      Nuclear Burst
      Mushroom Cloud
      EMP


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Radiant Build-up

Radiant Build-up
Recharge: *
Stress: 1; ImageImage
Radiation
SFX Radiation (Int)
If you are engaged with an opponent add Image to your dice pool.
This card remains in play while it has tokens on it. When you make a successful SFX Radiation based attack, after you have calculated the damage for that attack you may remove up to SR # of tokens from this card to add +1 damage per token to the final total. When no tokens remain, return this card to your Action deck.
1: Add SR # of tokens to this card, +1 token per success and boon.
!: Add SR # of additional tokens to this card.
++: Recover 1 stress
-: Suffer 1 fatigue
??: The power build up is too much for you to handle; take SR Wounds.

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Radiant Deflection

Radiant Deflection
Recharge: (7-SR)
Stress: 1
Radiation, Deflect, React
Prereq: SFX Radiation (Int)
None
You deflect an attack away with a bolt of radiation.
After you have been declared the target of a ranged attack, place 2 recharge tokens on this cart to add SR # of Image to the attack's dice pool.

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Radiant Embrace

Radiant Embrace
Radiation, Passive
Prereq: SFX Radiation (Int) trained
This card is always considered to be in play.
You are resistant to temperature extremes, particularly from heat and radiation.
You have +(SR x 2) Soak vs. Radiation based attacks. If you Soak all the damage from a Radiation based attack, you do not take an automatic Wound.
You have +1 Soak vs. Fire based attacks.
SR1: You are immune to the Sickened condition.
SR2: When you gain the Weakened condition subtract SR from the number of counters to be added to the Weakened condition before it takes effect.
SR3: You have +(SR-2) Soak vs. Force based attacks.

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Radiant Aura

Radiant Aura
Recharge: 3
Stress: 3
Radiation, Aura, Ongoing
SFX Radiation (Int) or SFX Aura (Wp)
You create a visible shield of radiation that harms attackers.
You gain +SR Soak vs Radiation while this card is recharging.
1: While this card is recharging, anyone that is engaged with you must make a Resilience (To) check vs SR difficulty each Round in their Beginning of Turn phase or gain the Weakened condition for (SR+1).
Radiation: you may add SR # of recharge tokens to this card.

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Nuclear Missile

Nuclear Missile
Recharge: (5-SR)
Stress: 1;Image
Radiation
SFX Radiation (Int)
You accelerate, trailing a tail of sparkly energy.
1: You gain +SR movement maneuvers, and you have +1 DEF until your next Beginning of Turn phase. You are considered to be flying.
+: +1 movement maneuver.
++: You gain +SR Soak until your next Beginning of Turn phase.
-: Suffer 1 stress.
SR5: This Stunt is equivalent to a Movement skill for basic movement needs such as traveling around a few city blocks. However the stress cost makes it impractical for long distance travel. Application of the Stress-less Facilitator to this Stunt addresses this problem and makes Nuclear Missile usable as if it were Superflight (Energetic), using SFX Radiation (Int) for any necessary checks. It is also still usable as a Stunt for its stated effect.

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Geiger Sense

Geiger Sense
Radiation, Passive
Prereq: SFX Radiation (Int) trained
This card is always considered to be in play.
You are sensitive to Radioactive emanations.
As long as you are not impeded or entangled, you have +SR DEF vs. Radiation based attacks.
SR1: You may use SFX Radiation (Int) checks to simulate Detect Radiation checks. You have 360 degree awareness of Radiation.
SR2: Remove Image per SR from your simulated Detect Radiation checks.
SR3: As a maneuver you can make simulated Detect Radiation checks that would normally require an action.
SR4: You can detect Radiation at Plot range. Any unshielded source within a broad geographical region is apparent to you.
SR5: You can make a simulated Detect Radiation check as a React in your Beginning of Turn phase or whenever a new source becomes detectable; it no long takes either an action or a maneuver to do so.

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See Through Vision

See-Through Vision
Open, Radiation, Awareness, Passive
Prereq: Observation trained
This card is always considered to be in play.
You can see through solid substances.
You may make sight based Observation checks even if solid, opaque obstructions block your line of sight, at a range increment based upon SR.
When you acquire this Stunt you must identify either one reasonably common substance or circumstance that blocks your Vision (such as lead; the color yellow; any solid substance greater than two inches thick; reflective surfaces), or two or three less common substances or circumstances (such as titanium, depleted uranium, and tungsten; oak, hickory, and pine; plaid, paisley, and similar patterns).
SR1: Close range.
SR2: Medium range.
SR3: Long range.
SR4: Extreme range.
SR5: Plot range.
Radiation: You have literal X-Ray vision. Your vision is blocked by dense metals and interfered with by strong radiation fields, but you add Image to all Observation checks using your X-Ray vision.

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Radiation Control

Radiation Control
ImageImage
Radiation, React
SFX Radiation (Int); Medium Range
If there is radioactivity or a nuclear reaction occurring within Medium range you may target the radioactivity or nuclear reaction and play this card.
The magnitude you are able to affect increase by Stunt Rating. At least one success is required on a SFX Radiation (Int) check. If you are canceling radioactivity you cancel all radiation at the stated magnitude within Medium range; each two additional successes widens the area affected by one category. If you are nullifying a device or explosion each two additional successes raises your effective rating for the resolution by 1. You may reduce the rating of a Radiation Stunt by SR; if the rating is reduced to 0 or less the effect is nullified.
SR1: you cancel mild radioactivity or nullify a basic atomic device.
SR2: you cancel moderate radioactivity or nullify a significant atomic device or a small nuclear device (such as a makeshift nuclear explosive).
SR3: you cancel significant radioactivity or nullify a significant nuclear device (such as a major warhead, a small reactor).
SR4: you cancel lethal radioactivity or nullify a large nuclear device (such as a typical reactor).
SR5: you cancel catastrophic radioactivity or nullify a major nuclear device (such as a starship drive).

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Irradiated Touch

Irradiated Touch
Recharge: (7-SR)
Stress: 1; Image
Radiation
SFX Radiation (Int) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for (SR x 3) damage.
3: As (1) and the target gains the Sickened condition for (SR).
++: Add 1 recharge token to every Sickened condition the target currently has
-: Suffer 1 stress
!: The target must make a Resilience (To) check vs SR difficulty or gain the Weakend condition for (SR).
?: You gain the Exposed condition for (5-SR).

Irradiated Touch
Recharge: (8-SR)
Stress: 1; Image
Radiation
SFX Radiation (Int) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for (SR x 3) damage.
3: As (1) and the target gains the Sickened condition for (SR).
++: Add 1 recharge token to every Sickened condition the target currently has
-: Suffer 1 stress
!: The target must make a Resilience (To) check vs SR difficulty or gain the Weakend condition for (SR).
?: You gain the Exposed condition for (5-SR).

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Nuclear Punch

Nuclear Punch
Recharge: (8-SR)
Stress: 3; Image
Radiation
SFX Radiation (Int) vs Target Def
If you are engaged with an opponent, are not impeded, and have a hand free you may play this card. If your superteam has the Heroic or Idealistic Trait, advance the superteam tension meter by 1.
1: you hit for (SR x 2) + # of success damage. The target must make a Resilience (To) check vs SR difficulty or gain the Staggered condition for (1);
3: As (1), but the Staggered condition is for (SR)
5: As (3), and if the target is Staggered they also gain the Weakend condition for (SR)
++: +2 damage; this may be used many times.
-: Suffer 1 stress
!: The target gains the Ignited condition for (SR).
?: Suffer 1 fatigue, 1 stress.

Nuclear Punch
Recharge: (9-SR)
Stress: 1; ImageImage
Radiation
SFX Radiation (Int) vs Target Def
If you are engaged with an opponent, are not impeded, and have a hand free you may play this card. If your superteam has the Heroic or Idealistic Trait, advance the superteam tension meter by 1.
1: you hit for (SR x 2) + # of success damage. The target must make a Resilience (To) check vs SR difficulty or gain the Staggered condition for (1);
3: As (1), but the Staggered condition is for (SR)
5: As (3), and if the target is Staggered they also gain the Weakend condition for (SR)
+: +1 damage; this may be used many times.
-: Suffer 1 stress
!: The target gains the Ignited condition for (SR).
?: Suffer 1 fatigue, 1 stress.

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Radiant Ray

Radiant Ray
Recharge: (8-SR)
ImageImage
Radiation
SFX Radiation (Int) vs Target Def; Prepare; Long Range
If you are engaged with an enemy, add Image to your dice pool.
Add SR # of Image to your dice pool.
1: you hit for Intelligence + # of successes damage.
3: As (1), and the target gains the Sickened condition for (SR).
5: As (3), and the target gains the Weakened condition for (SR).
+: Add 1 recharge token to any condition granted by this action.
+++: +SR damage
-: -1 damage
-: -1 damage
!: +SR damage
?: suffer (7-SR) stress

Radiant Ray
Recharge: (8-SR)
ImageImage
Radiation
SFX Radiation (Int) vs Target Def; Prepare; Long Range
If you are engaged with an enemy, add Image to your dice pool.
Add SR # of Image to your dice pool.
1: you hit for Fellowship + # of successes damage.
2: As (1), and the target gains the Sickened condition for (SR).
4: As (2), and the target gains the Weakened condition for (SR).
+: Add 1 recharge token to any condition granted by this action.
+++: +SR damage
-: -1 damage
-: -1 damage
!: +SR damage
?: suffer (7-SR) stress

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Irradiate

Irradiate
Recharge: (8-SR)
ImageImage
Radiation
SFX Radiation (Int) vs Target Defense; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
You emit high-powered radiation, severely sickening a target.
1: the target must make a Resilience (To) check vs SR or gain the Sickened condition for (SR + # of successes), the Weakened condition for (SR), and the Exhausted condition for (SR).
++: Add 1 recharge token to one Sickened condition the target currently has.
++: Remove 1 recharge token from this card; this can be used many times.
-: Suffer 1 stress
-: Suffer 1 fatigue
!: Add 1 recharge token to every Sickened condition the target currently has.
?: Add 2 recharge tokens to this card

Irradiate
Recharge: (6-SR)
Stress: 1; ImageImage
Radiation
SFX Radiation (Int) vs Target Defense; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
You emit high-powered radiation, severely sickening a target.
1: the target must make a Resilience (To) check vs SR or gain the Sickened condition for (SR + # of successes), the Weakened condition for (SR), and the Exhausted condition for (SR).
++: Add 1 recharge token to one Sickened condition the target currently has.
++: Remove 1 recharge token from this card; this can be used many times.
-: Suffer 1 stress
-: Suffer 1 fatigue
!: Add 1 recharge token to every Sickened condition the target currently has.
?: Add 2 recharge tokens to this card

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Irradiated Bolt

Irradiated Bolt
Recharge: (5-SR)
Stress: 1; Image
Radiation
SFX Radiation (Int) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for SR + # of success damage.
3: As (1), and the target must make a Resilience (To) check vs SR difficulty or gain the Sluggish condition for (SR).
5: As (3), and if the target gains the Sluggish condition they also gain the Sickened condition for (SR).
+: +1 damage
+: +1 damage
-: Suffer 1 stress
!: +3 damage
?: You gain the Exposed condition for (5-SR).

Irradiated Bolt
Recharge: (5-SR)
Stress: 1; Image
Radiation
SFX Radiation (Int) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for SR + # of success damage.
3: As (1), and the target must make a Resilience (To) check vs SR difficulty or gain the Sluggish condition for (SR).
5: As (3), and if the target gains the Sluggish condition they also gain the Sickened condition for (SR).
+: +2 damage
+: +2 damage
-: Suffer 1 stress
!: +4 damage
?: You gain the Exposed condition for (5-SR).

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Nuclear Burst

Nuclear Burst
Recharge: (10-SR)
ImageImage
Radiation
SFX Radiation (Int) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for (SR x 2) damage; Burst.
3: As (1), and all affected targets must make a Resilience (To) check or gain the Sickened condition for (SR).
5: you hit for (SR x 3) damage; Burst. All affected targets must make a Resilience (To) check or gain the Weakened condition for (SR). A Grandstand is appropriate.
++: Add 1 recharge counter to all conditions granted by this action.
-: Suffer 1 fatigue
-: Suffer 1 stress
!: Opponent minions suffer SR morale loss
?: The radiation of the blast irradiates the vicinity and causes unnoticeable but dangerous after effects.

Nuclear Burst
Recharge: (7-SR)
Image
Radiation
SFX Radiation (Int) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for (SR x 2) damage; Burst.
4: As (1), and all affected targets must make a Resilience (To) check or gain the Sickened condition for (SR).
6: you hit for (SR x 3) damage; Burst. All affected targets must make a Resilience (To) check or gain the Weakened condition for (SR). A Grandstand is appropriate.
++: Add 1 recharge counter to all conditions granted by this action.
-: Suffer 1 fatigue
-: Suffer 1 stress
!: Opponent minions suffer SR morale loss
?: If you hit, the Burst affects everything within Close range of the target rather than every thing engaged with the target. If you did not hit, the shot hits something else which is left to the GM's discretion...but it should be something you would not have wanted to hit.

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Mushroom Cloud

Mushroom Cloud
Recharge: (20-SR)
Stress: 5; ImageImageImageImage
Radiation
SFX Radiation(Int); Long range
1: You emanate explosive nuclear fallout centered on you and affecting everything within Long range. Everyone within Long range is knocked prone and takes (SRx3) damage and must make a Resilience (To) check vs SR difficulty or gain the Staggered, Challenged and Imperiled conditions for (SR). Everyone within Extreme range must make a Coordination (Ag) check vs SR difficulty or gain the Blinded condition for (SR).
3: As (1), and targets that fail their Resilience (To) check also gain the Lulled condition for (SR)
5: As (3), but the range is Extreme, not Long.
??: You must make a SFX Radiation(Int) check vs SR difficulty or be affected also.
???: Nuclear Reaction: As (5), but the range is Plot, not Extreme. Massive destruction ensues.

Mushroom Cloud
Recharge: (20-SR)
Stress: 4; ImageImageImageImage
Radiation
SFX Radiation(Int); Long range
1: You emanate explosive nuclear fallout centered on you and affecting everything within Long range. Everyone within Long range is knocked prone and takes (SRx3) damage and must make a Resilience (To) check vs SR difficulty or gain the Staggered, Challenged and Imperiled conditions for (SR). Everyone within Extreme range must make a Coordination (Ag) check vs SR difficulty or gain the Blinded condition for (SR).
2: As (1), and targets that fail their Resilience (To) check also gain the Lulled condition for (SR)
4: As (3), but the range is Extreme, not Long.
?: You must make a SFX Radiation(Int) check vs SR difficulty or be affected also.
??: Nuclear Reaction: As (5), but the range is Plot, not Extreme. Massive destruction ensues.

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EMP

EMP
Recharge: (15-SR)
Stress: 6; ImageImageImage
Radiation
SFX Radiation (Int); Long Range
Prereq: SFX Radiation trained, Prepare
1: You emit an electro-magnetic pulse centered on yourself. All mundane electronics within Long range are immediately destroyed. All characters with the Robot origin within Long range must make a Resilience (To) check vs SR difficulty or take SR Wounds and gain the Helpless condition for (SR). All Gear Stunts with a rating less than (SR) add Image to all checks made using them per point of rating difference until they are Repaired. You are also affected by this Stunt.
4: as (1), but at Extreme range vs Long range.
5: as (4), but you are not affected by this Stunt.

EMP
Recharge: (12-SR)
Stress: 4; ImageImageImage
Radiation
SFX Radiation (Int); Long Range
Prereq: SFX Radiation trained, Prepare
1: You emit an electro-magnetic pulse centered on yourself. All mundane electronics within Long range are immediately destroyed. All characters with the Robot origin within Long range must make a Resilience (To) check vs SR difficulty or take SR Wounds and gain the Helpless condition for (SR). All Gear Stunts with a rating less than (SR) add Image to all checks made using them per point of rating difference until they are Repaired. You are also affected by this Stunt.
5: as (1), but at Extreme range vs Long range.
6: as (4), but you are not affected by this Stunt.

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