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Stone

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Stone
      Rocky Deflection
      Earthy Brickness
      Rocky Embrace
      Rocky Armor
      Rock Hard
      Rocky Road
      Earth Control
      Stone Hammer
      Stone Fists
      Rocky Missiles
      Rocky Trebuchet
      Rocky Haven
      Rocky Prison
      Groundwave
      Earthy Footing
      Stony Strike


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Rocky Deflection

Rocky Deflection
Recharge: 1
Stone, Deflect, React
Prereq: SFX Stone (To)
None
You deflect an attack away with a shield of stone.
If you are on or near the ground you may play this card.
After you have been declared the target of a melee or ranged attack, place 1 recharge token on this card to add SR # of Image to the attack's dice pool.
If the attack hits you, you have +SR Soak vs its damage.

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Earthy Brickness

Earthy Brickness
Stone, Passive
This card is always considered to be in play, but its effect only works if you are on or near the ground. Each 10 feet (3 meters) you are away from the ground imposes a -1 SR penalty. Thus if you had SR5 and were 40 feet above ground you would be considered to have SR1; if you were 50 feet or more above ground you would gain no benefit from this ability at all until you descended closer to the ground.
You gain strength from the earth beneath you.
SR1: +1 Strength, -1 initiative
SR2: +1 Toughness
SR3: +1 Strength
SR4: +1 Toughness
SR5: +1 Strength, -1 Agility

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Rocky Embrace

Rocky Embrace
Stone, Passive
Prereq: Discipline (To) trained
This card is always considered to be in play, but its effect only works if you are on or near the ground. Each 10 feet (3 meters) you are away from the ground imposes a -1 SR penalty. Thus if you had SR5 and were 40 feet above ground you would be considered to have SR1; if you were 50 feet or more above ground you would gain no benefit from this ability at all until you descended closer to the ground.
You are resistant to harm.
You have +SR Soak vs. physical attacks. If you Soak all the damage from a physical based attack, you do not take an automatic Wound.
SR1: When you gain a temporary malign condition subtract SR from the number of counters to be added to the condition before it takes effect. If no counters remain, the condition has no effect; discard it immediately.

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Rocky Armor

Rocky Armor
Stone, Passive
SFX Stone (To)
You protect yourself with rocky armor.
You are coated with a rocky shell that protects you from damage and grants you strength and durability.
SR1: +1 Soak, - 1 initiative, weight: x 1.25
SR2: +1 Strength, weight: x 1.5
SR3: +1 Toughness, weight: x 1.75
SR4: +1 Strength, - 1 Agility, weight: x 2
SR5: +1 Soak, weight: x 2.25
Permanent: If your Rocky Armor cannot be turned on and off, it is a 2 point Hindrance.

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Rock Hard

Rock Hard
Stone, Passive
None
Prereq: Toughness 7+ or Rocky Armor (3)
This card is always considered to be in play.
Hitting you is like hitting a brick wall.
When you are hit by a melee attack, the attacker takes half of the damage they have inflicted against you plus SR. Thus if you had Rock Hard (3) and an attacker inflicted 12 damage against you, the attacker takes 9 damage.
Hard Skinned: As a facilitator costing 1 character point or advance, your skin is literally rock hard; you gain +2 Soak.

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Rocky Road

Rocky Road
Recharge: (5-SR)
Fatigue: 1;Image
Stone
SFX Stone (To)
If you are on or near the ground, you may play this card.
You accelerate, riding a wave of dirt.
1: You gain +SR movement maneuvers, and you have +1 DEF until your next Beginning of Turn phase. You can create dirt ramps to "slide down" from elevated positions to lower positions without falling. The dirt wave can be targeted and broken as if it were a device, but you can make another one each time you use this Stunt. Your dirt constructs don't just disappear on their own, and this can have an effect on your local environment.
++: you have +SR Soak until your next Beginning of Turn phase.
-: Suffer 1 fatigue.
SR5: This Stunt is equivalent to a Movement skill for basic movement needs such as traveling around a few city blocks. However the fatigue cost makes it impractical for long distance travel. Application of the Tireless Facilitator to this Stunt addresses this problem and makes Rocky Road usable as if it were Superrunning (Sliding), using SFX Stone (To) for any necessary checks. It is also still usable as a Stunt for its stated effect. The ancillary effect of all the displaced dirt will likely anger the authorities.

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Earth Control

Earth Control
Fatigue: 1; Stress: 1
Stone, Persisted
SFX Stone (To); Medium Range
Difficulty will vary based upon circumstances and specific usage. Note that a standard dump truck holds approximately 10 cubic yards. An 1 foot off the top of an acre of dirt would be approximately 1500 cubic yards. In reality, density would matter as well, but its superhero science so don't worry about it.
1: while this effect is persisted you may move and shape a volume of standing dirt and rock equal to (SR x 5) cubic yards each Turn.
Each additional success or two boons adds +5 cubic yards.
Anything encased in earth is trapped in an Entangle with 0 DEF, (SRx2) Soak and SR # of Wounds, and further are subject to suffocation. Sentient and mobile targets may make a Coordination (Ag) check vs. Average (2d) difficulty to avoid being encased each turn they are at risk.
SR5: Tunneling: If you apply the Tireless and Stress-less Facilitators to this Stunt, it is usable as if it were the Supercommuter (Underground) Movement Skill, using SFX Stone (To) for any necessary checks. It is also still usable as a Stunt for its stated effect.

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Stone Hammer

Stone Hammer
Recharge: (SR x 2)
Fatigue: 1
Stone, Ongoing, Blunt
You create a hammer of rock that remains in play while this card is recharging. Your Stone Hammer has a Damage Rating equal to (SR+2) and a Critical Rating equal to (8-SR).
I.e., if you had SR 5 your Stone Hammer would have DR7 and CR3.
You can attack with your Stone Hammer using the Melee action or an equivalent Stunt where noted. Attacks with an Stone Hammer add the following result lines:
+: The target must make a Resilience (To) vs SR difficulty check or gain the Imperiled condition for (SR)
+: The target must make a Resilience (To) vs SR difficulty check or gain the Impaired condition for (SR)
!: The target gains the Perplexed condition for (SR).
??: Shattered: Your Stone Hammer shatters; you cannot use it again until it is recharged and replayed.

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Stone Fists

Stone Fists
Recharge: (SR x 3)
Stone, Ongoing, Blunt
You create stone gauntlets that remains in play while this card is recharging. Your Stone Fists have a Damage Rating equal to (SR) and a Critical Rating equal to (7-SR).
I.e., if you had SR 5 your Stone Fists would have DR5 and CR2.
You can attack with your Stone Fists using the Melee action or an equivalent Stunt where noted. Attacks with an Stone Fists add the following result lines:
+: The target must make a Resilience (To) vs SR difficulty check or gain the Imperiled condition for (SR)
+: The target must make a Resilience (To) vs SR difficulty check or gain the Impaired condition for (SR)
!: The target gains the Perplexed condition for (SR).
??: Shattered: Your Stone Fists shatter; you cannot use them again until it is recharged and replayed.

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Rocky Missiles

Rocky Missiles
Fatigue: 1
Stone, React, Ranged
If you are near rocks ranging in size from pebbles to the size of a baseball you may use the basic Ranged attack action or an equivalent and play this card as a reaction to cause rocks in the area to launch themselves at the target of your ranged attack.
Your Rocky Missiles have a Damage Rating equal to (SR / 2) and a Critical Rating equal to (7-SR); (round up). Your Rocky Missiles are most effective at Medium range, but can be used at Long range with Image added to the dice pool.
I.e., if you had SR 5 your Rocky Missiles would have DR3 and CR2.
You may throw up to SR # of Rocky Missiles as a single attack action against a single target up to the number of rocks available in the area; add Image to the dice pool per Rocky Missiles.
Attacks with Rocky Missiles add the following result lines:
+: +1 damage; this maybe used multiple times.
++: +Pierce (SR).
!: +3 damage.

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Rocky Trebuchet

Rocky Trebuchet
Fatigue: 1; ImageImage
Stone, React, Ranged
If you are within Medium range of a large rock you may use the basic Ranged attack action or an equivalent and play this card as a reaction to cause the large rock to launch itself at the target of your ranged attack.
Your Rocky Trebuchet has a Damage Rating equal to SR + 3 and a Critical Rating equal to (7-SR). Your Rocky Trebuchet is most effective at Long range, but can be used at Medium range with Image added to the dice pool. It cannot be used at Close range.
I.e., if you had SR 5 your Rocky Trebuchet would have DR8 and CR2.
Attacks with Rocky Trebuchet add the following result lines:
+: +1 damage; this maybe used multiple times.
++: if hit, the target must make a Resilience (To) check vs SR difficult or gain the Staggered condition for (SR).
!: +3 damage.
??: You cause significant collateral damage either at the point of impact or at the location of the projectile's original resting place.

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Rocky Haven

Rocky Haven
Recharge: (3+SR)
Fatigue: 1; Image
Stone, Ongoing
SFX Stone (To)
Prereq: Prepare
If you are on the ground and engaged with no more than 1 person (enemy or ally), you may play this card. You surround yourself with a visible shell of solid rock that makes you and up to one ally you are engaged with difficult to harm.
1: While you and up to 1 other person remain inside the Rocky Haven created by this Stunt, line of sight is blocked vs people outside of the Rocky Haven, you cannot attack targets outside of the Rocky Haven, opponents outside of the Rocky Haven cannot target you directly, and you gain (SRx2) Soak vs attacks from outside the Rocky Haven that would affect you indirectly (such as AoE's). The Rocky Haven can be attacked as an independent target and destroyed as if it has 0 DEF, (SRx3) Soak, and (SR) Wounds.
++: you create a porthole or arch through which ranged attacks can be made (in both directions).
!: The Rocky Haven has (and grants) +3 Soak.

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Rocky Prison

Rocky Prison
Recharge: 4
Fatigue: 2, Image Image
Stone
SFX Stone (To) vs Target Athletics (Str)
If an opponent is within Long range and on the ground, you may play this card. Entangled opponents can attempt to break free as an action with an opposed Strength check with the entangle, by inflicting damage on the entangle, or by an effect that explicitly frees them from impediments or entangles.
1: you entomb the target in rock, entangling them. The entangle has SR + 1 Strength and SR + 2 Wounds.
+: Recover 1 fatigue
!: The entangle has +1 strength
?: The entangle has -1 strength and -2 Wounds.

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Groundwave

Groundwave
Recharge: (10-SR)
ImageImage
Stone
SFX Stone (To)
If you are on the ground or are falling to the ground, and are unencumbered and unimpeded you may play this card.
1: You strike the ground, causing a ground wave of devastation. Everything on the ground within Close range of you is thrown into the air, and then crashes down. People must make a Coordination (Ag) check vs SR difficulty or fall prone and take (SR x 4) damage. Breakable objects affected by this Stunt might be broken per GM's discretion. Collateral damage is a given. A Grandstand is appropriate.
4: As (1), but everything within Medium range is affected.
8: As (4), but everything within Long range is affected
++: +1 success; this may be used many times.
!: People that fall prone and take damage gain the Thunderstruck condition for (SR).
?: You are also affected.

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Earthy Footing

Earthy Footing
Stone, Passive
Prereq: Toughness 4+, SFX Stone trained, you are on the ground
SR1: If an attack would forcibly disengage you from someone else by pushing you back, you may choose to not be disengaged.
SR2: If an attack would knock you prone, you may choose to not be knocked prone.
SR3: If an attack would knock you back to Close range, you may choose to not be knocked back.
SR4: If an attack would knock you back to Medium range, you may choose to not be knocked back.
SR5: If an attack would knock you back to Long range, you may choose to not be knocked back.
In all cases, any effect contingent upon you being knocked prone or back does not occur if you are not knocked prone or back.

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Stony Strike

Stony Strike
Recharge: (6-SR)
Fatigue: 1
Stone
Prereq: SFX Stone skill trained, not encumbered or impeded, a Stone Stunt weapon readied
Melee Skill (Str) vs Target Def
This upgrades the basic Melee action. If you are engaged with an opponent and have a blunt melee weapon readied you may play this card.
1: you hit for SR + Strength + DR damage.
3: As (1), +1 damage.
5: As (1), +3 damage.
+: +1 damage; this may be used many times.
-: Suffer 1 fatigue; this may be used many times.
!: Disoriented: The target must make a Discipline check vs SR difficulty or gain the Exposed condition for (SR).
?: Overbalanced: You gain the Exposed condition for (7-SR).

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