DESCENT INTO THE HALL OF JUSTICE
I have another hack. Last time I talked about an
X-Com/Monster of the Week/Pandemic mash up. This one’s less ambitious and more
doable. I love the premise of Base Raiders. It’s one of my favorite
superhero rpg premises. You can see my review and comments on our play-through here. Here’s the short version:
Base Raiders is “Super-Powered Dungeon Crawling.” The
world has a rich, multi-decade history of superheroics. But that’s over now. All
of the potent and powerful supers vanished in a mysterious incident they call Ragnarok.
When those heroes, villains, and other weird beings vanished, they left behind bases-
in some cases dozens of them. These marvels contain secrets, materials to scavenge,
hi-tech toys, and the possibility of new powers. The PCs are supers- or at least
have heightened abilities. They’ve joined together to raid these bases for various
reasons- finding a lost loved one, shutting down a danger, discovering a cure, locating
a source for new magics, finding vast quantities of filthy loot. They have to fight
past traps, failed experiments, and sentient guardians of all shapes and sizes.
But they must do this quietly for fear of alerting the authorities or competitors.
That’s awesome. I’ve run it twice. Once I used straight “Strange Fate” mechanics of the book (the same one used by Kerberos Club Fate). The second time I
adapted it to my Action Cards
homebrew. Neither completely clicked. Strange Fate has spread and scale
wonkiness I’m not sold on. Power creation, despite the existence of an app,
still feels overly complex. On the other hand, my more classic Fate attempt suffered from a lack of granularity.
Here’s the rub: I think dungeon crawls, especially when
they’re a centerpiece, require a level of detail and specificity. But I
like games that abstract and condense conflicts (Fate Core, FAE, PbtA). The kind of mapping and challenge that fits with my vision of delving washes out with a system like that. That’s my personal opinion, not having done a
full-on mega-crawl with Dungeon World. But generally too abstract doesn’t fit
with how I picture this game.
On the other hand, I can’t see doing it in Mutants &
Masterminds. The scaling, particularly in terms of area and range, gets weird.
You could try to keep it lower level and shift the values, but I’m imaging that
as a bad fit. My objection to Champions would be that it offers too much
granularity for what I want. Savage Worlds might be OK if I liked that system
more.
So in short I have terrible reasons for not using those
other systems. That’s convenient for me since I have another idea I want to
try.
They’re my goalposts
and I’ll move them where I want to…
As you may have guessed, I’m thinking about reskinning 13th Age for Base Raiders. I’ve enjoyed running this system; it hits my sweet spot. 13th Age has the classic elements- levels, AC, distinct classes. But it combines that
with a loose sensibility. It’s fantastic and has plenty of room for player
narration. It might not be as lethal as other games, but I dig that. It means
the GM can turn the dial on the fight and make players fear for their resources. Here’s what I’ve sketched.
CLASSES
Each class becomes a kind/origin/theme of superbeing. Players can
tune that by defining their look, background, and special effect. Here’s what
I’m thinking:
- Barbarian = Scrapper
- Bard = Psychic
- Cleric = Mystic
- Fighter = Brawler
- Paladin = Tank
- Ranger = Sniper
- Rogue = Sneak
- Sorcerer = Blaster
- Wizard = Gadgeteer
- Commander = Super-Soldier
- Monk = Martial Artist
- Druid = Shape-Shifter (done with a particular build)
- Occultist = Warper (as in reality warper like Scarlet Witch
or Proteus)
I’ve borrowed from City
of Heroes for some of those names. In general classes remain
relatively the same, with a few exceptions. Mostly I change the names of powers, feats, and talents.
OTHER MECHANICS
- Need to change possible backgrounds to fit the setting. One True Things easily work.
- Weapon Categories are Concealable, Standard, and Heavy. I’ve
shifted some of the numbers for this and armor. Characters can have a
shield; it might be a blocking weapon or an actual shield. It takes up one
hand.
- I’ve called Powers "X-Powers" in my rewrite but that’s a
placeholder for a better name. Because that's terrible and confusing.
- Some classes, especially the Sorcerer required some greater
revising, especially higher level abilities. The Cleric required additional reframing.
- I’m working on Racial and General feats. Some of these can
be ported straight over, while others work less well. Some of them will be
micro-movement powers. I’ll lump all of these into Origin and Training feats. Since
races won’t be a factor in the setting, players may assign the+2
stat bonus they’d usually get from that. If someone wants to be something like
an alien, energy-being, or robot we’ll do that as feat picks.
- Magic Items are simply equipment and devices. Base Raiders has
the PCs specifically searching the old bases for super-weaponry and such. I’ll
rename some of the categories. While I won’t have item quirks- I might have to
think of a mechanic to replace that. I’ll likely limit equipment use based on
level (i.e. they can’t use greater than their capacity. Period.)
- Potions will be stimulants and super-serums. There might be
some costs for that. Salvage will be other treasure. BR has a good system for
that and I think we can port it over easily.
- Players may still shift and rearrange picks as they wish. In
the setting, everyone’s got uncertain and piecemeal powers so I think that
fits.
- I changed Thunder as an energy type into Sonic. I’ll have to
work out something for Negative Energy. Darkness? That’s a comic-book energy
type. Anti-Matter? Unholy?
ICONS = FACTIONS
Base Raiders doesn’t
overcomplicate the setting. It offers history and some interesting ideas about
the state of the world. But players can jump quickly into the setting without knowing
those. In this version Icons will represent Factions. Those
can be organizations, movements, or special interest groups. I doubt we’ll need
the full thirteen. We can shorthand the descriptions (no more than a paragraph)
so players can grok it easily. Here’s a quick list of example factions from the
core book. I probably wouldn’t use all of these.
- Mass-Media
- Local Law Enforcement
- The Feds
- Syndicate(s)
- Government Officals
- Anti-Alien/Mutant/Magic Groups
- Super-Soldier program
- Corporate
- Legacy and Sidekick Support Groups
- Power Type Networks (Magic, Cyber, Serum, etc)
- Black Market & Agora
Auction Site*
- The Underground:
Isolationists, Machivellians, Technocrats, Pro-Human, Mystics
- Sanctuary*
*named specifically in the BR book
MONSTERS =
ADVERSARIES
Much of the GM’s fun will come from reskinning the bestiary
to represent robot defenders, products of mad science, minions, and
super-villains. They can easily tune descriptors and energy types. A sword or
crossbow strike becomes a punch or pistol. GM’s shouldn’t stick with humanoid
monsters for conversion. A red dragon might just as easily become a pyrotechnic
supervillain. A water elemental could be aqua-bending shapeshifter. The size
categories- large and huge- represent power levels and not mass in 13th Age. GMs may be tempted
to tweak AC and PD to represent not having to hit the broad side of a barn. I’d
consider that carefully.
GADGETEER EXAMPLE
CLASS
I’m 95% done with all of the base classes. I worked from the
SRD to do the modification. Here’s the Gadgeteer
(aka Wizard) with the 1st level picks. As you can see below, most of the
changes involve renaming or reframing. As I mentioned above, where I’ve written
X-Power, read that as power from the original game.
Ability Scores
Gadgeteers gain a +2 class bonus to Intelligence or Wisdom.
Backgrounds
Possible backgrounds include:
Gear
Armor
Armor Type
|
Base AC
|
Atk Penalty
|
None
|
10
|
—
|
Light
|
10
|
—
|
Heavy
|
11
|
–2
|
Shield
|
+1
|
-2
|
Melee Weapons
|
Melee
|
Ranged
|
Concealable
|
1d4
|
1d4
|
Standard
|
1d6
|
1d6*
|
Heavy
|
1d8 (-2 atk)
|
1d8 (-2 atk)
|
*A gadgeteer needs one free hand on an x-power device to activate
x-powers. As such, they suffer a penalty for using a two-handed weapon. (The
penalty applies to x-powers also.)
CLASS FEATURES
Gadgeteers have four class features: Micro-machines, Cyclic
X-Powers, Workshop, and Inventor.
Every gadgeteer can use a handful of micro-machines each
day. You don’t have to choose them beforehand, you just pull them out on the
fly.
Gadgeteers can activate a number of micro-machines equal to
their Intelligence modifier each fight. Each micro-machine takes a standard
action to use as a ranged x-power. Outside of fight, a gadgeteer can operate
about three to six micro-machines every five minutes. The Micro-Machine Mastery
talent speeds this up.
At the hero tier (levels 1–4), micro-machines with a
standard duration last 10–60 minutes, plus 10 minutes per gadgeteer level. The
GM rolls and the gadgeteer becomes aware that their micro-machine is about to
end a couple minutes before it’s done.
At the champion tier, levels 5–7, most micro-machines last
1–6 hours.
At the epic tier, levels 8–10, micro-machines last between
2–12 hours.
For a list of available micro-machines, see Micro-machines.
Cyclic X-Powers
X-Powers that have a cyclic usage can always be used at
least once per fight, and are only expended in that fight if activated when the
escalation die is 0 or odd. In other words, if you use a cyclic x-power like
dazzle when the escalation die is even, the x-power is not expended and can
still be called on later in the fight.
Workshop
Gadgeteers have a workshop. While a gadgeteer is in their
own workshop, their daily x-powers become recharge 16+ after fight.
Inventor
Gadgeteers can use their x-powers for larger effects. This
also them to use the ritual rules.
Champion Feat: You
can “invent” by using all your actions each round to focus on the creation
(ritual) for 1d3 + 1 rounds. As with standard rituals rules, your fast
inventions are not meant to replace combat x-powers; they’re a means of
acquiring and improvising wondrous effects rather than a means of inflicting
damage and conditions.
CLASS TALENTS
Choose three of the following class talents.
Armorer
Whenever you use a daily gadgeteer x-power, you gain a +4 AC
bonus until the end of your next turn.
- Hero Feat: The
bonus also applies to your Physical Defense.
- Champion Feat: You
gain 2d12 temporary hit points each time you use a daily x-power.
- Epic Feat: The
bonus also applies to Mental Defense.
Micro-machine Mastery
Micro-machines are at-will x-powers for you.
Unlike normal gadgeteers, who use a standard action to
activate a micro-machine, you can toss out a micro-machine as a quick action.
To do something particularly cunning or surprising with one
of your micro-machines where the GM isn’t sure whether you could pull off that
use of the x-power, roll a normal save (11+) to use the x-power the way you
envision it.
Additionally, you can expend a 3rdl evel x-power
slot or higher to choose one micro-machine per x-power slot you have given up
and create a once-per-day related effect with it that is much greater, if you
and your GM can agree on a cool effect that suits the micro-machine.
Hero Feat: You can
use micro-machine-style versions of any gadgeteer x-power you have memorized.
When you expend an x-power, however, you can’t make micro-machine-style use of
it any more. The key is that none of these uses should be combat relevant or
deal damage.
The Micro-machine Mastery talent is more about enhancing the
roleplaying and less about combat usefulness.
Booster Pack
Once per fight, when you activate an x-power that targets
Physical Defense, before rolling for the number of targets or making the
x-power’s attack roll, you can expend your quick action to boost the x-power.
Hit or miss, you'll max out the x-power’s damage dice (except on a natural one,
which deals no damage to the target and likely damages the gadgeteer in some
manner).
- Champion Feat: Whenever
you boost an x-power, you can reroll one of the attack rolls if that natural
roll was less than or equal to the escalation die. You must take the new
result.
Your study of the most obscure technical fields gives you options
that lesser gadgeteers cannot match: Memorization and a bonus x-power:
neutralize
Memorization
When you pick your x-powers, you can choose any daily
gadgeteer x-power twice (instead of once). This doesn’t apply to x-powers that
start as recharge x-powers. For example, at 7th level when you have
five 7th level x-powers and four 5th level x-powers, you
could choose immolator twice as a 7th level x-power, or once as a 7th level x-power and once as a 5th level x-power. (Your 3rd level x-power slot can’t be used for immolator because immolator starts as a 5th level x-power.)
Neutralize
Close-quarters x-power, Once per fight
Free action to activate
Trigger: A nearby
target you can see activating an x-power using a device, implant, or other
artificial means.
Target: The
nearby creature using an x-power.
Attack: Intelligence
+ Level vs. MD
Hit: The target’s
x-power is canceled, and they loses the action they were using for the x-power.
If the x-power had a limited use, that use is expended if your natural attack
roll is even.
- Champion Feat: You
can now use neutralize twice per
fight.
- Epic Feat: You can
now activate neutralize in reaction
to a creature using any obvious power, not just using a device-based x-power.
Eccentric Mechanic
Rename each of your daily and recharge x-powers. Think up
the most over-the-top and extravagant names you can muster. Since these
alternate x-powers are so involved, they take an additional quick action to
activate. While the regular effects of the x-powers are the same as the more
common versions, they have a small bonus effect appropriate to the situation.
The bonus effect is determined by the GM, or by a
collaboration between the GM and the player. It should add to the storytelling
power of the situation.
The bonus effect should suit the name of the x-power or the
way it’s delivered, and shouldn’t precisely match up with what the x-power
normally accomplishes.
Your servant is a small animatronic, computerized or robot
assistant who aids your inventing and provides companionship. It also provides
opportunities for improvisation between you and the GM.
Your servant is as intelligent as a normal person. It can
communicate with you and will stay close you unless you’ve chosen abilities
that let it roam. Your servant is on your side but it’s not perfectly in your
control.
If your mechanical servant is destroyed, it can come back to
you the next time you get a full heal-up. (The method or story used is between
you and the GM.) Alternatively, you can get a new servant.
Mechanical servants are useless in combat, except as
indicated by their abilities. Ordinarily they aren’t damaged by enemy attacks
and x-powers unless the story calls for it.
Servant Abilities: Choose two of the following abilities for your servant.
- Agile: You gain a +2 bonus to Dexterity skill checks.
- Scanner: You gain a +2 bonus to Wisdom skill checks.
- Zapper: Each fight, if your servant is close to you, it zaps
the first enemy that hits you with a melee attack after that attack, dealing
1d4 damage per level (no attack roll) to that enemy.
- Flight: Your servant flies as well as a hawk. It doesn’t fly
that often and usually sticks with you, but it can do so when its other
abilities allow.
- Mimic: One fight per day, you gain the use of the variant
power of one nearby ally.
- Caustic Launcher: Once per fight, when you hit an enemy
engaged with you, you can add 5 ongoing poison damage per tier to the damage
roll.
- Scout: Once per day, your servant can separate itself from
you and make a reconnaissance run of an area or location. Roll an easy skill
check for the environment to get your servant to scout unseen.
- Tough: You gain a +1 save bonus. Tough counts as two servant
abilities.
- Talkative: Your servant can talk like a person (but the GM
speaks for the servant more than you do).
Hero Feat: Your
servant gains another ability.
Champion Feat: Once
per level, if your servant is close to you, it can use one of your x-powers as
a free action on your initiative count, even if you have already expended the
x-power. The x-power functions as if you had activated it.
Epic Feat: Your
servant gains another ability.
- Alarm (standard duration): The micro-machine creates a security field that can be
instructed to go off if someone comes through an area or touches an object. At
higher levels, the x-power creates buzzing field serving as both a visual and
actual deterrent.
- UV Spray (standard duration): The micro-machine creates a mark on an object or person.
These mark are usually plain to see, though a deliberately invisible mark can
be made. It takes a difficult perception or tech check to notice.
- Sound Projection: This x-power creates false noises emanating from somewhere
nearby. The effect is like an exceptionally good version of throwing your
voice, if your voice could create a wide variety of sounds. Attempted
distractions with the micro-machine are DC 15 challenges in hero environments,
higher as you move into champion and epic environments. If someone is using sound
projection against the PCs, a Wisdom-based skill check can identify the sound
as a fake.
- Locksmasher: This micro-machine summons a servitor cloud three to four
times as big as your closed fist that swarms around the door and attempts to
punch or push it open (depending on whether you want to be quiet or announce
your presence). Success is determined with an Intelligence check against the
environment’s DC using an appropriate magical background. This micro-machine
does nothing to avoid any traps that might exist.
- Light (standard duration): This micro-machine creates a fairly wide and consistent
field of light, up to 30 feet in diameter, though it isn’t bright enough to
dazzle.
- MagLev: This micro-machine creates a small telekinetic effect that
lasts a round at most. At best it’s about half as strong as the gadgeteer’s own
strongest hand. At worst it’s half as strong as the gadgeteer when they’re weak
from a bad fever.
- Mending: This micro-machine summons a nano-cloud which swarms over a
chosen broken object attempting to mend it (over the course of 1–6 rounds).
Small-scale repairs like torn packs, muddy clothing, a broken gungrip, and
similar repairs that anyone could fix with two to four hours of devoted work
gets handled in seconds. More elaborate repairs to complicated objects might
require an Intelligence check, or at the GM’s discretion could only be possible
if the gadgeteer has taken the Micro-Machine
Mastery talent.
- Prestidigitation: This micro-machine produces magic tricks and small
illusions. One use usually gives you a minute of fun.
- Spark: This is a minor fire creation x-power, enough to light a
pipe, or a campfire, or even a page or two of documents. It doesn’t work
against living beings or against things that couldn’t easily be set on fire
with a few seconds of steady application of a candle. The target of the spark
has to be nearby and in sight.
Utility X-Power
When you choose x-powers during a full heal-up, instead of
taking a standard x-power, you can choose to give up an x-power slot to prepare
the utility x-power at the same
level. When you take the utility x-power,
you gain access to a range of useful non-combat x-powers of the level you set
it at or below. You use each utility
x-power at the level of the x-power slot you gave up for it. You can give
up multiple x-power slots to take utility
x-power multiple times.
Choose from among the following utility x-powers:
X-Power Level
|
X-Power
|
1st level
|
disguise
|
1st
level
|
anti-grav
|
1st level
|
power lock
|
3rd
level
|
levitate
|
3rd level
|
linkshell
|
3rd
level
|
recharge
|
5th level
|
life support
|
7th
level
|
scanner
|
- Hero Feat: Each utility x-power you take lets you
activate two x-powers from the available options instead of one.
- Champion Feat: As
above, but you can use three utility
x-powers instead of one.
1ST Level Utility: Disguise
Close-quarters x-power, Daily
Effect: This
x-power provides you with an effective disguise that lasts about ten minutes,
making the skill check to avoid unmasking one step easier: easy if it would
have been a normal task, normal if it would have been a hard task, and hard if
it would have been a ridiculously hard task. The x-power only affects your
general appearance, not your size. It can be used to hide your features behind
the generic features of another person or race. Using it to impersonate a
specific person makes it less effective as a disguise (-2 to -5 penalty).
3th level x-power: The x-power lasts for 1 hour.
5th level x-power: The x-power also provides
smell; +2 bonus to any checks.
7th level x-power: The x-power also handles
correct-sounding vocal patterns and rough mannerisms; +4 bonus to any checks.
9th level x-power: You can now target an ally
with the x-power; you can also now use it on up to two targets at once.
1ST Level Utility: Anti-Grav
Close-quarters x-power, Daily
Free action to use
Effect: When you
activate this x-power, it arrests your fall, letting you glide down the ground
over a round or two.
3rd level x-power: You can now target a nearby
ally with the x-power.
5th level x-power: You can now target up to two
nearby targets with the x-power.
7th level x-power: You can now target up to five
nearby targets with the x-power.
9th level x-power: You gain some control over
where a target falls, like a quickly gliding feather.
1ST Level Utility: Power Lock
Ranged x-power, Daily
Effect: You use
this x-power on a door. For ten minutes, hero-tier persons can’t get through
the door. Champion-tier persons can batter it down; each attempt requires a DC
20 Intelligence skill check (including an applicable background) by the user to
resist the battering and keep the x-power going. Epic-tier targets can walk
right through.
3th level x-power: The x-power now lasts for an
hour. Hero-tier persons are stymied. Champion-tier persons can batter the door
down or destroy it after three failed DC 20 skill checks by the gadgeteer. Epic
persons notice that the now-busted door had a gadget on it.
5th level x-power: Champion-tier persons take a
few minutes to force the door open. Epic persons can force it open after one
failed DC 25 skill check by the gadgeteer.
7th level x-power: Champion-tier persons are
stymied for up to an hour by the door. Epic tier persons get through after
three failed DC 25 skill checks by the gadgeteer.
9th level x-power: Champion-tier persons can’t
enter. Epic-tier persons can’t get through for an hour.
1ST LEVEL
X-POWERS
Acid Cutter
Ranged x-power, Daily
Target: One
nearby or far away creature
Attack: Intelligence
+ Level vs. PD
Hit: 4d10 acid
damage, and 5 ongoing acid damage.
Miss: 5 ongoing
acid damage, and you regain the x-power during your next quick rest.
3rd level x-power: 5d10 damage, and 10 ongoing
damage; 10 ongoing on a miss.
5th level x-power: 8d10 damage, and 15 ongoing
damage; 15 ongoing on a miss.
7th level x-power: 3d4 x 10 damage, and 25
ongoing damage; 25 ongoing on a miss.
9th level x-power: 5d4 x 10 damage, and 40
ongoing damage; 40 ongoing on a miss.
Blur
Ranged x-power, Daily
Target: You or
one nearby ally
Effect: For the
rest of the fight (or for five minutes), attacks against the target miss 20% of
the time.
3rd level x-power: The x-power is now a quick
action to activate.
5th level x-power: Miss 25% of the time.
7th level x-power: Miss 30% of the time, and you
can now target 1d2 targets with the x-power.
9th level x-power: Miss 30% of the time, and you
can now target two targets with the x-power.
Hypnosis
Ranged x-power, Daily
Target: One
nearby creature with 40 hp or fewer
Special: This
x-power cannot be activated during combat or on a target that has rolled
initiative to fight.
Attack: Intelligence
+ Level vs. MD
Hit: The target
believes you are their friend until you or your allies take hostile action
against them. (Attacking their normal allies is okay.) If you or your allies
attack the target or order the target to attack its normal allies, the target
can roll a normal save to break the charm effect during its turn each round.
Special: On a
miss, the x-power is not detectible by most others unless you miss by 4+ or
roll a natural 1, in which case the target and its allies knows what you tried
to do and will usually be angry about it.
3rd level x-power: Target with 64 hp or fewer.
5th level x-power: Target with 96 hp or fewer.
7th level x-power: Target with 160 hp or fewer.
9th level x-power: Target with 266 hp or fewer.
Dazzle
Close-quarters x-power, Cyclic (activates once per fight OR
at-will when the escalation die is even)
Target: 1d4
nearby enemies in a group
Attack: Intelligence
+ Level vs. MD
Hit: 2d8 psychic
damage, and if the target has 10 hp or fewer after the damage, it is weakened
until the end of your next turn.
3rd level x-power: 4d6 damage, 20 hp or fewer.
5th level x-power: 6d8 damage, 30 hp or fewer.
7th level x-power: 10d6 damage, 40 hp or fewer.
9th level x-power: 10d12 damage, 60 hp or fewer.
- Hero Feat: Increase
the hit point threshold of the weakened effect by 5 hp.
- Champion Feat: On
a miss, the x-power deals damage equal to your level.
- Epic Feat: The
x-power now targets 1d4 + 1 nearby enemies in a group.
Homing Rocket
Ranged x-power, At-Will
Target: One
nearby or far away enemy.
Attack: Automatic
hit
Effect: 2d4 force
damage.
3rd level x-power: 2d8 damage.
5th level x-power: 4d6 damage.
7th level x-power: 6d6 damage.
9th level x-power: 10d6 damage.
- Hero Feat: You can
choose two targets; roll half the damage dice for one missile and half the
damage dice for the other, then assign one set of damage dice to each of the
two targets.
- Champion Feat: Roll
a d20 when you use the x-power; if you roll a natural 20, the homing rocket
crits and deals double damage. (Rolling a 1 is not a fumble; this roll checks
only to see if you can crit.)
- Epic Feat: The 7th
and 9th level versions of the x-power now use d8s as damage dice.
Freeze Ray
Ranged x-power, At-Will
Target: One
nearby enemy
Attack: Intelligence
+ Level vs. PD
Hit: 3d6 cold
damage
Miss: Damage
equal to your level.
3rd level x-power: 4d8 damage.
5th level x-power: 6d8 damage.
7th level x-power: 7d10 damage.
9th level x-power: 10d12 damage.
- Hero Feat: When your freeze
ray attack roll is a natural even hit, if the target is staggered after
taking the damage, it is also dazed until the end of your next turn.
- Champion Feat: The
target of the x-power can also be far away.
- Epic Feat: When
you use the x-power you can change the damage type to lightning or sonic.
Shield
Close-quarters x-power, Recharge 11+ after fight
Free action to activate, when an attack hits your AC.
Effect: The
attacker must reroll the attack. You must accept the new result.
3rd level x-power: You gain a +2 AC bonus against
the rerolled attack.
5th level x-power: You can also use the x-power
against attacks that target your Physical Defense; replace references to AC
with PD.
7th level x-power: The bonus to AC/PD on the
rerolled attack increases to +4.
9th level x-power: The bonus to AC/PD on the
rerolled attack increases to +6.
- Hero Feat: You can
now choose either of the attack rolls, in case the second one crits or is
otherwise bad for you.
- Champion Feat: Recharge
roll after fight is now 6+.
- Epic Feat: Hit or
miss, you take only half damage from any attack you use shield against.
Electro-Claw
Close-quarters x-power, At-Will
Target: One
creature engaged with you
Attack: Intelligence
+ Level vs. PD
Hit: 1d4
lightning damage, and the target pops free from you.
Miss: You take
damage equal to the target’s level from botched feedback.
3rd level x-power: 1d6 damage.
5th level x-power: 2d6 damage.
7th level x-power: 3d6 damage.
9th level x-power: 4d6 damage.
- Hero Feat: The
x-power now requires only a quick action to use (once per round).
- Champion Feat: Once
per fight, when you hit the target of the x-power, you can also daze it until
the end of your next turn.
- Epic Feat: The
damage dice of the x-power increase to d8s.