New Advantages - Engineer (Torchlight) - Part 1
And now for something completely different! Advantages inspired by the skills of the Engineer class from Torchlight 2
New Advantages - Engineer (Torchlight)
Flame Hammer [25]
You have built a gadget that you attach to any weapon you wield that allows you to deliver powerful explosions after an attack.
After an All-Out weapon attack, you can spend 4 fatigue to cause a burning explosion is unleashed, dealing 2d6 burning damage to all enemies within 4 yards, dividing the damage by the number of yards from the center of the explosion, and launches 4 flaming splinters that seek out enemies within 5 yards follow along the ground, ignoring cover and attacking independently with 13 skill. The splinters are ranged attacks with range 5, RoF 4, and Recoil 1. They deal 1d6 burning damage.
Innate Attack burn, 2d6 [10]; Follow-up: All Melee Weapon Attacks (+35%); AoE 4yards (+100%); Selective Area (+20%); Dissipation (-50%); Link (+10%); Costs Fatigue 4 [-20%]; Gadget Limitation: can be stolen (-30%);
35+100+20-50+10-20-30=65
Innate Attack burn, 1d6 [5]; Link (+10%); Overhead (+30%); Homing (+50%); RoF 4 (+70%); Reduced Range, 1/10, -30%, Range is actually 5y (-10%); Gadget Limitation: can be stolen (-30%); Costs Fatigue 4 [-20%];
10+30+50+70-30-10-30-20=70
(10*1.65)+(5*1.7)=25
Seismic Slam [8]
You have built a gadget onto your legs that allows you to unleash a shockwave by slamming your foot on the ground. Make a concentrate and spend 2FP; all enemies within 2 yards take 1d6 damage and must make a HT roll, at -1 per 2 points of penetrating damage or be stunned.
Innate Attack Crushing 1d6 [5]; Area of Effect 2 yards (+50%); Side Effect: Stun (+50%); Emanation (-20%); Selective Area (+20%); Costs Fatigue 2 [-10%]; Gadget Limitation: can be stolen (-30%);
50+50-20+20-10-30=60
5*1.6=8
Onslaught [17]
You have built a gadget on your backpack that allows you to leap forward and deliver a ground slam, that deals area damage and slows enemies. Spend 5FP and make a move and attack maneuver. You can fly freely for the duration of the move; in addition when you hit all creatures within 2 yards take 1d6 damage and must make a HT roll, at -1 per 2 points of penetrating damage have their Basic Move reduced by 3.
Innate Attack Crushing 1d6 [5]; Side Effect (+65%); Follow-Up: Melee Weapon (+35%); Linked +10%; Aspected: Only in combat (-20%); Gadget Limitation: can be stolen (-30%);
65+35+10-20-30=60
Flight [40]; FP cost 4 (-20%); Reduced Duration 1/60 (-35%); Effective Duration is one attack only (-5%); Aspected: Only in combat (-20%); Requires Melee Weapon (-10%); Linked (+10%). Gadget Limitation: can be stolen (-30%);
Cinematic Rule Access (Frenzied Charge) [1];
-20-35-5-20-10+10-30=-110
(5*1.6)+(40*0.2)+1=17
Coup De Grace [6]
You have built a gadget on your weapon that allows you to deal 4 extra burning damage to stunned targets with melee weapons.
Innate Attack Burning 4 [6]; Follow-up: Melee Weapon (+35%); Aspected: Only against Stunned Targets (-20%); Gadget Limitation: Can Be Stolen (-30%);
35-20-30=-15
6*(6*-15%)=-5.4
Ember Quake [25]
You have built a gadget that allows you to unleash a massive strike to the ground that releases 7 ember-charged fissures radiating towards enemies within 10 yards. Spend 6 fatigue, and make an attack with the following stats: 13 skill, range 10, RoF 7, and Recoil 1. They deal 3d6 burning damage.
Innate Attack burn, 3d6 [15]; Overhead (+30%); Homing (+50%); RoF 7 (+70%); Increased 1/2D, 5x, (+10%); Reduced Range, 1/10, (-30%); Gadget Limitation: can be stolen (-30%); Costs Fatigue 6 [-30%];
30+50+70+10-30-30-30=70
15*1.7=25.5
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