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 flaming splinters that seek out enemies within 5 yards follow along the ground, ignoring cover and attacking independently with 13 skill. The splinters are a ranged attack 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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