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 Body Slot Parts

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Central Command
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Posts : 47
Join date : 2013-04-02

Character sheet
Hit Points:
20/20  (20/20)
Defense Total: 2
Armor Total: 0

PostSubject: Body Slot Parts   Sun Apr 07, 2013 5:32 pm

These are the different parts you can equip in your body slot.

Choose one of the Rank E parts when creating your character.


Last edited by Central Command on Wed Jun 21, 2017 9:04 pm; edited 1 time in total
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Central Command
Admin
avatar

Posts : 47
Join date : 2013-04-02

Character sheet
Hit Points:
20/20  (20/20)
Defense Total: 2
Armor Total: 0

PostSubject: Re: Body Slot Parts   Sat May 04, 2013 1:20 am

Rank E Parts


Drone

Once per encounter you can release a small drone. The drone hovers in the air at a max of 2 hexes, shares your AP and RP pool, can move up to 4 hexes on it's own, and can make an off-hand attack. It has 1 HP and shares your defense, but not your armor or resistances. The drone lasts for 1d4 rounds.

Energy Converter

Choose one of these Energy types: Fire, Ice, Electricity, Acid, Sonic or Cyber when taking this part. You can spend 4 RP to absorb an Energy attack of the type you chose, and gain 2 extra AP on your next turn.

Reactive Plating

Reduce the damage from an attack at a cost of 2RP per point of damage reduced. You can reduce any damage in this manner.

Reinforced Plating

Gain +5 HP.

Resistant Plating

Choose one of the energy types from the list below. Gain +2 Resistance to that type of damage.

  • Heat
  • Cold
  • Electricity
  • Acid
  • Sonic
  • Cyber

Slim Body

Gain +1 Defense. Your speed increases by 1.

Spider Limbs

You can make an off-hand melee attack without using your hands. You can climb vertical surfaces at a cost of 1AP per hex. Unlike jumping, you can stop while still on the vertical surface.

Weapon Storage

You can store an additional external weapon. Drawing the weapon costs 1AP. If you already have an external weapon in your hand, you can swap it as part of the same action.

Weaponized Body

Choose either melee or ranged. You can make a main-hand attack, following standard attack rules.

Flight Module

You can start hovering in the air, at 2 hexes high, for 1AP. Each hex moved while in the air costs 1AP. Moving 1 hex up or down costs 1AP. Ending the hover is free.
See *Flight* in the rules section for information on flight and hovering.
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