Difference between revisions of "Enhancements"
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=Enhancements= | =Enhancements= | ||
− | Enhancements are a number of variable bonuses that can be applied to a character who has been Enhanced. A character's Enhancement Rating, a value of 0 to 10, is the maximum pool of total Enhancements they can equip at once, which can be exchanged outside of combat in the same way as Quirks and Signatures. All Enhancements have a noted cost, which denotes how much of the Enhancement pool is taken up by equipping it. No Enhancement may be equipped twice. | + | Enhancements are a number of variable bonuses that can be applied to a character who has been Enhanced. A character's Enhancement Rating, a value of 0 to 10, is the maximum pool of total Enhancements they can equip at once, which can be exchanged outside of combat in the same way as Quirks and Signatures. All Enhancements have a noted cost, which denotes how much of the Enhancement pool is taken up by equipping it. No Enhancement may be equipped twice. The commands for setting enhancements are: |
+ | |||
+ | :>enhancements/clear to remove equipped ones | ||
+ | :>enhancements/buy * to buy one | ||
===Leading (+1):=== | ===Leading (+1):=== | ||
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===Compensation (+2):=== | ===Compensation (+2):=== | ||
− | + | When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power. | |
===Evasion (+1):=== | ===Evasion (+1):=== | ||
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===Fell (+2):=== | ===Fell (+2):=== | ||
You deal ''13'' more damage with all attacks. | You deal ''13'' more damage with all attacks. | ||
+ | |||
+ | ===Potent (+2)=== | ||
+ | ''Moderate'' bonus to Power. | ||
+ | |||
+ | ===Tough (+2)=== | ||
+ | ''Moderate'' bonus to Endurance. | ||
+ | |||
+ | ===Acute (+2)=== | ||
+ | ''Moderate'' bonus to Precision. | ||
+ | |||
+ | ===Quick (+2)=== | ||
+ | ''Moderate'' bonus to Mitigation. | ||
===Hardy (+1):=== | ===Hardy (+1):=== | ||
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===Hyped (+1):=== | ===Hyped (+1):=== | ||
− | Your attacks | + | Your attacks have an additional ''50%'' chance to generate Hype. |
===Crazy (+2):=== | ===Crazy (+2):=== | ||
− | Your | + | Your passive Hype gain is increased by ''1''. |
===Proficient (+2):=== | ===Proficient (+2):=== | ||
+ | You gain an additional Quirk. | ||
+ | |||
+ | ===Veteran (+2):=== | ||
You gain an additional Quirk. | You gain an additional Quirk. | ||
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===Gifted (+5):=== | ===Gifted (+5):=== | ||
− | You gain an additional Signature, used with | + | You gain an additional Signature, used with >sig2 and set with >setsig2. This Signature cannot be Reinforced. |
===Morphic (+3):=== | ===Morphic (+3):=== |
Latest revision as of 22:09, 31 May 2022
Contents
- 1 Enhancements
- 1.1 Leading (+1):
- 1.2 Prescience (+2):
- 1.3 Compensation (+2):
- 1.4 Evasion (+1):
- 1.5 Precognition (+2):
- 1.6 Destruction (+2):
- 1.7 Resistance (+2):
- 1.8 Firepower (+1):
- 1.9 Brutality (+2):
- 1.10 Soak (+1):
- 1.11 Hardness (+2):
- 1.12 Lethality (+1):
- 1.13 Elusive (+1):
- 1.14 Obdurate (+1):
- 1.15 Adamant (+2):
- 1.16 Dire (+1):
- 1.17 Fell (+2):
- 1.18 Potent (+2)
- 1.19 Tough (+2)
- 1.20 Acute (+2)
- 1.21 Quick (+2)
- 1.22 Hardy (+1):
- 1.23 Robust (+2):
- 1.24 Driven (+1):
- 1.25 Motivated (+2):
- 1.26 Hyped (+1):
- 1.27 Crazy (+2):
- 1.28 Proficient (+2):
- 1.29 Veteran (+2):
- 1.30 Accomplished (+3):
- 1.31 Gifted (+5):
- 1.32 Morphic (+3):
- 1.33 Forcefield (+2):
- 1.34 Overshield (+3):
- 1.35 Plating (+3):
- 1.36 Reinforcement (+4):
Enhancements
Enhancements are a number of variable bonuses that can be applied to a character who has been Enhanced. A character's Enhancement Rating, a value of 0 to 10, is the maximum pool of total Enhancements they can equip at once, which can be exchanged outside of combat in the same way as Quirks and Signatures. All Enhancements have a noted cost, which denotes how much of the Enhancement pool is taken up by equipping it. No Enhancement may be equipped twice. The commands for setting enhancements are:
- >enhancements/clear to remove equipped ones
- >enhancements/buy * to buy one
Leading (+1):
Landing a Solid Hit has a 10% chance of upgrading to a Critical Hit.
Prescience (+2):
Landing a Solid Hit has a 20% chance of upgrading to a Critical Hit.
Compensation (+2):
When your attack results in a Miss, you still deal damage, using a Major portion of the attack's original base power.
Evasion (+1):
Being hit with a Close Call has a 7% chance of downgrading to a Miss.
Precognition (+2):
Being hit with a Close Call has a 14% chance of downgrading to a Miss.
Destruction (+2):
Your attacks have a 25% chance to deal a Massive amount of extra damage.
Resistance (+2):
You have a 25% chance of taking a Superior amount less damage from all attacks.
Firepower (+1):
Your attacks deal a Minor amount more damage.
Brutality (+2):
Your attacks deal a Moderate amount more damage.
Soak (+1):
You take a Minor amount less damage from all attacks.
Hardness (+2):
You take a Moderate amount less damage from all attacks.
Lethality (+1):
Your attacks that initially score a Critical Hit deal a Major amount more damage.
Elusive (+1):
All Close Calls you take deal a Moderate amount less damage.
Obdurate (+1):
You take 6 less damage from all attacks.
Adamant (+2):
You take 12 less damage from all attacks.
Dire (+1):
You deal 7 more damage with all attacks.
Fell (+2):
You deal 13 more damage with all attacks.
Potent (+2)
Moderate bonus to Power.
Tough (+2)
Moderate bonus to Endurance.
Acute (+2)
Moderate bonus to Precision.
Quick (+2)
Moderate bonus to Mitigation.
Hardy (+1):
Your maximum HP is increased by 35.
Robust (+2):
Your maximum HP is increased by 65.
Driven (+1):
Your passive Drive gain is increased by 2.
Motivated (+2):
Your passive Drive gain is increased by 3.
Hyped (+1):
Your attacks have an additional 50% chance to generate Hype.
Crazy (+2):
Your passive Hype gain is increased by 1.
Proficient (+2):
You gain an additional Quirk.
Veteran (+2):
You gain an additional Quirk.
Accomplished (+3):
You gain an additional Prime Quirk.
Gifted (+5):
You gain an additional Signature, used with >sig2 and set with >setsig2. This Signature cannot be Reinforced.
Morphic (+3):
You heal 20 HP after each defense.
Forcefield (+2):
Trade 200 of your normal HP for a 200 Shield HP bar.
Overshield (+3):
Trade 300 of your normal HP for a 300 Shield HP bar.
Plating (+3):
Trade 100 of your normal HP for 100 Armor HP.
Reinforcement (+4):
Trade 100 of your normal HP for 100 Armor HP.
Minor bonus to Endurance.