Post by Disparagingtheboot on Aug 13, 2016 18:57:44 GMT -5
So, does anyone have any ideas for new Style Merits? I have a few: Bridge Command, Dogfighting, Powered Armor Operation, Mecha Piloting, High-Speed Combat, and Aerial Maneuvers.
I've always wanted to do a ChroD campaign with pirates involved, so Bridge Command would help with that a lot. Here's a rough, rough preliminary idea.
• Red Sky At Night: Can ask the GM for information about upcoming weather conditions that would impact the ship's operation. Maybe a bonus to deal with storms?
• • All Hands On Deck: Can obviate the unskilled penalty for crew members.
••• Captain On Deck: Can provide some sort of bonus to rolls made by crew members.
•••• Broadside: Can instantly bring the ship within attack range of another ship.
••••• Down With The Ship: Something that allows a ship to keep operating even when severely damaged, enough to get to safety/evacuate the crew/keep fighting.
And here are some Powered Armor Operation ideas:
• Wear The Weight Well: Negates or limits movement penalties due to weight.
•• Waldo Strike: Can make two attacks per turn if the armor has a secondary weapon of some sort- can punch and fire off an arm cannon in the same turn.
••• Peak Performance: Can keep the armor functioning even when it would normally have penalties from damage.
•••• Master Armorer: One of two effects. Can either repair the armor in difficult conditions or take it on or off very quickly.
••••• Juggernaut Rampage: Become briefly immune to damage by "overloading" the armor, taking damage when the effect wears off.
Dogfighting:
• Punch It!: Can immediately make a vehicle reach its top speed.
•• Loop: Can attempt to shake a pursuer by looping behind them.
••• Expanded Range: Negates or diminishes range penalties
•••• Keep It Together: When hit with a shot that would disable part of the craft, can spend willpower to avoid incurring a penalty from the damage.
••••• One In A Million Shot: Can choose to either deal Aggravated damage or automatically hit a chosen target regardless of size.
Walker Piloting:
• Metal Jog: Increases the walker's top and safe speeds.
•• Better Balance: Makes it almost impossible for the walker to fall or trip.
••• Keep It Together: Same as the Dogfighting level.
•••• Unmatched Agility: Allows the walker to execute maneuvers that would normally be impossible for its size.
••••• Overclock: Temporarily increase the walker's speed and power by removing safety locks, incurring damage after the effect finishes.
I've always wanted to do a ChroD campaign with pirates involved, so Bridge Command would help with that a lot. Here's a rough, rough preliminary idea.
• Red Sky At Night: Can ask the GM for information about upcoming weather conditions that would impact the ship's operation. Maybe a bonus to deal with storms?
• • All Hands On Deck: Can obviate the unskilled penalty for crew members.
••• Captain On Deck: Can provide some sort of bonus to rolls made by crew members.
•••• Broadside: Can instantly bring the ship within attack range of another ship.
••••• Down With The Ship: Something that allows a ship to keep operating even when severely damaged, enough to get to safety/evacuate the crew/keep fighting.
And here are some Powered Armor Operation ideas:
• Wear The Weight Well: Negates or limits movement penalties due to weight.
•• Waldo Strike: Can make two attacks per turn if the armor has a secondary weapon of some sort- can punch and fire off an arm cannon in the same turn.
••• Peak Performance: Can keep the armor functioning even when it would normally have penalties from damage.
•••• Master Armorer: One of two effects. Can either repair the armor in difficult conditions or take it on or off very quickly.
••••• Juggernaut Rampage: Become briefly immune to damage by "overloading" the armor, taking damage when the effect wears off.
Dogfighting:
• Punch It!: Can immediately make a vehicle reach its top speed.
•• Loop: Can attempt to shake a pursuer by looping behind them.
••• Expanded Range: Negates or diminishes range penalties
•••• Keep It Together: When hit with a shot that would disable part of the craft, can spend willpower to avoid incurring a penalty from the damage.
••••• One In A Million Shot: Can choose to either deal Aggravated damage or automatically hit a chosen target regardless of size.
Walker Piloting:
• Metal Jog: Increases the walker's top and safe speeds.
•• Better Balance: Makes it almost impossible for the walker to fall or trip.
••• Keep It Together: Same as the Dogfighting level.
•••• Unmatched Agility: Allows the walker to execute maneuvers that would normally be impossible for its size.
••••• Overclock: Temporarily increase the walker's speed and power by removing safety locks, incurring damage after the effect finishes.