TEXT:  SLAIndustries.net Monthly Collection – December 2001                                          Page 1 
   
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  SLAINDUSTRIES.NET MONTHLY 
  COLLECTION 
   
  Issue 2 – December 2001. 
   
  Contents : 
  Using TK in Combat – by François Lalande 
  Page 1 
  Stress & Ebb Use - by François Lalande 
  Page 1 
  Cratertown – by Ryan Northcott 
  Page 2 
   
   
   
  Using Telekinesis in Combat, by François 
  Lalande  
  TK being used to move objects around, some ebons 
  may want to use it in combat. Here's some home 
  rules on this subject. 
  When the ebon uses his TK to accelerate a projectile 
  and send it toward is target, either he’s aiming at a 
  target within the control zone of his power (10 meters 
  radius) either he wants to throw it to a foe standing 
  outside this zone. 
  Attacking inside the zone 
  If the attack is made within the control zone of the 
  power (10m radius) the roll is made with the TK 
  score. The ebon ‘drive it’s weapons toward its target 
  and keep the control all along. After the strike he can 
  go on using the weapon with TK. 
  While moving his weapon around his control zone to 
  attack foes the ebon can accelerate it. But during a 
  round in which he’s trying to hit a target the ebon 
  can’t put all his concentration in the acceleration of 
  his projectile, so while attacking the accelerating 
  factor is halved. If the ebon spend an entire round 
  whirling the weapon around him without attacking the 
  acceleration factor is maximum. 
  If the speed of the projectile is high enough the ebon 
  can try to hit several foes in a single move. This 
  option is up to the GM. I recommend a cumulative 
  minus of –2 for every target after the first. The 
  attacker makes only one roll. If he succeed he hits the 
  first target, plus one target for every 2 points over the 
  difficulty, in the order of flight. 
  Example: Ascension (Ebon KMS) throws an attack at 4 
  foes standing near each other inside her zone. She 
  has a penalty of –6. Her player roll the dices add her 
  TK level and all bonus/minus and come up with a 15. 
  So she hit the 3 first targets and miss the fourth. 
  Attacking outside the zone : 
  If the ebon wants to throw the projectile toward a foe 
  standing out of the control zone he’ll have to release 
  the weapon. So he use the lower score between 
  Telekinesis and Throw. Here the main interest is to 
  accelerate the weapon to inflict more damage to the 
  target. 
  If the ebb user send his projectile straight toward his 
  target he has an ‘acceleration zone’ of 10m (the 
  radius of the control zone). Beyond this zone he 
  doesn’t control the projectile anymore. The small size 
  of the acceleration zone limits the maximum velocity 
  of the projectile if the ebon only throw his weapons 
  right toward his target; and that’s one will do when 
  he’s in a hurry. 
  The projectile is sent with the speed written in the 
  description of the power (taking the weight of the 
  weapon into account, DON’T forget that any object 
  with a weight lower than 1 kg is considered to weight 
  1 kg as far as velocity is concerned); the acceleration 
  zone is not wide enough to spend several round 
  accelerating the weapons. 
  Of course if the ebon has more time to spend in 
  preparing his attack he can try to accelerate the 
  weapon before releasing it. This can be done by 
  whirling the projectile around himself and releasing it 
  before the power expire (2 to 4 rd approximately). 
  This method is a bit more difficult than the previous 
  one and requires more ability. 
  The higher the acceleration of the weapon, the higher 
  the damages, but the more difficult it will be to 
  manipulate the weapon with accuracy. So the attack 
  roll is made with a minus but the damage are higher. 
  This bonus/minus is equal to the tenth of the velocity 
  of the weapon (round down). For example a velocity 
  of 12m/rd will give +1 bonus to damage and a –1 
  minus to the attack roll. There’s also an AD bonus 
  equal to the third of the damage bonus (rounded 
  down). 
  If the weapon is used inside the control zone the ebb 
  user has a better control on its flight so you can 
  subtract 2 points from the minus to hit.  
  Aerodynamism can be a problem: throwing a power 
  disk or a grenade using TK is no problem, but to 
  throw something less aerodynamic the ebon will have 
  to suffer a minus of -1 to -3, depending on the object 
  (GM choice) 
  Usage/Modifiers  
  Inside control zone attack roll with: Telekinesis 
  Outside control zone attack roll with: Throw or 
  Telekinesis (the lowest) 
  Aerodynamism: -0 to –3 (depend on the projectile) 
  Penalty to the attack roll: -1 per 10m/rd (rounded 
  down) (subtract 2 points from the minus if the attack 
  is within the control zone) 
  Bonus to damage: +1 per 10m/rd; +1 per 30m/rd 
  (both rounded down)  
  -------------------------------------------------------- 
  Stress & Use of Ebb Powers, by François 
  Lalande  
  A list of stress points for the victims and witnesses of 
  ebb powers. 
  Blue thermal 
  Witnessing a successful use of Chill - 1AS 
   
  Communication 
  Mind read 2 - 1PS 
  Thought plant 5 - 1PS 
  Mind read 3 - 1AS 
  
   SLAIndustries.net Monthly Collection – December 2001                                          Page 2 
   
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  Thought plant 7 - 2PS 
  Mind read 4 - 2AS, 2PS 
  Charm (intimidation mode) - 1AS, 1PS 
  Thought plant 8 - 3AS, 3PS 
  Thought plant 9 - 4AS, 6PS 
  Thought plant 10 (when the ebon leave the body) - 
  4AS, 8PS 
   
  Enhancement 
  Seeing an ebb beast transformation - 1PS 
  Seeing an ebb razor claws transformation - 1 PS 
  Seeing an ebb demon transformation - 1AS, 1PS 
   
  Healing 
  Heal (1-10) more than 10 hit points or 5 wounds 
  points - 1AS 
  Regeneration 1 - 1PS 
  Regeneration 2 - 1AS 
  Regeneration 3 - 1AS, 2PS 
  Physical manipulation - 2PS 
  Heal 12 - 8AS 
  Soul caging - varies (GM decision) 
   
  Red Thermal 
  Witnessing Body Blaze 2 - 1PS 
  Witnessing Body Blaze 3 - 2PS 
  Witnessing a successful use of Cinder - 1 AS 
   
  Senses 
  Shock sense (1-3) - 1PS 
  Shock sense 4 - 2PS 
  Shock sense 5 - 2PS 
  Shock sense 6 - 2PS 
  Shock sense 7 - 5AS, 5PS 
   
  Gore Cannon 
  Flesh friction (any rank) penetrating through armour 
  better than PV10 - 1PS 
  Sting (1-2) - 1AS 
  Intrusion 1 - 1PS 
  Psychovirus (1-3) - The COOL lost affects the 
  Breaking Point 
  Intrusion 2 - 2PS every night for the next 4 days 
  Sting 3 - 2AS 
  Drain (1-2) - 3AS, 2 PS 
  Psychovirus 4 - 1AS, 1PS / 5 Flux 
  Sting 4 - 1AS, 1PS + 1AS, 1PS / damage rank 
  Psychovirus 5 - Full effects up to the GM 
  ------------------------------------------------------- 
  Cratertown, by Ryan Northcott 
  Crater Town is possibly one of the seediest areas on 
  Mort... above ground that is. Created only some four 
  (898 SD) years ago, it already has a reputation 
  groundside and below as a haven for decadence and 
  corruption.  
  Crater Town is nestled uncomfortably close to the 
  southern edge of the wall between Mort Proper and 
  Cannibal Sector 2 extending from groundside Mort, 8 
  levels down to Mort sub-level nine. The Craters walls 
  are adorned with chaotic tents, boxes, makeshift 
  overhangs, and small one room "buildings" that run 
  from the top edge to very near the bottom... No one 
  goes all the way down and comes back to tell the tale, 
  (This in itself has birthed some wild and varied myths 
  about what happens to the unfortunate that do try) 
  but then, hardly any outsiders venture past the first 
  level of the crater either. There are no Shivers in the 
  crater, though a few do patrol the outer rim.  
  The Crater was created in Mid 898 SD when four 
  undercover Dark Night operatives decided to finally 
  hatch a plot that had been brewing for several years 
  now... The destruction of the Cannibal Sectors walls. 
  The scheme failed miserably, ending the lives of all 
  four Dark Night members as well as 126 loyal Mort 
  citizens.  
  The explosion wasn't powerful enough to cause the 
  wall to collapse as planned, but did however cause a 
  chain reaction of levels collapsing on each other, 
  luckily the wall separating the cannibal sector was 
  deep enough to keep it intact.  
  The bomb crater quickly filled with hordes of 
  squatters and criminals who had no better place to go 
  than someplace devoid of people and buildings.  
  Above the crater one notes two distinct constructions, 
  the first being a makeshift "roof" made from whatever 
  materials were available in the area... this is used to 
  keep the unending rain from both filling the hole and 
  soaking the inhabitants.. The other construction is the 
  home of what the craters citizens call the upsiders, 
  people human and otherwise who have adapted and 
  lived their lives upside down  
   
   
   
   
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