Usable Against Others - Diced Effect

Copyright © 2000 by Christopher A. Goodwin.

All Rights Reserved

This is a modification of the Usable Against Others Advantage. Applied to any non-diced power, it gives that power a dice roll used to determine if the power affects its target. This reduces the cost of the Usable Against Others advantage by +1/2.

The amount of dice in the power is equal to 1 for every 5 base points in the power; additional dice may be bought at a cost of 5 points for every +2d6. A characteristic must be chosen at the time the power is built; this is the characteristic to which the dice roll is compared in order to check for the power's effect, usually INT, EGO, CON, or BODY. Also, a defense must be chosen at the same time; this may be either an all-or-nothing defense using a reasonably common power or set of powers, or a partial defense using a Defense power (usually this is either Mental or Power Defense). You may also choose to have a non-defensive power provide partial defense against this; in this case, every 2 base points worth of the power provides 1 "Defense" against this. Players may choose to have a power stopped by more than one defense; if an additional defense is chosen, this worth an additional +1/4 less.

The power is targeted against the opponent's DCV.  If you want to target the opponent's ECV, you must buy the Based On ECV Advantage separately.

To use the power, make a successful to-hit roll in combat.  Roll the dice and compare the total to the chosen characteristic; subtract the appropriate defense. If the total is equal to or greater than twice the characteristic, the power affects the target.

Example: The Wizard buys Desolidification Usable Against Others. With a base cost of 40 points, the base dice roll is 8d6. Usable Against Others is normally a +1 Advantage; this is reduced by +1/2, to a cost of +1/2. The Wizard defines this as working against the target's EGO, and chooses Mental Defense as the defense against the power. He also defines an additional, all-or-nothing defense: the target is a disembodied spirit or has some kind of Spirit Shift or astral projection power. This further reduces the cost of the Usable Against Others advantage to +1/4. The Wizard takes the Leaves Body Behind (-1) limitation on the power, for a final cost of 25 points.

The Wizard is attempting to rip Joe Normal's soul from his body. He uses his Desolidification power on Joe. Since The Wizard didn't specify, he has to target Joe's DEX rather than his EGO (since they're both 10, this isn't a major issue). The Wizard hits Joe, and rolls his 8d6 against Joe's EGO. The Wizard rolls poorly, scoring 24 points, which is more than twice Joe's EGO; Joe is now a disembodied spirit staring down at his body. This condition lasts until The Wizard is knocked unconscious, at which time Joe snaps back to his body.

Example: Wind Warrior has bought 15" of Flight, Usable Against Others. With a base cost of 30 points, Wind Warrior has 6d6 in this ability. He defines the power to work against the target's BODY, and that Flight provides a partial defense against this.

Wind Warrior is attempting to use his power against Insect Man. Insect Man has 20" of Flight, for 40 base points. Wind Warrior rolls a total of 32 on 6d6. Insect Man subtracts (40 base points / 2 = 20 "Defense") 20 from this roll, for a final result of 12. This is not more than twice Insect Man's BODY of 9; thus, Wind Warrior is unable to move Insect Man.

Wind Warrior, humiliated by this, spends 10 Experience Points over the next several months, increasing his dice total to 10d6. In their next confrontation, Wind Warrior hits Insect Man with his UAO Flight. Wind Warrior rolls 38 on his 10d6; Insect Man subtracts 20 for his Flight, and ends up with a result of 18. This is twice Insect Man's BODY; Wind Warrior can now move Insect Man anywhere he wants. Next phase, Insect Man can attempt to push his Flight in order to break out.
 

  • Usable Against Others - Diced Effect: Worth 1/2 less than an ordinary Usable Against Others. Requires a defense to be defined. If an additional defense is chosen, worth an additional 1/4 less per extra defense.