Saturday, 18 November 2017

Sorcery: Nuclear Spells

Sorcery: Nuclear Spells

Here we have three spells, one of which was built just to look at big numbers. Nuclear Damper prevents nuclear fission in an area. Nuclear Fireball is a 0.1 kiloton nuke. Protection from Nuclear Explosions can potentially save the subject from a nuclear bomb.
  
Nuclear Damper
Keywords: Area (Special).
Full Cost: 110 points for level 1 + 6 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: 30 seconds.

This spell prevents any nuclear fission or fission-triggered fusion explosion from occurring within an area with a radius equal to (9 + spell level) yards. It will not prevent the detonation of ultra-tech fusion warheads that are triggered by means other than a fission explosion. It also affects nuclear fission reactors and radiothermal generators. A fission reactor will cease to function if within this spell’s area of effect. It will resume functioning afterward, but the interruption may disturb its normal operation – roll vs. the reactor or generator’s HT, with failure indicating a malfunction (in a fission reactor, this could lead to a nuclear accident). A successful Mechanic (Power Plant) roll will diagnose any problems and reveal whether it is safe to restart, or whether further repairs are needed.
Statistics: Control Nuclear Fission 10 (Accessibility, Only to stop fission, -65%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [110]. Additional levels add Control Nuclear Fission (Accessibility, Only to stop fission, -65%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [6/level].

Nuclear Fireball
Keywords: Missile, Obvious.
Full Cost: 147,975 points.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 10,000 yards.
Duration: Instantaneous.

You throw a nuclear fireball at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does 6dx900 crushing damage plus 6dx650 burning surge radiation damage. This spell has no 1/2D range – it does full damage at any range. The attack produces an explosion at the point of impact (on a miss, check for scatter; see p. B414). The target takes damage normally; anything nearby receives “collateral damage” equal to basic damage divided by (2 x distance in yards from the blast).
If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own nuclear ball!
Statistics: Crushing Attack 6dx900 (Explosion 2, +100%; Increased 1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Magical, -10%; Nuisance Effect, Dangerous to be parried, -5%) [72900] + Burning Attack 6dx650 (Explosion 2, +100%; Increased 1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Nuisance Effect, Dangerous to be parried, -5%; Radiation, +100%; Sorcery, -15%; Surge, +20%) [75075].


Protection from Nuclear Explosions
Keywords: Buff.
Full Cost: 151 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

This spell protects the subject and everything he is carrying from nuclear explosions. The subject divides the injury he suffers from nuclear explosions by 1,000 after subtracting DR from damage and applying wounding modifiers. This does not prevent damage from knockback or irradiation.
Statistics: Affliction 1 (HT; Advantage, Protection from Nuclear Explosions, +1,350%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [151]. Note: “Protection from Nuclear Explosions” is Injury Tolerance (Damage Reduction, Divisor 1,000; Force Field, +20%; Limited, Nuclear Explosions, -80%; Magical, -10%) [135].

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