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"Braced" and "Fortified Defense" extra's PDF Print E-mail
Written by Michael Lucas   
Thursday, 21 June 2007
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Here are two extra's for Wild Talents. Extra: Braced +1/2/4 per die
With this extra, your die pool power can defend against fast attacks such as bullets or miracles of 6d or more, even if you have less than 6 dice in Coordination. You must know you're in danger, and your defensive action must be declared (if you don't want to have to declare it, take the Reflexive extra instead).
This extra can only be taken for powers with the Defends quality.

It is not very useful for characters with 6 or more dice in Coordination, but it can sometimes come in handy (for example if your HyperCoordination gets Nullified but your defends miracle doesn't, or if your torso fills with shock damage giving you -4d to Coordination).

I originally thought +2/4/8 felt better, but with that cost in most cases it will end up being better just to buy your Coordination up to 6d. (I'm actually tempted to try +1.5/3/6 -- weird I know but it seems like it would work fine!)

Extra: Fortified Defense 3pts/level

Your die-pool defensive power can be 'fortified', so that it is automatically in place at the start of the next round. The first round that you use it, it works as a normal defense roll in every way. But in subsequent rounds it is now considered fortified: each level of Fortified Defense adds +2 width to your defensive power's roll, for initiative purposes only.

You still must spend an action for your defense roll each round, and you can only add the width bonus once, even if you declare multiple uses of your defense power. If you go a round without using your defense power, it is no longer fortified and must be primed again the next time you use it.

Cost Analysis: I actually built this using Go First (D,R) as an extra, which is 2pts/level when you add the -4 for a specific miracle. One level of Go First gives you +1 width. Then I added a flaw of -0.5/level for the "go first doesn't operate on the first round". Total: 1.5 pts /level, where one level gives you +1 width. Multiplying by two to get rid of fractions gives 3pts/level, where 1 level adds 2 width.

This extra is mostly intended to be used with lots of levels, e.g. 5 levels for 15 pts gives you +10 width, simulating a defensive power which is almost impossible to sneak past once it's up and running, like a 360 degree force field. But fewer levels just means there might be some gaps, or whatever. I like how you still need to roll every round, simulating how you have to keep concentrating on your defense.

It's a strong extra when added to a good defense (especially one with hard dice), and combined with a big enough die pool in an attack power, you could take multiple actions and strike from behind your shield.

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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