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==Introduction==
 
 
TriStat dX simulates most attacks that use unconventional weapons or powers with the Special Attack Attribute (p.32), and most equipment that enables a character to use this Attribute with the Item of Power Attribute (p.24). Building weapons like this can be a little confusing and it works best if it's taken in steps.
 
TriStat dX simulates most attacks that use unconventional weapons or powers with the Special Attack Attribute (p.32), and most equipment that enables a character to use this Attribute with the Item of Power Attribute (p.24). Building weapons like this can be a little confusing and it works best if it's taken in steps.
  
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The ''Hand-Held'' Attack Disability requires a special note. Because we are reflecting the hand-held nature of weapons with the Item of Power Attribute, which reduces the point cost of Special Attacks purchased through it, we will not be using ''Hand-Held'' from Attack Disabilities.
 
The ''Hand-Held'' Attack Disability requires a special note. Because we are reflecting the hand-held nature of weapons with the Item of Power Attribute, which reduces the point cost of Special Attacks purchased through it, we will not be using ''Hand-Held'' from Attack Disabilities.
 
The ''Penetrating'' Special Attack Ability also deserves some special attention. Each level of penetrating undermines the defensive value of armor or a forcefield depending on how it's bought. Do not apply more than one level of Penetrating versus armor and forcefields to Pistols. Do not apply more than two levels of Penetrating versus armor and forcefields to Rifles and Assault Weapons. Heavy weapons, requiring superhuman levels of strength, may have as many as three levels of Penetrating versus both armor and forcefields.
 
  
 
==Step Two - Item of Power==
 
==Step Two - Item of Power==
Once the cost of the Special Attack has been worked out it is then purchased via Item of Power. An Item of Power is effectively any object that is not an intrinsic part of the characters and by default may be taken away. If it is a natural ability, implanted or otherwise not removable without major effort an Attribute may not be bought using Item of Power. This Attribute is analogous to the Focus disadvantage found in many other generic role-playing games and thinking of it like that should make it easier to use. Item of Power for hand-held weapons should be bought at 3pts/level.
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Once the cost of the Special Attack has been worked out it is then purchased via Item of Power. An Item of Power is effectively any object that is not an intrinsic part of the characters and by default may be take away. If it is a natural ability, implanted or otherwise not removable without major effort an Attribute may not be bought using Item of Power. This Attribute is analogous to the Focus disadvantage found in many other generic role-playing games and thinking of it like that should make it easier to use. Item of Power for hand-held weapons should be bought at 3pts/level.
  
 
==Example==
 
==Example==
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| '''9 Points'''
 
| '''9 Points'''
 
|-
 
|-
| Special Attack (Laser Beam) 4
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| Special Attack 4
 
| 80 Damage
 
| 80 Damage
 
| 16 Points
 
| 16 Points
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|}
 
|}
  
As we see the cost of the Special Attack is reduced by seven points because it is contained in an object that can easily be taken away from the character.
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As we see the cost of the Special Attack is reduced by six points because it is contained in an object that can easily be taken away from the character.
 
 
 
==Final Notes==
 
==Final Notes==
 
*All pistols must have the Concealable Special Attack Ability.  
 
*All pistols must have the Concealable Special Attack Ability.  

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