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RE: [BNW] Life?
Hi all,
Ok I've lurked on the list for a while but after a while of no posts
thought I must have un-subcribed so I re subscribed (so I guess I may now
be subscribed twice now).
Anyway my intrest has been re awakened because I'm hopefully going be
starting a game in a few weeks time so I thought I'd post a couple of my
own power package for comment. I think I've posted these elsewhere before
but I can't remember where. Feel free to comment/ add/ alter/ use as you
see fit.
I do have more including a alpha 'plague carriar' which I was going to
introduce into my game as the arch villian (think reverse healer but with
an affinity for disease, the alpha version using virus to insert new DNA
into his 'subjects'. Think Island of Dr Moreau, but in the swamps, cat girl
with a sneeker package etc) which I've not got written up yet but I will try
to do so at a later date.
I should warn you I'm dyslexic and my spell checker is playing up, also any
thought for a better name for the second package.
Anyway. A delta primer class files into their class room for todays
lesson....
Ok settle down children.
In today's class we'll be talking about less common delta powers. Now some
of these may seem like nothing to worry about when compared to a Blaster.
But consider the forger who sends false bank deposit slips and other
'evidence' to Delta Prime Internal Affairs about the primer who's been on
his tail. Or the poisoner who hands out sweets to kids at the academy (good
catch by the way kids, there will be a special guest arriving soon to hand
out your commendations. But I'm not to say anything about that *wink*).
Now as you know not every delta has the same level of power, in the same way
that not everyone could be a body builder no matter how hard they try
because of their build/genetics. But all powers if used correctly can be
dangerous and the terrorist scum will try, so listen carefully.
WALKERS
Basically these guys should be called runners I think, but never mind that.
Their abilities are that once they start moving they are hard to stop. Now
this is not the same as the speedster, they don't move to fast at a
sprinting speed but the thing is they don't get winded, they can run for
practically ever. They can move over anything that will hold their weight at
top running speed, if your chasing a criminal and they start to run up the
side of a building without slowing down then you know what your after. One
other general ability is that once they start moving they are hard to hurt.
A simple way to nail them is to get them moving, so they think you can't
hurt them then blow the ground away from under them, they stop moving and
are yours.
[-----
Basic powers
- Movement - The Delta is able to move over any surface that will support
his weight with no penalties. For example ice will not cause slipping. The
even extends to vertical surfaces; the delta can just as easily run up a
building as along the road. But as soon as the delta stops moving this
ability stops working, so stopping half way up a building would be a BAD
idea.
- Stamina - The delta needs only take one 'wind' test (an easy strength
roll) when he stops sprinting no matter how long/far he's moved (in other
words no matter how many rounds the walker has been sprinting for). In
essence the delta could run a marathon with only one easy test at the end of
it.
- Amour 5/- - While the delta is moving he seems to shake off damage. The
amour only works while the delta is moving.
All the above powers kick in when the delta starts moving, this means from
the second step they take.
Quirks (must select at least one of the below) -
Choice between (no points for selecting one of these)
Fidget - Walkers just can't stop moving they seem to have so much energy,
they always have to be doing something. Any test where they need to keep
quiet or still has the roll's target number increased by +2.
Deep Sleeper - The to light sleeper, all the energy that a walker uses
during a day takes it out of them so they tend to sleep deeply. Add +2 to
the target number for a perception roll to see if they wake up due to a
noise or disturbance near them.
-----]
Now kids the more effective of these can also start to alter their weight in
some ways (the brains think they may be a half way type of flyer). You've
all seen Professor Wright walking around campus with his artificial legs. He
got those chasing a terrorist across a minefield, not knowing it was a
skilled walker, he followed in the footsteps of the criminal and well you
see where that got him. The walker had managed to, for a short period, make
himself light enough not to set off the mines. The blast also helped the
criminal to escape as some of the walkers can even allow blasts to move them
like leaves on the wind, that's often enough of a head start to allow them
to get away.
[----
Tricks
Weight reduction - When the walker is moving an easy sprit roll will allow
the walker to reduce his weight in respect to things being able to bear his
weight. For each 2 above the success needed his weight is 1 body size less
(as far as seeing if a surface will support his weight) and will last the
distance of one sprint action. For example Gecko Jones and Gorilla Fred are
both walkers on the run from primers. They decide to split up. Fred (size 7)
takes off up the side of a glass building, not wanting to risk the glass
giving way he uses weight reduction, having a lucky day he gets 14, 9
success over the target number of 5. His body weight acts as if it was size
3 (rounded up), giving him enough safety to run up a floor and dive into an
open window.
Gecko Jones (size 4) decides to try crossing the river next to the building.
Rolling he gets 13, 8 successes over the target number. His body weight
drops to size 0, allowing him to be supported by the water surface tension
just long enough to cross.
Feather weight - With this trick the walker can try to dodge into an attack
(easy diff as the person attacking is trying to hit them, success are added
to the attackers final result). With each success and extra success the
attack acts as if the attacker is using the knock back trick and that each
extra success on the attack pushes the walker back 2 inches. If the attacker
is using the knock back trick then the extra success pushes back 4 inches
instead of 2. For example a primer attacks Gecko Jones, wanting to get away
gecko moves into the punch. Even with this the primer only gets 4 extra
success, which he uses for his knock back trick. Gecko takes his damage and
is pushed back 16 inches. If no extra success has been rolled but the
attacker had still hit the push back would only have been 2 inches. This can
be used with any attack that could knock the walker back, punches, some
energy attacks, hit by cars, explosions basically surfing the wave. (its up
to each game if they want to try to add some sort of damage reduction other
than their armour).
Other tricks - First Move.
---]
Rebounder
Ok kids here's one that is not so passive as the Walker. Rebounders can
basically rebound pain on to another person. That is not fun. The best way
to get these guys is via a gas attack of some sort or else if you know you
can take them out with one shot. Its quite....intresting to burst in on a
suspect terrorist scum and have him jump up and start smacking himself in
head with a hammer then hurt so bad yourself you drop your weapons.
[----
Basic powers
- Amour 5/ - The rebounder has the ability to deflect damage and use the
pain caused with his other power.
- Rebound pain - When the delta is attacked AND hit (even if the damage is
absored by his natural armour) with an opposed spirit check the
rebounder can transfer the pain (and sometimes amplify it) from the attack
(this ability ignores amour, although magical or mental protection to the
mind may help). The victim of the rebounders attack has to make a stun
check,
with each extra success the rebounder had adding a +2 modifier (acting as a
wound effect modifier). If the victim makes the stun check then he feels a
burst of pain for a second but is able to shake it, this is not a sneeky
attack, the victim will so notice it. If the check is failed the victim is
stunned, due to the pain.
Because this ability is a reaction it is used almost naturally so it can be
ussed more than once in a combat round and is treated as a simple task but
each time it is used after the first time the rebounder gets a +1.
This ability requires the target to be in the line of sight.
- Mental Strength - +2 to Sprit rolls - Due to always being so aware of pain
and its effect rebouders tend to be made of strong stuff and have the
ability
to grind their teeth, dig their heels in mentally and push and by sheer
willpower.
----]
Now kids, most of you are use to the physical checks that you have to under
go before you're allowed out on a training mission. This is more than just
to check your in good health its also because of terrorists that have these
abilities can actually detect pain, from a tooth ache upwards. Also you
should know just because one of these guys is hurt doesn't mean they are out
for the count as they can increase pain they can also block it in
themselves.
[----
Tricks
- Detect pain - with extra successes on a perception roll the rebounder can
detect pain (if it hurts it can be detected) within the area (2 inches for
every dice in perception + 1 inch for every extra success). This allows the
rebounder to use rebound pain on people sensed like this as thought they
were in his line of sight for that round.
- Block pain (self) - with extra successes on a strength roll for stun the
rebounder can ignore wound modifiers for the next round, one extra success =
1 wound modifier, so 3 extra success negates a +3 wound modifier.
- Block pain (others) - as the block pain self but this needs extra
successes on a medicine roll and psychical contact.
----]
-James
"That which does not kill me better run pretty bloody fast"