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Re: [BNW] It Lives! (Was Klingon Spoken...)
On Thu, 15 May 2003 13:44:21 +0000, Remial wrote:
>I've never heard of the Tempust powers what book are they in?
I found the Tempust power package on The encaffeinatedONE's excellent website:
http://www.geocities.com/Area51/Quadrant/8309/bnw/index.html
The Tempust package was submitted by one madprophet. There are some good ideas all
over the site and I've used a lot of the information to get my players up and
running in the BNW universe.
Tempust Powers: Manipulate Time, Read Time
Tempust Tricks: Time Management, Undo/Redo
My Tempust player has also been helping me to design new tricks, as follows. We're
still playtesting them to see how they play for balance (they are a touch on the
powerful side) but they're a good antidote to the big'n'nasty chargers and blasters.
Power: Temporal Control/Timetripper:
Able to drag the flow of time into heaps or stretch it like an elastic band within
a blob of space-time. The effected space-time bubble shimmers and lenses anything
viewed through it like a huge globule of water suspended in free-fall.
Note: When using this power against another timetripper, use an opposed spirit roll
as a target number instead of the unopposed Easy (5) Spirit roll.
New Trick: Temporal Distortion
With a successful Easy (5) Spirit roll, the timetripper warps space-time so that
she appears to move instantly (seems to teleport) a distance equal to her pace.
Each additional success increases the movement by another distance equal to her
Pace. The movement is effectively instantaneous and does not consume an action
point. Failing the Spirit roll causes the timetripper to lose one action.
New Trick: Temporal Drag / Temporal Boost
At the beginning of each round, before any character rolls Speed dice to determine
reactions and numbers of action points, the timetripper makes an Easy (5) Spirit
roll. For every success, the timetripper adds an extra die to her Speed roll for
purposes of figuring reaction for that round. Failing the spirit roll is the
equivalent of a misfire, and the timetripper loses all actions for that round.
If the timetripper is in line-of-sight to another character, she can apply the
speed-up effect to that character, who rolls the extra Speed dice when making her
reaction check. The timetripper consumes one action point to perform this action
Alternatively, the timetripper can use this same power to slow down another
character. As above, at the beginning of each round, the timetripper makes an Easy
(5) Spirit roll. For each success, she can cancel one Speed die of another
character. Additional successes cancel more dice. It is possible, therefore, to
temporarily cancel all of a character's Speed dice. In this event, the victim is
rendered immobile and cannot take any actions (including the free action) in that
round. This power can only be applied to one character per round and the effects
are cancelled at the start of the next round unless the power is used again (with a
new Spirit roll) by the timetripper. The timetripper must be in lone-of-sight to
her victim and consumes one action point to apply the power. As before, failing the
spirit roll is the equivalent of a misfire, and the timetripper loses all actions
for that round.
Additional Trick using Temporal Drag: A timetripper can use Temporal Drag to slow
down a character falling from a height. The falling character would still take the
same amount of damage when hitting the ground, but it would give another character
time to get underneath her to catch her or move something soft underneath her to
land on. Figure a falling character taking the equivalent of one action to fall a
distance of 3" . Temporal drag would reduce this by 1" per action for each success,
so 3 successes would freeze the falling character (or safe, or piano or automobile)
in mid-air. The temporal drag/boost field is large enough to affect a single
character or an object up to the size of an automobile. If the object is larger,
increase the target number accordingly. If the line-of-sight between timetripper
and target is lost, the target re-enters undragged spacetime with a slap and falls
at normal speed.
Designer's Note: I'd like to playtest these to see how they work in combat, but I
think the balance is about right. Temporal drag ought also to work on machines
moving at speed, but I haven't figured on how that might work. Particularly
powerful timetrippers ought to be able to slow down bullets in flight. Certainly
Temporal Distortion would be a mightily efficient alternative to Dodge!
Cheers,
RobinH
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