[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[HOE] SYKER D20




Any comments???

------------------------------------------------------------
* To give credit where credit is due, note that the        *
* descriptions (i.e., not D20 game statistics) have been   *
* quoted from Brainburners by Steve Long.                  *
------------------------------------------------------------

Shh! (Syk)
Type: Enchantment (Compulsion) [Mind-Affecting]
Level: 1
Components: S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
  Every now and then, despite a syker's best efforts,
someone spies him going about his dirty business and decides
to be a tattletale.  Shh! shuts the blabbermouth up real
quick.
  Unlike silence, which actually creates a field which
dampens sound, shh! locks up a target's mouth and vocal
cords by sending neural impulses from the brain to the
victim's jaws and throat.  All the victim can do is make odd
grunting, moaning, or barking sounds.  It's frustrating and
quite deadly when some flunky can't tell his commanding
officer what he wants to know - not to mention the fact that
he sounds like a wounded seal.
  Of course, someone afflicted by shh! can still write,
point, draw pictures, or play charades to get his point
across, but by the time such a message is conveyed, the
syker commando is usually gone - or standing behind the
recipient of the message with a loaded TSAR rifle.


Sturm und Drang (Syk)
Type: Transmutation
Level: 0
Components: S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 person
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
  Sturm und drang ("storm and stress," named after the
German syker who developed it) steals Strain from another
syker, Doomsayer, or other Strain-using spellcaster.
  Here's how it works.  Once sturm und drang is successfully
cast, the target is allowed an opposed check against the
syker's Blastin' roll that was used to cast the spell.  The
victim may use his Blastin' or Faith (whichever is
appropriate) for this opposed skill check.  The winner
steals 1d6 Strain from the loser.
  Only real Strain is stolen - not potential Strain gained
should the loser have drugs or banshee stones.  Once the
loser's Strain hits 0, no more can be taken.
  Drained Strain is recovered by the victim in the usual
manner.  The Strain remains with the juice-theif until it is
used (it's taken away first) or the duration of the power
expires, at which point it vanishes instantly.  Once used,
the extra Strain cannot be recovered by the syker.  It's a
one-shot deal.
  Sykers like to call other sykers with this power
"vampires."