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[BNW] Power suits - continued



Ok, so let's see how this basic system works out with
some examples:


Decker Suit-  You've seen the types staying up all
hours of the night working in computer labs (yes, I
know it's 7am and I've been awake since 2pm
yesterday), needing any technofix they can get.  Well
now they can with Wearable computers (I'm sure there
are some MIT types who'd love to have this gadget).

Abilities:
 2pt Stat increase +5 smarts- representing the state
of the art computer hooked directly up to them.
 1pt Skill increase +5 computers - same as above, note
that if they use smarts + computers they get a +10.
 1pt misc- Direct, constant internet uplink (sure it's
not listed, this is called being flexable and thinking
up random new things on the spot)
 1pt Armor 5/2

So in a nutshell it's a basic 5/2 armor which gives
them +5 smarts, and +5 computer (make it +10
smarts+computer) with a comstant internet hookup. 
Talk about getting your technofix.  These people talk
to Truth on a constant basis (but would probably never
meet her in real life, technogeeks are like that). 
Also, never trust them with your social security
number.


Smartlink Suit (just as a side note, I've only played
shadowrun once, and never read the rule books.  I just
like cyberpunk terms.  Course in a sense BNW could be
considered a superpunk game, but that term doesn't
sound really cool).  Anyway, the idea is a suit
designed for snipers.

Abilities:
 1pt Armor 5/2
 1pt Skill increase +5 shooting (smartlink)
 1pt Stat increase +5 speed rolls for initative (wait,
shouldn't that be 2pts?  Well, if it was a +5 speed
rolls for ALL cases, yes, but since it is limited in
it's bonus I decided it should be 1 pt)
 1pt Flight pace 40
 1pt Wrist mounted Triumph 300's (although any 1pt
weapon could work here)

So this meets the 5 pts, what else do we have?

Bug Suit:  This one will probably need some
modifications.

Abilities:
 1pt Armor 5*/2
 1pt increased skill +5 to stealth rolls
 1pt Misc- Night vision goggles
 1pt Flight pace 40
 ? pts - shrinking .. um, well, since I've been trying
to have 1 pt at a reduced delta power level, 2pts at
delta power level, and 3pts at a higher than standard
delta level, this would probably be a 2pt advantage. 
Unfortunatelly this would put us at 6pts, so we
probably should scrap the night vision goggles.

Abilities redone:
 1pt Armor 5*/2
 1pt +5 stealth rolls
 1pt Flight pace 40
 2pt Shrinking

and it should work, of course he'd have problems in
the dark, when he's trying to be the stealthiest. 
Shrug.


Jogging suit (sounds a bit better than running suit :)

Abilities:
 2pt Armor 10/3
 1pt Wrist mounted triumph 300's (or other 1pt weapon)
 1pt dash +60 (note I had revised from the original
quote of +80 to +60, dunno why, just made sense to me)
 1pt +5 to speed rolls for initative and dodge (wait,
you only let the smartlink suit get +5 for initative
and not dodge for the same cost ... yeah, um, maybe
this should be 2pts, +5 for speed rolls for initative
and +5 dodge ... hmmm... time to revise)

Revised Jogging suit abilities:
 1pt Armor 5/2
 1pt Wrist mounted blah blah blah
 1pt dash +60
 1pt +5 speed rolls for initative
 1pt +5 to dodge (better?)

Docwagon:  Hmm, not even sure I want to touch this
one.  With this system it becomes really
unwieldy/powerful, but I'll give it a shot.

Abilities:
 2pt Armor 10/3
 1pt stat increase +3 strength
 1pt misc, size increase +1 (again, being creative)
 2pt healing power: this needs to be better defined, I
was trying to cross the Healer with the tough.  Maybe
keep it at every 8 hrs per person (ie can do multiple
people within 8 hrs, but can only heal a specific
individual once during that time before he can heal
that individual again), each specific wound only once
(ever) and it takes about 5 mins concentration
(instead of the 1 it takes the healer) to heal.
 2pt +10 medicine skill bonus (logic, since +5 costs 1
pt, +10 should cost 2.  Personally I don't think a
gadget should be that powerful, maybe a +5 cap should
be used).

So it's 8pts, and breaks a few rules.  Let's try to
tidy it up:

 2pt Armor 10/3
 2pt Healing power
 1pt +5 medicine

this would work, but I liked the large size, and maybe
he could use a weapon.  So let's try
 -1pt Bulky (we can use negatives? sure, but I
wouldn't recommend too many of them, maybe only 1 or 2
pts, and then sparingly).  This acts just like a -2
hefty disadvantage, ie gets a +1 size and a -2 pace. 
He probably also has trouble getting through doors.
 1pt Weapon, Triumph 300 or somesuch.

...on a side note, like I would go off on one, I think
a 'hefty' speedster would make an interseting
character.  He only get's a +98 to his pace (ooooh),
but just think of the visuals.  Hmm, course speedsters
can't take slow (-2 for a -2pace, same cost as hefty,
but hefty gets the size bonus)... hmm...

Last power suit idea, All-Terrian suit:  A suit
designed to go anywhere a hero could possibly go.

Abilities:
 1pt Flying pace 40
 1pt Dash +60 pace
 1pt Swimming +15 pace
 2pt Environsuit, counts as armor 5/2, but gives added
bonus of allowing character to survive in any
environment (tropics, artic, underwater, etc) ... well
ok, maybe the extreme survival should be a 2pt by
itself without the armor, but I'm tired and feel like
fudging.  Not like he'd use it much.


Final note, this system should in theory also work for
'Gear'.  Need a 1pt gear for your player?  Give him a
Triumph 300 (not to be confused with Microsoft's
PentaTriumph 95 which only gives 5d5.999+5 damage), or
for 2 points give him a 10/3 armor.  Not sure I'd give
a full power suit to a player who choses a 5pt gear,
but it's a thought (now all they need to do is find a
gadgeteer to maintain it).

Nuff said, tired ...

-Munch Wolf




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