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Re: [BNW] (Stupid?) Speedster tricks
How about:
AutoFire Attack:
For each extra success on a Fighting or Martial Arts roll, the speedster
hits the target an additional time.
----- Original Message -----
From: Theo McGuckin <tsm@jlab.org>
To: Brave New World <bnw@gamerz.net>
Sent: Tuesday, December 14, 1999 10:36 PM
Subject: [BNW] (Stupid?) Speedster tricks
>
> I was trying to come up with a couple new tricks for the speedster PP:
>
> Get it Done Faster:
> For every extra success the Speedster gets on an action he may use that
> success to cut down the time it takes to perform the action by dividing it
> by the number of successes. So say a speedster was trying to trim
> the hedges (yes I know it is a stupid example) the Guide rules its an
> easy(5) speed roll. The speedster rolls and gets a 15, so he uses the two
> extra successes to cut the time to 1/3 normal (just a success takes the
> normal time, 2 successes is 1/2 the time, 3 successes is 1/3 the time).
> Note that this trick can ONLY be used in non-combat situations, in combat
> turns the speedster's +5 to init. takes his speed into account.
>
> Blink:
> Where speedsters are concerned its best to blink one eye at a time, but if
> they know this trick that won't even help you. This trick allows the
> speedster to trade in 3 actions for 1 "super-fast" action. The speedster
> moves and performs one action so fast that he appears to simply vanish and
> then reappear somewhere else a split second later. In fact if the
> speedster returns to the same spot after an action it could be missed
> entirely (other than a slight blurring and position shift). Anyone wishing
> to react to the speedster super-fast action has two choices:
> They can roll any pertainent skill with a +10 to the TN, or they can spend
> 3 actions to react to the speedster. Anyone wishing to "catch the
> speedster's action" must make a perception 10 test.
> Ex. Tommy Turbo (speedster) is in a crowd that is being "persuaded"
> to disperse by some Primers. Tommy gets 4 actions for his init. roll and
> seeing a blaster coming up, decides to try and take him out. On his first
> action he spends 3 (leaving him with 1) and does a super-fast punch to
> the blaster. His image blurs (but no one notices in the chaos of the
> crowd) and he hits the blaster with a martial arts roll of 12. The blaster
> only got 2 actions so he doesn't have the option to spend three actions
> and dodge normally, so he spends 1 action and dodges with a +10 TN, he
> rolls a 20 and just fails the roll.
> The guide rules that the guard next to him had a chance to notice the
> speedster, but he only gets an 8 on his perception roll and doesn't see
> him.
> The speedster returns to his original position and no one is the wiser
> that he was the one that struck the blaster.
>
> Incidently, I got the idea for this trick from an X-files episode a couple
> weeks ago. Good episode.
>
> Waddya guys think? Balanced? Reasonable? Should the TN to perceive the
> speedster's super-fast action be higher?
>
> -Theo McCracken, whose thoughts and ideas are solely his own and do not,
> in any way, reflect those of Jefferson Lab or its staff. Unless of
> course there is any money to made off those ideas, in which case the lab
> says: "Gimme, gimme, gimme!"
>
>
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