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Re: [BNW] (Stupid?) Speedster tricks



I ran a Champions scenario once where a Goliathesque villain was stealing a
prize show cat (don't ask) and the Speedster was stuck trying to stop him.
The entire combat (if you can call it that) consisted of two actions on the
part of the Speedster: Sleight of Hand, to grab the cat, and then run away.

Trick: Slick Beats Slow Every Time
For each extra success on a Sleight of Hand or Escaping roll, the Speedster
rolls an extra Strength die to grab an item away from someone else or
wriggle free from bonds/holds.



----- 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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