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[BNW] Reactor-Power Package
Couple of folks seemed interested in the Packages I mentioned,
so I'll post 'em here. Steve.....if ya want to post 'em, fine by me bud.
Just give a brother a mention! One more thing.... these fit into our
campaign very well and are gonna be written from our campaigns P.O.V., so
please don't blast me iffin y'all don't like 'em. I'm starting with the
Reactor for two reasons....... 1- It's basically a "Special Effect" change in
an existing Package with a couple of extras (or hinderences if ya like). And
2- It's the Package of MY character....IF I ever get to play instead of run a
game (anybody else got this problem!!?!).
The Reactor
Know what happens to a person that gets struck by lightning? Same thing
that happens to everything else! (LOVED that line!) That is unless they
are in the ultra-lucky fraction that somehow manages to Awaken as a Charger.
Delta Prime wondered about this in regards to other forms of energy and
the possibilities of an Awakening of a different type. The tragedy in
Atlanta answered their questions... in spades. One of the souls that
Awakened was a poor sap named Michael Williams. When the government teams
(NEST, Delta Prime, etc.) found him, he was pronounced dead, the victim of a
fatal dose of radioactive fallout. The body was ignored...until it
exploded in a massive rad storm! A new type of Delta had be born
(reborn?).
Powers :
The powers of the Reactor are almost exact to those of the Charger (I
originally had them based on the Blaster with an extra ability and an
offsetting Quirk, but the "energy death" of the Charger seemed to work
better), but the effects are changed and a few new Tricks are added.
The Lightning Bolt becomes the Rad Blast.... same effects. Personally, I
think that these are the only "BeamThrowers" that should be able to do that
silly "ignore armor not from a power" thang. I mean it's electricity and
radiation for criminy sake! But out house rule is that armor counts...
sorry.
The Armor remains the same : 5/-
The Immunity is to radiation, not electricity...same limitations
The main additions are as follows....... The Quirks :
1> Reactors are walking nuclear reactors..... the radiation of their blasts
and other decays VERY quickly (in seconds), but it IS there. The set of
any radiation detectors (geigers, those cool badges, etc.) just like any
other source. They also tend to give out mild interference in regards to
radios, televisions, baby monitors (this from my wife because I DO tend to do
this.... sheeeesh).
2>Reactors have a small form of the Obvious Quirk. This in the form of
their eyes. They glow. Some are Green, some Blue, some Red, but they ALL
glow. Try hiding that sometime. Even dark glasses don't help. (THIS
was the original quirk for the immunity power. I added the static when I
boosted the blast damage to that of the Charger....seemed fair to us.).
The Tricks :
In addition to the 'standard' tricks (Super Bolt is SUper Blast, Blast Punch
becomes Rad Punch, Fry becomes EMP (kills the electronics theway the power
source goes), We have these so far.....
Comm Blackout - By making a Spirit roll, the Reactor REALLY
screws up the airwaves! The TN is based on the
communication type. If higher TN's are achieved,
all lower types are also interfered with.
TN5 = Radio Waves
TN10= Microwaves
TN15= Cable lines
TN20= FibOp Lines
TN25= Sealed/Protected Lines
The result is that the medium is covered with static.
Any information, verbal or otherwise, comes through
garbled and incoherent. The Guide can assign any
game mechanic problems/troubles this might cause,
but a loss of coimmunication can be bad!
Fallout - By making a TN10 Spirit roll, the Reactor can allow the
radiation inside to seep outside! This does 5d6+5
Massive damage to every living organism within the AOE,
which is 10. This damage is done each round that the
Reactor makes the TN roll. The damage is not visible.
(Cant wait to buy this one! heh heh heh)
NUKE! : To activate this trick, the Reactor must spend an action
preparing (see the Quickness below). On the second action,
make a shooting roll. With a successful roll, anyone or
anything caught in the blast radius takes 5d6+5 Massive damage.
For each additional success, the Reactor can increase the blast
radius by 1" per success.
WEAPON AMMO SHOTS QUICKNESS ROF RANGE DAMAGE
Nuke Energy N/A 2 1 1"
5d6+5 Massive
I'm pretty proud of this.....even though it IS a different from of an
existing package. Comments are welcome...indeed sought... but be nice....
Delta Prime IS watching!
(My players have never seen this in action in a game yet. BUt the will
THIS weekend. Seems there were a few created in Kiev and Minsk too!
heh heh heh
Nuke, Captain : Delta Prime - Enforcement
"There can be no society without respect for and adherence to the law..even
when the law doesn't seem fair.... so.... welcome to the Atomic Age Defiant."