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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."