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[BNW] Flexer - Power Package



             I love this one!      If one of my players didn't take it, I 
would have.     Same thing Steve.....post if ya want, but I get SO little 
credit!   heh heh heh

The Flexer

These Deltas tend to manifest from accidents and NDEs resulting from impacts 
(falls, car accidents, football injuries in the case of our player).     

Powers :

Stretching : The hero can elongateeach Body Section (arms, torso, legs, and 
neck <for the head>) up to 2" in length.   (love HTH combat at range!)

Armor : 10/-   (Some think this is too much..or that they shouldn't get the 
full 
                       amount, if any, against energy attacks.     I 
disagree.... resiliant(sp?)
                       flesh SHOULD be.)
Tricks :

Long Legs : Pretty obvious, innit?     By elongating their legs, and getting 
an extra success on a running roll, the hero can double their Pace.     
Sprinting is handled normally AT the new Pace if it comes up.

Rubber Bind : Ok...sue me....I liked the name!     >ahem<     This is handled 
like the Entangle Trick, but the hero IS the entangle and the extra success 
is on an close combat attack.     To escape, a victim must win an opposed 
Strength contest with an extra success.

Flowing: The hero can squeeze through openings of at least 1" (one REAL 
inch...not GAME inch!) in diameter.     To do this, they have to get a raise 
(oops   extra success...Deadlands coming through there!) on a TN5 Spirit 
roll.     This is the "mental relaxation" that lets them lose cohesiveness 
and 'melt through'.

Rebound : This one took work and seems a bit much, but it really does work 
well in a game situation, believe it or not!     When the hero is the target 
of an attack, and he/she dodges... if they get an extar success on the dodge, 
they can "snatch" the attack out of the air and fling it at a target of the 
hero's choosing.     Some notes... the hero's dodge total is used as the 
attack roll.     The target CAN dodge themselves.    This Trick is useless 
against energy attacks, close combat attacks, and area effect attacks.     
Still pretty cool to "see' happen in a game!

Rubber Ball : The hero uses their own rubbery body to avoid getting hit.     
For each extra success on a dodge roll, the hero's dodge total increases by 
+1, to a mximum bonus possible equal to the hero's dodge skill.    This is in 
effect, of course, until the hero uses his/her power for any other purpose.

Gag 'Em : This one's for those vicious rubber bands out there...like the sick 
guy in our group!     This trick lets the Flexer cover (or even fill) the 
targets mouth with himself as the weapon!     The Flexer needs to get an 
extra success on a close combat attack to activate this trick.     This does 
a couple of things..... first, any attacks that COME from the mouth 
(Screamers and Hot Shots jump to mind) can ONLY hit the Flexer.     Second, 
the victim must make a TN5 Stun roll on the first round after the Trick is 
successfully used, or be K.O.ed by smothering.     The TN increases by +2 
each round after that.     At any time, if the victim passes out and the 
trick isn't released, the stun checks must continue (with the increases 
continuing as well) with the poor sap taking the differenceas damage to the 
torso until they are released, or they die from suffocation.     To escape, 
the victim must win a contested Strength check with a raise.     This trick 
CAN be combined with Rubber Bind Trick, but the Flexer has to get TWO 
successes and the victim must then esacpe the Flexer twice.

Lots of tricks here.      Mainly because I've always been a Reed Richerds 
fan, an "Eel" O'Brien fan, a Ralph Dibney fan.........

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."