[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [BNW] Fluke Package [long]
Personally I think this could be a fun package to play. Either randomly..(so Billy
what can you do today?) Or Guide chosen, to fit the adventure (what do you mean
Billy woke up as an Aquarian???)
I modified a copy of my Big List to create a random power generator. Have fun!
It's posted after the package description
Chris
Delta World head honcho cdekalb.tripod.com
MMeans68@aol.com wrote:
> I figured it was about time to contribute a little something......questions?
> comments?
>
> Fluke Power Package
>
> Most Deltas fit into certain categories; Goliath, Speedster, Snuffer, Gunner,
> Bargainer, etc., but for the Fluke, every day is a crapshoot. The Fluke
> power works along the lines of the Mimic, except that he never knows exactly
> what power he's going to get and if it's even going to be useful…gaining the
> power to breathe underwater isn't going to help you if you're falling out of
> an airplane.
>
> Anytime you want to activate a power, you must make an easy (5) Spirit
> roll…success means you roll on the Fluke table and obtain the power package
> corresponding to your roll…. along with any quirks that come along with it.
> (If you got a Goliath package, you would gain size, a Sneak would be light
> sensitive, etc.) The player automatically knows how to handle any power they
> receive. Failure means you had better grab your gun! As far as the Fluke
> table goes, I'll leave that up to the Guide as to what packages he/she would
> like to include. I would start off with just six and then roll a six sider
> to see what power the Fluke gets. ( or, maybe five, and one number is Guide's
> choice) The Fluke is "stuck" with whatever powers the fates (i.e. Guide)
> grant him for at least a half-hour (game time). At that point he can try
> again.
>
> Trick:
> Power Bullseye….on two extra successes, the player can move up or down the
> power chart one step. Example: Roulette rolls her Spirit and gets two
> extra successes. She then rolls a D6 and gets a 3, which the Guide has
> deemed to be Translator…since she is about to go into battle, she decides she
> needs something a bit more potent. She tells the Guide that she would like
> to move the roll up a step, so she asks for package 4, which the Guide tells
> her is Blaster…..she accepts. If she didn't like Blaster, she could ask for
> package 2 and if she didn't like that one, she would have to accept number 3.
>
>
> Two ways the Guide could play it are to let the player see the power chart,
> or have it be a surprise (kind of like a Dial "H" for Hero thing)
>
> Mark
>
> To unsubscribe, send a message to esquire@gamerz.net with
> unsubscribe bnw
> as the BODY of the message. The SUBJECT is ignored.
Random power chart. Roll three six-sided and put the numbers togethor for a 3
digit number. Thus, roll a 1 a 2 and a 4 you are a Scrapper for today.
Roll a number higher then what I have would be a re-roll. (or you could be nice
and let the player arrange the numbers any way he wanted..thus a possible three
choices)
Brave New World main book:
111 Bouncer Agile and strong, your basic Daredevil or Spiderman
112 Bargainer Magicians, dealers with demons.
113 Blaster Able to fire blasts of energy
114 Flyer Able to fly and glide among the clouds
115 Gadgeteer An inventor, builder of amazing devices
121 Goliath big and strong, your basic brick.
122 Gunner An expert firearms marksman.
123 Healer Magical healing.
124 Scrapper Strength, speed and vicious hand to hand fighting ability.
125 Speedster Super speed and reflexes
Ravaged Planet sourcebook
126 Covenant Priests with various abilities
131 Defender Force field projection
132 Genius Very, very smart. ~like the name implies~
133 Hot Shot Fire-breathing humans
134 Screamer Sonic attacks and abilities
135 Shrinker Able to get real small and real tough
136 Sneak Stealthy, silent and radar sense
141 Telekinetic Mind over matter abilities
142 Tough Almost impossible to hurt
Defiants sourcebook
143 Bomber Able to blow themselves up ~and anybody nearby as well~
144 Changeling Shapeshifters with mimic ability
145 Charmer The ultimate persuader
146 Hacker Computers and the net are their playground
151 Phaser Can pass through solid objects: Shadowcat or Gray Ghost
152 Snuffer Able to disable ~temporarily~ others powers
Delta Prime sourcebook
153 Booster Able to improve other's powers
154 Charger An electrical blaster ~zap!~
155 Copycat Able to mimic any powers she sees
156 Hound Can sense other deltas and track them down
161 Interrogator Able to tell whenever someone lies to them
162 Watcher Visual powers, able to see far, through walls, into IR and UV...
Glory Days sourcebook
163 Ace The best driver or pilot around
164 Communicator Telepathy, and can mentally scream at opponents
165 Dessicator Can absorb water out of people
166 Dunemaster Sand control and desert survival
211 Freezer Can freeze things, people and survives in cold
212 Gasser Able to produce poisonous gas, very nasty breath.
213 Jungler Jungle survival, plant and animal control
214 Translator Code-breaker, knows every language
215 Werebear Can change into a bear or half-bear form. Very nasty...
216 Wereshark Can change into a shark or half-shark form. Also very nasty...
Others:
221 Vampire
222 Aquarian
Delta World website
223 Charger Electrical abilites, blasting lightning
224 Beastmaster Empathic animal control
225 MetaDelta Power over other’s powers
226 Lifter Strength personified, but little else.
231 Enhancer Weapon masters
232 CyberJacker Able to possess machines
233 Thermal Tempature controller
234 Berzerker Massive combat, if a bit insane.
235 Vapor Scents clouds and mists
236 Winged Flyer Just like it sounds...
241 Maverick A flying Blaster
242 Battery Able to absorb energy, to a point.
243 Luckmaster Very, very fortunate Deltas.
244 Absorber Able to absorb the properties of materials.
245 Stretch Flexible, stretchy and very hard to hurt.
246 Archer The ultimate master of the bow.
The Encaffeinated One website
251 Driver The ultimate person to have behind the wheel of any vehicle
252 Elemental: Fire Living being of fire
253 Elemental: Water Living being of water
254 Elemental: Ice Living being of Ice
255 Blinker Able to bounce temporarily into different dimensions
256 Preacher Fire and brimstone priests
261 Charger (the second delta named this…) able to give items a bomb-like ability
262 Clinger Able to climb anything, graceful and agile
263 Thrower Can throw anything just about anywhere
264 Morpher Shapechanger, impersonater
265 Pretender hyper-intelligent and mimicry
266 Jacks/Jills Macgyver like wisdom, plus an enhanced health
311 Tempust Time manipulater
312 Broadcaster Radio broadcasting, receiving powers
313 Morph Teenagers who change into animals
314 Vampyre Not as powerful as the ones from atlanta, but has most of the
abilities.
Steve Crow’s BNW Page website
315 Medium Able to truly talk with the dead, and gather some favors
316 Buzzsaw For the more murderous players
321 Giant Able to grow, gaining strength, armor and clumsiness.
322 Psychic Highly sensitive to emotions and spirits.
323 Charmer The supreme manipulator
324 Mimic Shape-changing impersonator
325 Beast Animalistic senses as well as nasty, nasty claws.
326 Spook An intimidater without peer. The Shadow knows...
331 Martial Artist Ultimate martial artist, with duties included.
332 Crusader Religious warrior.
333 Blinder Able to fire blinding light. Just don't call them "Flashers"...
334 Wyldthing Beasts, strong and powerful, scent trackers and plenty of fur.
335 Fugue Able to summon future selves to help.
BNW: New York website
336 Duplicator Able to make copies of himself
341 Adrenalin Freak When they get angry they get big, fast and mean.
342 The Sentinal Tracking and heightened senses.
White Crow's BNW Page website
343 Absorber Can absorb and redirect energy.
344 Archer Very accurate, very, very fast with the Bow and Arrow.
One Delta Primer's Page website
345 Reactor Radioactive Blaster
Specials:
555 Roll twice
666 Normal Human. (tough luck!)