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[BNW] Aquarian and Lazarus
Hi All:
A number of you have pointed out to me that Glory Days refers to two power
packages which aren't yet in print. This happened because I wrote Crescent
City before I wrote Glory Days, yet the two were published in the reverse
order. Crescent City is currently on press (I believe) and should be
available in October or early November. In the meantime, I've decided to post
the two power packages here as a preview of what you'll see in Crescent City
and to say thank you for supporting the game.
Use them in good health. ; )
Take care,
Matt Forbeck
AEG
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Aquarian
There are a select class of deltas who can actually function better
underwater than most people can on land. They’re called aquarians.
The most famous aquarian of them all is ex-model Lisa Stein, who has retired
since completing her tour of duty with Delta Prime. (See pages 60–61 for more
on the Lady of the Bay.) It’s rumored that there are hundreds of aquarians
living in an underwater city in the center of Chicago Bay, but so far no
one’s been able to prove it—or if they have, at least they haven’t gone
public with it.
Aquarians are one of the more obvious kinds of deltas. They have webbed
fingers and toes, and they have a small set of gills on their necks, just
below their ears. The most notable trait to a casual onlooker, though, is the
way their eyes are entirely pitch black, much like those of a shark. This
effect can really creep out some people, as it makes the hero look like
something from the Black Lagoon.
Because of their looks, most aquarians tend to be the shy and retiring type,
even reclusive. This probably explains why there aren’t so many known these
days, although there were several who served with the US Navy in WWII.
Powers
Fast Swimmer: The hero adds +20 to her Pace when swimming. In effect, the
hero can swim circles around just about anything else in the water. Also, the
hero can also use her swimming skill in place of a dodge skill when she’s in
the water and trying to dodge an attack.
Nightvision: The hero can see normally in a situation in which there is any
light at all. This comes in handy when moving around at great depths. The
hero can even see while deep underwater at night, as long as there’s some
kind of light source overhead. Near Crescent City, the city lights reflecting
off of the sky pretty much always qualify.
Water Breathing: The hero can breathe water through her gills. The hero can
also breathe air through her mouth normally without any problem. The hero is
still vulnerable to things like gases. The gills do not filter such things
out.
The hero can switch between air and water breathing at will. Doing so is a
simple task, so it doesn’t even require an action.
Immunity: The hero is unaffected by hypothermia.
Quirks
Obvious: This is the standard quirk at –3. The hero is obviously no longer
merely human, but she can conceal this if she likes. Shoes, gloves, and a
turtleneck can cover most of her physical oddities, and a good pair of
sunglasses should finish the disguise. Of course, this kind of coverup works
best in colder weather and can get uncomfortable in the dead of summer.
Ugly: This is like the standard quirk, but only at –1. The hero is ugly by
human standards For friendly persuasion rolls, she must take –1 from her
result. On the other hand, she could add +1 to hostile persuasion rolls.
You can still take the standard ugly trait if you like. In that case, the
hero is staggeringly ugly, and all the modifiers add together. This would
give the hero –3 to friendly persuasion rolls and a potential +3 to hostile
persuasion rolls.
Tricks
Aquabatics: If the hero gets an extra success on a swimming roll, she can
perform an athletic feat in the water. The exact nature of how the trick is
used is up to the player and the Guide, but one good example is breaching. By
this, the hero dives deep and then swims for the surface at top speed. When
she reaches air again, her momentum pushes her up to 10 feet into the air,
plus another foot for every additional success.
Breathing Buddy: With an extra success on a Spirit roll, the hero can
actually filter enough oxygen-laden air underwater to help a friend breathe
with a little mouth-to-mouth contact. This takes a full action for the hero
to attempt to pull it off.
If the hero succeeds at the roll, the extra air rolls into the hero’s lungs.
If she can then match her mouth up to her friend’s, she can blow the air into
her companion’s lungs. This is the equivalent to the friend getting a full
breath of fresh air.
Lazarus
Ever wished you could come back from the dead? Well, as a lazarus, your hero
can.
This power isn’t all it’s cracked up to be though. Just because your hero
can’t be permanently killed doesn’t mean someone can’t do a real number on
him in the short term. When the hero gets shot, it still hurts just as much
as ever.
The hero is pretty much a normal human being until he manages to get himself
killed. At that point, his body starts doing its best to get him up and
running again.
The time it takes the hero to come back to life depends on how badly he was
injured when he was killed. If he was just barely pushed off this mortal
coil, he could be back in a matter of hours. If he was knocked through the
veil of death with a rocket launcher, it’s going to take him quite a bit
longer.
Powers
Resurrection: If the hero is killed, he comes back to life at some later
date. The length of time it takes him to resurrect depends on the number of
extra wound levels he suffered when he was killed. This means you need to
keep track of the amount of damage done to him when—and even after—he dies.
A hero dies when he takes double his Strength in wounds in either his head or
torso—the vital areas. Once the hero is no longer being wounded, tally up how
many extra wounds he’s taken in each of his vital areas. You only need to
worry about the higher number.
The hero’s body starts to regenerate right away, but it’s a slow process.
While the lazarus’s body regenerates, he is still dead. It’s just that his
body progressively looks better and better. Bones set, bullet wounds close,
and smashed limbs are restored.
In fact, if the hero has actually lost part of his body, it’s regenerated
entirely from scratch. The hero’s brain is the center from which this
regeneration takes place, so if his head is removed from his body, his head
would then grow a new body while his old body would rot away. Even if the
hero’s head is smashed, some small part of it will go on to regenerate the
rest of him, leaving the rest to decay. The only way to truly kill him would
be to incinerate his head.
A hero can only suffer either up to his Strength in extra wounds or 3 extra
wounds, whichever is greater. After that point, any extra damage inflicted is
wasted.
The hero’s body heals 1 wound level every 12 hours. Once the hero’s body is
entirely healed, the hero suddenly comes back to life, his body as good as
new. This means that a mortally wounded or maimed hero could willingly die
and then come back whole.
The hero does not come back to life until the healing is entirely complete,
even if the hero’s body has healed enough wounds to the point that the hero
would normally be alive. All wounds must first be healed.
The healing process can be helped along by normal means, including medical
attention and even a delta healer. It can also be hindered by damaging the
hero’s defenseless body.
The dying process is not pleasant, but the hero has no recollection of
anything happening between his death and resurrection. For whatever reason,
his mind is simply a blank.
Tricks
Sacrifice: With an extra success on a bravery roll, the hero gets an extra
delta point. This special point can only be used to perform an action that
helps someone else directly at risk to the hero’s life. If it’s not used by
the end of the play session, it goes away. The hero can rack up as many of
these delta points as he likes during any single play session.
Dying Act: With an extra success on a Spirit roll at the moment of death, the
hero can perform one final short task after he’s been killed. This task must
be taken on what would have been the hero’s next action, had he not been
killed. If the hero is stunned, he is unstunned for this last, desperate
action. No matter what happens, the hero dies immediately thereafter.