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Re: [BNW] Aquarian and Lazarus
Thanks Matt. That was really decent of you to do. I look forward to Crescent City,
as I do all BNW products. You're one of the most dedicated game designers I've ever
encountered, as well as one of the most dedicated. Thanks for sharing your toys with
us.
Sincerely,
Stacy Dooks.
MForbeck@aol.com wrote:
> 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
>
> ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
> 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.
>
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