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Re: [BNW] Power Package Idea
At 09:11 PM 19/04/01 -0700, you wrote:
>Ok, I'm new at making my own powers, but here goes.
>
>CACTUS
Interesting.. There could be several variations on the name
and theme without anything but superficial modifications;
consider "Spike" (as someone mentioned), "Bristle", "Porcupine",
"Sharpie", etc..
>Armor- The cactus' skin is naturally tough. Armor 10/-.
Just about everything seems to come with Armor 10/- + these
days...
>Spikes- The cactus has the ability to create dozens of bone-like spikes,
>which quickly jut out of the skin all over the body.
Interesting image.. I assume that there is no blood when this happens..
And many of them would probably dress down, nothing they can't
lose..
As for the hand-to-hand damage of Strength+5, why not just put
it as "+5 to all hand-to-hand damage"...
>Super spike- After one round of concentration and an extra success with a
>fighting:barehanded roll, the cactus can combine all his small spike into
>one. This spike can come from any body part, travels 5 yards, and does
>5d6+10 points of damage.
This just sounds.. wierd..
Someone (Theo?) suggested "super-spray".. Here's my take on it:
Shed - Sometimes, a cactus just gets himself stuck; walking through a
jungle with spikes coming out of your body can turn you into a walking
tree. Some of them have learned a little trick, which rids them of the
embarrassing collection of scraped material, which they can "shed". A
cactus sheds his quills by concentrating
quietly for a few moments [a single action will do], and
dissociates himself mentally from his quills (Spirit roll vs. 10). After
that, they just fall off. Of course, he can't grow any new quills for a
day, and there is the mass of evidence that Delta Prime might find
interesting...
Dart (requires Shed?)- In a combined physical and mental effort, a
cactus can willfully let loose of a group of spikes and hurl them
at his opponents. They can throw them like anything else -- just
as far, scratching their opponents handily (Strength+5 damage). The only
drawback is that it is a little harder to throw (Difficulty + 5) and the
spikes don't grow back until the next
day (each throw uses 1/8 of the spikes on his body, i.e. it can be used 8
times; spikes from other parts of the body can be used, not just from the
hands). And what's more, if they hit really well (by 10 over the
difficulty), the spikes stay stuck, and will do an additional 3 points of
damage if removed hastily (first aid will remove them safely -- one at a
time). A variation on this trick
allows the cactus to use the spikes like caltrops. This requires no roll,
and each group (up to 8) dropped gives 3d6+3 damage.
Also, they should be able to take the Gunner trick "Pierce Armour",
but apply it to Martial Arts/Hand-to-Hand attacks instead of
shooting attacks.
>Counterattack- With an extra success with a dodge roll in close combat,
>the cactus can hit the attacker with a spike while using the attacker's
>momentum. The attacker receives their strength+5d6+10 points of damage.
This is a bit... excessive. Why not make it a more general trick,
and then just say that the Cactus can take it, and does their
normal (enhanced) damage? Something like:
Counterattack -- With two extra successes on a Dodge roll in close combat,
the defender can make a defensive strike, doing their normal hand-to-hand
damage - 5.
>Sorry that the explanation is so crude. I tried to make it as
>understandable as possible. Please reply with any comments/criticisms. I
>though it might be too much damage, but it only works up close, so I
>thought it balanced out. Thanks for your time.
Well, it only works up close -- so carry a gun! Considering this guy is
dangerous to hit as well as to get hit from, I would say it's plenty balanced..
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