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Re: [BNW] A New Power Package






>From: David Fryer <badsign_98@yahoo.com>
>Reply-To: bnw@gamerz.net
>To: bnw@gamerz.net
>Subject: [BNW] A New Power Package
>Date: Fri, 1 Jun 2001 10:54:25 -0700 (PDT)
>
>Okay here is the first of two new power packages I've
>been working on. Look it over and tell me what you
>think.
>
>Hyper
>
>Hyper's are a special type of delta. They share some
>of the characteristics of a Bouncer and some of a
>Blaster. They are very quick and have a killer punch
>which makes them handy to have in a fight.
>
>Powers
>Fast: Add +5 to Speed for initiative and dodging, also
>add +5 to pace
>Blast Punch: A Hyper can charge up his punch ***and kicks** with a
>small energy field. This allows him to really clean up
>in a street fight. When ever he gets an extra success
>on a close combat roll he adds an additional +5 to
>his strength when figuring damage
>
>Quirks
>Hyperactive (0 points): The Hyper always has to be
>moving or doing something. It takes an Easy Spirit
>roll for him to stand still for more than a few
>seconds.
>
>Tricks
>Blast Kick: This trick allows a Hyper to execute his
>Blast Punch with a kick instead. It requires 1 success
>on an Easy Spirit roll as well as the extra close
>combat success.
>
>Shatter: With 2 extra successes on an easy Spirit
>roll, the Hyper can actually shatter inorganic
>materials using a blast punch attack.
>
>Very interesting, add hyper insomnia as well and I think you have 
>something.
Hyper Insomnis: A hyper has trouble sleeping at night.  Each 24 hour period 
She need to make a (10) spirit roll.  Failure means she was unable to sleep 
the night/day before.  While her power keeps her from suffering normal fatue 
problem from lack of sleep, all her Spirit and Smart rolls need one less 1 
to roll a disater.  This penalty stays untill she can make a succesfull 
sleep roll.  A sleep roll desiaster means she crashes and does not wakes up 
unless woken up for the next 24 hours.
Sugested tricks:
Superblast: The hero can build up a charge in his body before he makes an 
attack.  He can add +5 to the damage to his next attack per action he spends 
building up, to a maxium of +20.  For the superblast to work he needs an 
extra succes on the the attack roll. Otherwise it's just a normal blast.  If 
the hero is stunned while he's building his energy, the bonus is lost.  The 
hero sparks when he is powering up.
Super Speed:  With a extra success on a (5) running roll the hero can add +5 
to his pace for the next round.  Making this roll requires an action.
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