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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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