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Re: [DL] Demolition man.
It looks really good and it gives me a good idea on how to convert
between the two systems.
For this I thank you.
Brom Clancy wrote:
>From the Nitro-man prestige class created by (?)
>cnc80@shaw.ca.
>
>See it here.
>http://crpgn.mortality.net/forum/viewtopic.php?
>p=1283#1283
>
>New edges:
>
>Bigger bang for your buck: 1 /3/5.
>Explosions done by your dude are much more potent
>then normal. Any explosive created by your character
>does an additional die of damage. The 1-point version
>increases the base damage by 1 die, each additional
>step up increases the base damage by an additional
>die. This edge may be used to decrease the damage of
>a explosion by that same amounts in desired ( If you
>really wanna, ya yellow bellied coward).
>
>Mad Bomber: 1.
>The Nitro-man gets an additional +2 to Overawe when
>explosives are involved, mainly because you know he
>might just use it.
>
>Makin' the TNT Dance: 1-5
>The character has an almost supernatural control over
>the power of the explosion. He can add and/or
>subtract to the burst radius of a explosion he
>creates by a number of yard equal to his level with
>this edge (depending on his mood).
>
>That was a close one: 3 /5.
> This demolition man has been caught in so many
>blasts he’s began to build up a immunity. For 3
>points this character has a permanent point of armor
>against all explosions, for 5 points he get 2 levels
>of armor. Sure his clothes might be blown to hell
>and he looks like a freshly squeezed cow pattie, but
>he ain't dead neither.
>
>That's Just him Again: 5
>If the character has made 2 or more explosions in the
>area, roll Demolitions against a target of 11 plus
>the Current Fear level. If he succeeds the explosions
>have desensitized the people in the area, and the
>fear level drops by one level.
>
>I Meant to do that: 3.
>This character learns to shape an explosion just the
>way he likes it. This is often used to increase the
>spread of an explosion to avoid collateral damage.
>Common shapes include making the explosion oval, long
>and thin, or even a star pattern. The effect of this
>is that the character can chose to decrease the burst
>radius of a explosion in one direction and add the
>difference to the burst radius of another direction.
>Using this edge requires a Onerous (7) Demolitions
>roll to reduce the burst radius in one direction in
>half, and increase another by
>The same amount, each raise allow the character to
>change the burst radius by half again. To reshape a
>Explosion in an additional direction requires a
>increased Target number, +2 for each changed
>dimension.
>
>Blowing things to hell: 3
>When this character really gets the urge to make a
>really big kaboom, he can make every stick of
>dynamite is tallied separately instead of merely
>adding a extra 1d20 per additional stick. This
>requires three times the normal preparation and
>raises any demolitions roll by 4.
>
>Rattled in the Brains: 1.
>All the explosives this character has used have had a
>real affect on his sanity. To put it mildly, they’re
>nuts, and usually get worse as time progresses. For
>every botch rolled with their demolitions attribute,
>roll once on the dementia table.
>
>
>New Equipment:
>
>Clickerswitch: This ingenious invention is credited
>to the famed miner and gunslinger Samuel "Sparky"
>Smith, of Deadwood who later setup a ghost rock
>powered "Laundromat" in Salt Lake City. It is a
>blasting cap attached to a series a springs, a slide
>lever and a metal handle. It can be set to go off
>from one to four rounds later with a standard action.
>Furthermore, because it is detonated through striking
>the blasting cap, rather then lighting a fuse, it is
>harder to stop and not affected by bad weather.
>Costs: $10 per Clickerswitch (patented by Smith and
>Strong Enterprises). Can be created for $5 and a Fair
>(5) tinkering roll, if a successful prototype is
>studied, or can be created "from scratch" by a mad
>scientist ( Slight improvement on existing technology
>(7).
>
>
>
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>