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[HOE] Syker: Shifting
I'm trying out designing a new syker power and wanted some input from
people with more experience:
Shifting:
Type: Biokinetic
TN: 5
Strain: 1
Speed: 1/Vamoose
Duration: 1 action
"When you can snatch this pebble from my <snatch>... Hey!"
Shifting allows a syker to momentarily shift her body into
overdrive (hence the name) creating a burst of speed almost too fast to
follow. Movements are a blur that while are not impossible to follow, are
almost impossible to beat. There are basically three ways Shifting can be
used:
Defensively: As part of a vamoose the syker can use Shifting to
accelerate her dodge. She can either move aside with blinding speed, or if
she wants to be really impressive, dodge the attack and return to the same
spot. Either way he image blurs for a second (either in-place, or in
transit) before settling in her final location. When Shifting as part of a
dodge the syker can add +6 to her dodge roll. Note: it's all one action,
the syker gets shot, she discards a card and rolls her shifting then,
assuming she makes the roll, rolls her dodge with a +6.
Offensively: The syker can use Shifting to make a lightning-fast
attack that is very hard to defend against. This is kind of strange
because using Shifting doesn't make her a better attacker, but harder to
dodge. So if the syker Shifts and attacks, then her target gets a -6 to
any defenses (vamoosing roll, HtH penalty, defensive bonus from a weapon).
For Ex: Cassidy (a syker) uses Shifting to shoot a ganger, moving
her barrel with lightning-speed. She rolls against a base TN 5 as normal,
and hits (if she'd only rolled a 4, the attack would have missed). The
ganger decided to dodge, which he rolls with a -6 penalty. Next Cass
punches another ganger in the face, and uses Shifting again (burn that
strain!). The ganger has a HtH skill of 4, and is armed with a knife
(DB:1) he decides not to dodge. Cass would normally roll against a TN of
10 (5 + 4 for skill + 1 for DB) but Shifting offsets up to 6 points of
defense, so her TN goes back to the base of 5.
Opposed rolls: any time an opposed roll is called for a quickness,
deftness or nimbleness roll Shifting can be used to add +6 to the syker's
roll.
In all cases, any use costs a point of strain, the entire sequence
only takes on action, and if the syker fails the blastin' roll he action
ends immediately (she doesn't get the actual action off and is left
standing there looking like an idiot).
Theo McGuckin
"Putting the Mentor back in Tormentor"