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Re: [HOE] SYKER D20



I personally don't care for D20 and use the Deadlands system.

----- Original Message ----- 
From: "Kerry D. Jordan" <kdjordan@netdoor.com>
To: "Deadlands: Hell on Earth Mailing List" <hoe@gamerz.net>
Sent: Wednesday, February 05, 2003 10:16 AM
Subject: [HOE] SYKER D20


> 
> I've only received one comment about any of these D20 conversions... does
> no-one else have anything to say?  Am I the only one who is interested in
> HOE D20?  I don't want to fill up mailboxes with useless junk (I get
> enough o' THAT in snail-mail)...
> 
> Kerry
> 
> ------------------------------------------------------------
> * To give credit where credit is due, note that the        *
> * descriptions (i.e., not D20 game statistics) have been   *
> * quoted from Brainburners by Steve Long.                  *
> ------------------------------------------------------------
> 
> Telekinetic Storm (Syk)
> Type: Transmutation
> Level: 4
> Components: S
> Casting Time: 1 action
> Range: Medium (100 ft. + 10 ft./level)
> Effect: Maelstrom of debris 20 ft. in diameter
> Duration: Concentration (up to 1 round/2 levels)
> Saving Throw: See text
> Spell Resistance: No
>   The Wasted West is filled with junk, rubble, trash, and
> the wrecked remains of a civilization stupid enough to bomb
> itself back to the Stone Age.  In the hands of the right
> people, such as junkers, these scraps can become weapons.
> Sykers have a more direct way of using the crumbling
> fragments of the old world.
>   This spell creates a maelstrom of swirling debris that
> lasts for as long as the syker concentrates, up to a
> maximum duration of 1 round/2 levels.  Everything within the
> storm suffers 3d6 points of damage per round (half slashing
> and half bludgeoning).  Reflex save for half.
>   Creatures within the storm when it is invoked may negate
> the damage with a successful Reflex saving throw, provided
> they can and do physically leave the storm's boundaries by
> the shortest route possible.
>   A telekinetic storm serves as one-half cover (+4 AC) for
> anyone beyond it.
>   Obviously, telekinetic storm doesn't work in an area
> without substantial rubble or other dangerous debris.  If
> the debris is particularly sharp, hard, or otherwise deadly,
> the Marshall should add damage or other effects as well.
> Throwing a box of nails into a telekinetic storm might
> increase the damage by 1d4 points.  If there are any radrats
> in the storm, they probably bite anyone they slam into as
> well.  The Marshall should use common sense and reward
> creative uses of this chaotic power.
> 
> 
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