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Wednesday, January 18, 2012

Shadow Squad of Syracuse: Powers and Weaknesses

POWERS:

At Character Creation, a player chooses two powers and assigns a d10 to one and d6 to the other, for their character (called a player character or PC to distinguish from non-player characters or NPCs).

List of Powers:

Psionics:
(a) Telepathy - a PC can either read one character's mind or push a suggestion in a character's mind three times a day of game time for 6 times the die roll minutes. (ATN vs. half victim's ATN die)
(b) Telekinesis - PC may levitate and control an object no bigger than a bread box three times a game day for 6 times the die roll minutes of game time. If using the object as a weapon, use ATN vs half victim's TUF die and assign a device die to object to score damage. Six minutes is equal to one round of combat but the the attacker cannot move the object and attack with it or anything else in the same round. If the character is interrupted by say having to parry another characters attack, the object drops. If the character uses it again that counts as another attempt for that game day. 
(c) Power blast - fires a blast of mental energy confusing and crippling a sentient target (ATN vs. half victim's ATN die) for 3 times the die roll in damage, once per game day. PC must be able to see the victim.

Special Ops: Special training allows you to master a weapon. Player chooses a weapon (melee or ranged). D applies to the weapon but PC adds one to his die rank (TUF or STW) when using that weapon.

Tech whiz - can intuitively work with new or found technology and receives a special device. The die is assigned to the device but the PC raises his die rank (ATN) whenever they use it or any similar source technology (say from the same planet of origin).

Shaman - Uses PC's ATN to perform magic. Shaman powers usually indicate that the PC is associated with one of the Native American nations near Syracuse, who more than any other group are aware of how deep the mystery goes in the city.
(a) Prophetic Insight - may discern a secret truth or anticipate something about the immediate future. The content and reliability of the insight are determined by the die roll once per game day.
(b) Healing - May restore one die roll of HP to any one character once per game day.
(c) Blessing/Cursing - Add your die to another character's die or against it and add or take away your roll from theirs.

Cybernetic - you add your die to any activity that uses a specified body part (eye, ear, arm, leg) three times a game day.

Changling - Your PC is a hybrid of humanity and some specified other creature (alien, fey, animal). You may call upon the special abilities of that other creature for six times the die roll game minutes three times a game day.

Mutation - You can alter your body in some specified way for six times the die roll minutes of game time twice a game day (Animal, Mineral, size alteration, elasticity).

WEAKNESSES:

A player must choose a weakness at character creation from the following list, specifying the object of the weakness:

Altered appearance
Photo-sensitive
Allergy to Substance
Phobia or Compulsion
Berserker mode
Addiction
Vulnerable to a power
Wanted by the law or an organization
Personality disorder

Losing or Gaining Powers and Weaknesses:

At the GM's discretion, a PC may lose a power or a weakness as a result of significant game events. A person my also try to lose or mitigate a weakness or gain a power or device through training or research. The GM must decide if such a task is worthwhile (not necessarily telling the player before they have used their resources) and if the player has the enough of the right resources to do it. If so, the GM tells the player when such training or research has been fruitful and then adds the result to their character.