The Charger
Some people have shocking personalities. Chargers are a bit more
shocking than the norm.
Powers:
Lightning Blast: The delta can fire bolts of lightnings from his
fists. The lightning blast is described on the table below.
The blast completely ignores all-metal armor. Computers and other
electronic targets take double damage from this attack. (Power armor
is considered to be shielded and only takes normal damage).
Immune to Electricity: The hero takes no damage from lightning
or other electrical attacks.
Tricks:
Conduit: The charger can fire his blast directly into any conductive
material, causing it to flow in a line through the object and hit a target
along it’s length. This is commonly used on metal grates, railings
or telephone lines. The Delta must make an Easy (5) strength roll,
for every success he can hit a target up to 1" along it’s length.
He can only hit one target of his choice. If the hero fails the roll
the blast damages the conduit instead of traveling through it.
Example: A charger named Sparks has challenged a criminal with
a hostage. In order to avoid hitting the hostage Sparks fires her
blast through the metal grate they’re all standing on. Scoring two
success Sparks’s blasts travel through the grate, under the hostage and
into the criminal. The criminal does a little dance and falls down
unconscious.
Goodnight: By touching someone the charger can stun them by sending
a small jolt through them. The blast is through skin-to-skin contact
only. The attack has a rating of Stun (10).
Lighting Blast:
Some Deltas can fly like an eagle, or have the strength of a bear.
Others can have the real things by their side.
Powers:
Beast Sense: The Delta can mentally sense any animals within
a 10" radius from him. The delta can also sense the true form of
any animal he sees, (such as shapechanged Vampires).
Tricks:
Familiar: The beastmaster can choose one specific animal,
and bond with it telepathicly. The animal gains a +1 to all smarts
and spirits rolls. Plus both animal and Delta know the general condition
of the other instinctively. (awake, hurt, fighting). Also with
an easy(5) spirit roll the Delta can look through the familiar’s eyes.
(or any other sense). This is a disorientating effect, and while
doing it the Delta cannot do any other actions. The familiar always
follows the empathic suggestions of the Beastmaster and is immune to the
empathic suggestions of others.
If either member of the familiar link dies then the other one falls
immediately into a coma. The coma lasts until a Difficult (10) strength
healing roll is made. The roll can be attempted once every 24 hours.
To establish a familiar link the Beastmaster must spend twelve hours
of constant contact with the animal, at the end of which he makes a difficult
(10) spirit roll. Success means the link is established, failure
means he must try again. Going bust means the beastmaster not only
fails, but cannot try with that animal again.
Animal Speech: The Delta can imitate any animal speech that she
has heard. Along with her natural emapthy the beastmaster can do simple
communication with the animals. Talking to animals is like talking
to young children with limited vocabularies. ("shiny man was here.
Smelled bad" etc..) If the delta wants to make the sounds to fool
other people or other animals, she gets Impersonate 3. Depending
on the sounds made the delta may also get a temporary Intimidation 3 skill
as well. Other beastmasters are never fooled by this.
In 1984 there were reports of an unusual band of Deltas, claiming to
be Alphas the group showed powers that were more powerful then anyone in
their class. However, when a few of them were captured their powers
were of the usual strength.
This is one of the few cases where a MetaDelta has been seen.
Their power is an influence on the powers of others, making them incredibly
useful or dangerous to other Deltas. It is believed that they are
among the rarest of the delta types. They tend to be very reclusive
as both the Defiance and the Government hunt them for their abilities as
soon as one is discovered.
Powers:
Enhance Powers: The MetaDelta can help other deltas that are within
a 6" radius around him. He puts out an invisible field that somehow
boosts the powers of others. All difficulty rolls on powers and tricks
are lowered by one difficulty level, also any applicable damage dice are
doubled. This effect lasts for as long as the MetaDelta concentrates,
upto one round per strength die.
Dampen Powers: The Delta can also hinder deltas within 6" of him.
If he puts out a dampening field then all difficulty rolls for powers are
increased by one level. The number of dice available for rolling
damage is cut in half (rounding up). This field lasts for as
long as one round per die of strength and as long as the Delta is concentrating
on it.
Tricks:
Null Field: The Delta can create a field of blue energy, harmless
except that anyone in it loses all of their delta abilities, including
powers, tricks and delta points. The field extends from the delta in a
radius of 4’. It lasts as long as the delta concentrates on it, although
each round he has to make a difficult (10) spirit roll to maintain it.
As soon as anyone in the field leaves it then the powers come flooding
back.
Awaken: One of the riskiest things that the MetaDelta can do is
set off the awakening of someone else. The Delta cannot sense who
will become a delta, and who won’t. He just has to choose correctly.
Lifters are strength personified. While several Deltas have gained
strength as part of their powers, (Goliaths, Bouncers and Scrappers to
name a few) the Lifter has had all of his power put into that one trait:
Strength.
Powers:
Strength: The Delta gets a +5 on all strength rolls. In addition,
on strength rolls 4,5 and 6 are all open-ended. (as opposed to just
6).
Biochemical differences: The muscular system of a Lifter is biologically
different then that of any other creature on Earth. As such any poisons
have a harder time affecting him (except for inhaled poisons, such as toxic
gases). Any time such a poison is applied the Guide makes a secret
Strength roll (with open-ended numbers). On an Amazing (20) success
then the poison has no effect. Powers that affect muscles have their
difficulties increased by one level when used against a lifter. (this
does not affect power negation, such as at New Alcatraz or the field of
a MetaDelta)
Tricks:
Rock Your World: The same trick as the Goliath has.
Orbit time: The Lifter can throw things very, very well.
On a strength roll for every Challenging (10) success the Delta gets he
can throw an item ( up to 70 pounds for every strength die he has) 2".
If the object (or unfortunate enemy)( hits something then they take the
equivalent of falling damage)
Weapon-masters don’t even come close to describing some Deltas.
Their swords can slice through concrete and their maces can dent steel.
Some people assume that they’ve somehow found Excaliber or some other legend.
But they’re wrong. The magic is not in the item, but in the person.
Powers:
An Enhancer must have a weapon that he has bonded with. The bond
takes an hour of concentration, plus a Challenging (10) Spirit roll.
If the roll is successful then the item is bonded to the hero, and the
powers are activated whenever he holds the item. If the roll fails,
then the Delta must try again some other time.
Note: remember that as soon as the weapon leaves the Delta’s touch the
power’s effects ends. So archery, firearms and thrown weapons are
pretty useless as choices.
Powers: (only while the Delta and the weapon are in contact)
A +5 on the appropriate fighting skill. (Blade, club, staff etc..)
The bonus is also applied to any damage the weapon does.
A weapon in the hands of an Enhancer can damage creatures that are only
affected by holy or magical weapons. Of course, just how much damage
is done is up to the guide. (at the very least it will cause some
pain)
Tricks:
There are different tricks for different weapons. Most Enhancers
choose one weapon and try to specialize in that area. Others choose
as many as they can, to become a master of all trades.
Swords: Ever since the legend of Excaliber swords have
been one of the mainstay in legends and fantasy. Whether the Delta
is imitating the Samurai, the three Musketeers or Zorro, the sword tends
to be the most popular choice.
Inspiration: By brandishing the sword the Delta can inspire any
allies to greater bravery. Any character gets a +3 on the Bravery
rolls for the next fight.
Bladed weapons (all)
Deflect Shots: The Delta can use the blade to deflect thrown or
shots at him. This takes a Difficult (15) Speed roll. No damage
is done to the weapon if successful. Also keep in mind the deflected
object has to land somewhere. If the hero gets three or more successes
then he can choose where it goes, otherwise the Guide has to decide.
Slice and Dice: The weapon can do massive damage in one slicing
arc with a Difficult (15) Fighting roll. For ever success the weapon
can slice through one foot of material doing double damage Anyone hit by
this automatically takes an extra two wounds to that area.
Spinning Defense: The delta can send his blade whirling around
himself in a dizzying display. This is a defensive move, and can
be the only action performed. As the delta swings the weapon around
himself faster and faster, any attacker(s) have to make attacks at a +2
on their target number. If they fail to hit then the blade successfully
knocked the attack aside. Notice that large objects, or heavily armored
may not be affected by this defense, decided by the Guide. (in other
words this won’t stop the bus that just got thrown at you) A Delta
can keep this defense up for one round per die of Stamina he has.
After that it’s just too tiring to keep going and he has to stop for a
round. (he can do other things without penalty)
Blunt Weapons (Maces, Clubs)
Deflect: Just like the Blade Trick
Smash It! The Delta can cause shockwaves from the force of his
strike, treat this like Goliath trick "Rock Your World"
Staves
Spinning Defense: Just like the Blade Trick
Jumping Jack: The staff can be used for pole-vaulting over larger
then normal distances. For the purpose of the jump the Delta gains
Acrobatics 3. For every success gained on a Challenging Speed roll
(10), the hero can pole vault 2".
Ropes, Chains (entangling weapons)
Entangle, Skilled. With this trick the Delta can use the normal
Entangle trick, but with an extra success he can choose whatever limb (including
head or neck) that he wants to entangle. If he chooses the neck,
then he can immediately strangle the other person at Strength damage per
round. (assuming the other person doesn’t get free somehow).
Catch a lift: The Delta can whip the weapon around any small object,
such as a rail or wire and get it to hold. This is an effective way
to create a temporary swing. The weapon will stay wrapped around
the object for one round per success on a Fighting roll. (Challenging
difficulty 10).
Shields (a classic choice)
Deflect: Just like the Blade Trick.
Shield Charge: The Delta can charge with his shield up in front,
adding an extra amount to the damage inflicted. The damage bonus
is +2 per full inch moved, up to a maximum of +16.
Having a ghost in the machine can sometimes be taken literally, at least
when these Deltas are around. They have the ability to temporarily possess machines.
Powers:
Electronic Possession:. The Delta can enter any electronic
device and take it over. The process takes one round of concentration
while she is touching the electronics, after that the body disapears and
the delta’s spirit awakens in the machine. CyberJackers can only
possess electronics, not organic systems or purely mechanical devices.
Limitations:
Tricks:
Hide the Mind: The Delta can hide her thoughts in the electronics
she’s possessing, with a Challenging (10) Spirit roll any psychic or empathic
attempts to find her fail.
Coaxing the Gadget: With a Challenging (10) Smarts roll the CyberJacker
can get a Gadget to continue working even if it’s broken down. (electronic
Gadgets only) The machine will work as long as it’s possessed, as
long as the initial roll was successful. After the Delta leaves the
machine, however, it breaks down again immediately. Plus it takes
the usual amount of damage for possession as any other machine would.
The speed of the molecules in any object is very important…it’s what
we call tempature. A few Deltas exist that can mentally adjust those
speeds, turning a cold winter night into a pleasantly warm evening or making
a pot of water boil just by looking at it.
Powers:
Tempature Control: The Delta can adjust any object or general
area within her line of sight. On a Challenging (10) Spirit roll
the tempature of the object or area moves 10 degrees up or down. (player’s
choice) the character can adjust it another 10 degrees for every extra
success, up to a maximum of 60 degrees. Note that if this is used
on anything organic then it can cause some severe burns or frostbite. (2d6
damage)
Heat/Cold Immunity: Thermals can not be burned or frozen,
and take no damage from attacks of that kind.
Tricks:
Tempature Distortion: By switching back and forth on the
heating and chilling of an object the Thermal can do more damage then usual.
This takes a Difficult (15) Spirit roll for every round. If it succeeds
the amount of damage done increases by one die (3d6, 4d6, etc.).
If the Thermal does not make the roll then the damage drops back down to
2d6.
Hazy Summer: The Thermal sends out the heat in a small wave through
a section of air within sight, causing it to ripple due to heat distortion.
Besides obscuring any views through it, the distortion wrecks havoc on Lasers
and any other light projection (including flashlights) Area of Effect,
Damage and any other traits from equipment or weapons of that nature are
cut in half (round up).
There are a few Deltas that even Scrappers fear to fight. They
are very few..but they are there. One of them are the dreaded madmen
known as Berserkers, after the old European warriors who would lose themselves
into battle.
Still…very few can stand battle against them.
Powers:
Strength +3
Armor: 3/-
Rage: In times of battle the Rage may take over in the
Berserker. Any time he takes a hit or hits an enemy in battle (accidently
getting bumped into isn’t enough to do it) then the player has a choice.
He can make a Difficult (20) Spirit roll to try and stop it, or give in.
When he gives in he MUST attack any enemies he sees. Not only that,
but the berserker must attack in the most direct, aggressive way possible.
(ie. fists more often the not)
The Rage does have some benefits however. They take no penalties
from wounds until the limb is pulped! (when they come out of the
rage they’re definitely going to feel it). They can ignore the Useless
result until they come out of the fight. Heads are different however,
and they are knocked unconscious if it is knocked to Useless.
Tricks:
Inner Center: When you can set off a volcano inside during
a fight, sometimes other things that annoy you just don’t matter as much.
In a non-combat setting any attempts to taunt or intimidate has an extra
difficulty added to it. The berserker simply knows that he is a lot
tougher then the other guy.
Aura of Anger: On the other hand, sometimes you want to
give just a little bit of the fury out for someone to see. With this trick
the Berserker can add +10 to any Intimidation rolls. The Berserker
has to be able to really get in the other person’s face and act menacing.
(excellent role-playing possibility)
Powers:
Gas Creation: Vapors have a network of pores over their body
(which can be easily found by a medical examination, but are not easily
seen to casual glances) which can produce a strange from of hydrogen.
The gas is completely non-reactive (basically a "noble" gas). It
is non-flammable and does not invoke any known medical responses.
Tricks:
Lingering Scent: The Vapor can touch something and "infuse" it
with a scent. The scent will stick to the person or object for one
hour per success on an Easy (5) Spirit roll. Extensive cleaning
will not remove the smell, (not even tomato juice), but it can be masked
by other strong scents. (like bathing in cheap perfume)
Bubble: If the Delta tries to generate under water usually
it only produce a lot of little bubbles. But some have learned to
generate slowly and create one large bubble around them. This bubble
is buoyant and will take them to the surface. The air is not oxygen,
however, and the Vapor still needs to get out of the water to breath.
(also when the bubble gets to the surface it pops) The Vapor cannot
control the movement of the bubble, it only goes up. It may be affected
by currents, however.
Powers:
Armor 3/- (always on, the bird-boys are naturally tough)
Quirks:
Tricks:
Swoop! The Flyer can angle downwards and increase his pace
to 50’, however, she is also headed towards the ground at almost the same
pace. (roughly 30’, but it is the Guide’s call)
Wing Buffet: The wings on these deltas are almost as strong
as they’re arms and can be used to hit somebody with them. The attack
is treated just like punch, with STR as damage. The attack roll is
one level higher in difficulty as this is an unusual action.&n
The Beastmaster
The MetaDelta
The Lifter
The Enhancer
The CyberJacker
The Thermal
Berserker
The Vapor
Winged Flyers
Charger
By Theseus
They are living electrical batteries, building up a charge and able
to release it in a massive lightning blast. Unlike the Blaster, the
electricity doesn’t toughen the skin so they are more vulnerable then other deltas. Their gifts, however, are a lot more versatile.
Weapon Type
Ammo
Shots
Quickness
Rate of Fire
Range Increment
Damage
Cost
Lightning Blast
Energy
Unlimited
2
2
10
3d6+5
-
BeastMaster
By Theseus
Beastmasters have a natural empathy with all natural animals.
They’re friends of them, and each helps the other. Most Deltas become
animal rights activists after developing them, and others start scouring
the zoos for helpers in their crimes. No matter what they do their
lives are never the same.
To be honest, even for deltas, people who hoot and roar at animals are
considered very weird.
Animal Empathy: With an Easy (5) Spirit roll the hero
can cause any animal (this is any non-sentient mammal, reptile or bird)
to follow a simple suggestion. This is telepathic, but the animal
must be within sensing range of the Delta. If the suggestion is against
the animals wishes ("attack that robot" for example) then the difficulty
goes up to 10. To suggest something that the animal completely against
the animals normal behavior (such as a guard dog attacking his master)
then the difficulty is 15. The suggestion holds until the task is
completed or one round per success gained on the roll.
MetaDelta
By Theseus
Subsequent security scans have revealed that with the group of "alphas"
there was always a young man in the crowds nearby. Delta Prime intelligence
believes he was the one helping them. At the next attack the Prime
units neutralized the young man first, and witnessed the rest of the rebel
deltas powers return to normal.
The Awakening consists of two hours of intense meditation from the
MetaDelta while touching the other person. It is an extremely painful
process, and both partners are glowing while this happens. (so don’t
do it in the middle of the city’s square)
The MetaDelta must make a Difficult (15) Spirit roll, at which point
all of the energy that has been built up is released, dealing 5D6 points
of massive damage to both people. If the other person has no potential
then that’s it..time to take them to the hospital. If the other person
has potential, then he takes no damage, but falls unconscious for half
an hour for every damage point he would have received. There are
no visible wounds, and when he wakes up the powers will be there.
(and hopefully someone took the MetaDelta too the hospital, because he
takes the damage no matter what…)
Guides should be lenient on this…Awakenings are dangerous, but should
not be fatal. If the damage total ends up being more then either
party can handle then fudge it so that he just ends up spending a lot of
time recuperating.
This power has no effect on Deltas.
Lifter
By Theseus
Their muscles are bio-chemically different then other humans and even
other Deltas. When they flex they look human, but under the skin
it’s a totally different system at work.
They also have reputation for being clumsy, as having such strength
requires a lot of self-control or else they litter places with broken door-handles,
smashed cups and other accidents.
Unfortunately this different nature also affects healing. The
Guide makes the same roll for any medicines applied, and any healing powers
also have their difficulties increased by one level.
Enhancer
By Theseus
Enhancers can take a weapon and bond with it, using the item to focus
their Delta abilities. When they don’t have the weapon, then there
abilities are sharply declined. But when they do have it, then things
start to happen.
The item must be in contact with the delta, gloves and light clothing
are okay, but as soon as it’s left more then an inch away from the Enhancer
then both weapon and Delta become normal again.
The item remains bonded with the Delta permanently.
Armor 5
The guide decides on a case by case basis as to how the material holds
up. (this is a good trick for slicing through wooden telephone poles..but
terrible for cutting open re-enforced titanium walls)
CyberJacker
By Theseus
And if you piss them off they can make HAL look like your best friend.
The Delta has total control of the machine, and can activate or deactivate
any of it’s functions. The Delta can also do things like read the
memory or files, even if they are encrypted.
Unfortunately there are quite a few limits to this power. The
delta is limited to the original device, she can’t modem or send herself
over any communication lines.
Also the presence of the spirit in the machine is very disruptive.
It’s like a sustained power surge, doing one wound to the machine per round
of possession. If the device is destroyed (or turned off/blacked
out) then the Delta is expelled violently, appearing in the flesh beside
the machine and taking one wound to each area.
Thermal
By Theseus
Other effects may include causing metal to become more brittle, freezing
over the tops of small bodies of water, or inducing heat exhaustion.
Any tempature changes return to normal the round after the Thermal
stops concentrating on it.
Also any ranged attacks through the distortion have a +1 modifier to
their TN. The distortion lasts for two rounds, although weather
conditions my alter that. (it last a lot longer in a baking desert then
in a Minnesota winter)
Berserker
by Theseus
Although they are powerful, Berserkers are not wanted in most groups.
They cannot be controlled by their leaders, nor trusted by their team-mates.
Also, in their rage they can be easily tricked by their enemies.
He still has enough control to decide between multiple targets, but
as long as one is in sight the battle is not over. He will continue
to fight until all of the enemies are unconscious or dead. (this may
cause a problem when they’re fighting Toughs). A berserker
has to be physically pulled away from a battle.
In the Rage if all of the enemies are defeated then the berseker has
to make a Difficult (20) Spirit roll to avoid going after the next nearest
person (friend, innocent bystander..doesn’t matter). Each round after
the last enemy is down or out of sight the roll can be made again with
one step easier on the roll. (round 1 it’s 20, then 15, then 10 etc..)
Once the Rage is over the Berzerker becomes very tired can only do
minimal actions for two rounds for ever round he was Raging. (think
of it like being out of Wind in Deadlands). Also memory is hazy for
that time period. Treat it as Absent-Minded if trying to remember
anything specific during the fight.
Also, the Berserker gains a +5 to Stun checks and any drug/poisons
while raging.
Vapor
Some Deltas, despite their abilities, just get no respect. The Vapor
is the current "Rodney Dangerfield" of Deltas…they have the ability to
emit gasses. This leads to no end of jokes and insults from others.
Despite the lack of respect, Vapors have a powerful and diverse gift.
The Vapor completely controls what color it comes out as, as well as
the smell. If he wanted to make a pink cloud that smelled like French
perfume, or a brown cloud that smells like rotten eggs then it’s within
his powers. One particularly nasty trick is to make a cloud that
smells like natural gas, then watch as everyone flees the gas leak.
The cloud dissipates within ten minutes of it’s generation.
The Vapor can produce enough gas to fill an area five feet in diameter
per round. He can also "shoot" the vapor from his hands forward 10’.
The gas will continue going forward or outward at a speed of 1" (game inches)
after that.
Winged Flyer
Flyers like to compare themselves to gods, but there are some who
are more like Angels. Able to fly like birds, and have the large
white wings to help them.
They are very similar to Flyers in their abilities, but besides the
obvious differences there are a few things to note..
They aren’t as fast as Flyers, but have more control. Also the
Wings (usual Wingspan is 6’) look frail, but are just as tough as the rest
of them.
Flight: They can fly with a Pace of 40
Acrobatics: Winged Flyers get one level of Flying for
free.
With a six foot wingspan, nobody is going to mistake them for humans.
They get Obvious 5.
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