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Mailing List Logs for ShadowRN

From: Mercenary X <ken@*****.STANFORD.EDU>
Subject: DIE SAMMY DIE! Revised
Date: Mon, 10 Apr 1995 22:05:13 -0700
OK, I admit it, it was WAY to munchkinous. I'd never let a player use
those in MY game. I'm tired, here are those powers revised.



Stasis
Cost: 4.5
This power allows the PhysAd ignore the effects of damage during
a battle, but then have it all come on him at once at the end. If the
PhysAd chooses, all damage done to him during one encounter/battle is
saved until the end of the battle. The PhysAd then takes all the damage
at power x1.5 round up. If the PhysAd takes a REALLY bad blow, like a
nuke, an AVM to the head, at GMs discretion, the preceding rules don't
apply.EXAMPLE: Harry the PhysAd decides to use his stasis power during a
battle with a mean troll guy. During the battle he takes a 9M
wound, a 3L wound, and a 7S wound. He finally kills the troll and
collapses. He must now deal with resisting a 14M wound, a 5L wound, and
a 11S wound.

Graft Weapon
Cost: 5.5
This allows a PhysAd to make a melee weapon he is holding a part of
himself...it kind of melds into him. It takes a simple action to graft a
weapon the PhysAd is holding into him, it takes the same amount of time
to "ungraft" it. While the PhysAd has the weapon grafted he gains two
extra dice in his combat pool to be used only for things related to the
gun, and whenever the PhysAd is required to make a test involving the gun
he automaticly <sp?> gains one success. Only one piece of equipment may
be grafted at a time.


Cyber Jolt
Cost: 6
Whenever the PhysAd makes a successful melee attack against a cybered
foe, the opponent loses all abilitys gained by one piece of cyberware at
random for the next combat round. If the opponent is hit multiple times, he
loses access to multiple pieces of cyberware.

"A pretty face and a gun will always get you farther than just a pretty face"
-Bug City
Ken W. Dye <ken@*****.stanford.edu> TekArms@***.com
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