Despite the best efforts of Kennedy's goons to cataloge and classify us all, there are still types of Delta's that pop up from time to time that don't fit any of the old classifications. We want to help you understand who you are so you can better stand up to the man. Here are some of the newer types of Delta's we have encountered.
Unerring accuracy and unbeliveable trick shots are the hallmark of this delta class. In their hands almost anything, from marbles and ballpoint pins to arrows and knives, can become deadly weapons. This makes them great infiltration agents and snipers, but gives me the hebbie-jebbies when I'm around one.
Control Kinetic Energy: Accelerators can alter the kinetic energy of any moving object. This allows them to increase or decrease the speed of a moving object with an Easy (5) Spirit roll. For every success that they get they can increase or decrease the damage of a weapon by 1d6. This means that even ordinary objects like marbles and ballpoint pins can become lethal weapons in their hands.
Explosive Charge: For each extra success on an Easy (5) Spirit roll the hero can supercharge an object she is throwing with kinetic energy and cause it to explode on impact for 1d6 massive damage for each extra success.
Control Direction: With an extra success on an Easy (5) Spirit roll the hero can influnce the direction that a moving object takes.
In Greek mythology there is a legend of a powerful man who was the son of Gaia. As long as he stayed in contact with the earth then he could never be defeated. Some Deltas have abilities that are very similar which is why they share his name.
Immovable: Allows an Anteus to ignore the effects of Knockdown and Knockback tricks. In addition an Anteus can not be moved by anything less then an Amazing (20) Strength roll unless they choose to be.
Strong: +3 to Strength rolls
Armor: 5/-
Pump It Up: For every extra success on an Easy (5) Strength roll an Anteus is able to add +1 to Armor.
Reflection: On a successful Easy (5) Strength roll an Anteus can reflect one physical attack back at his attacker.
As the world grows more and more full of evil, Mother Nature has began to fight back. Among the Delta's of the world are a small subset who seem driven by the need to seek out and combat evil wherever it can be found. These deltas are known as Avengers and their mission and curse is to protect the innocent and destroy evil everywhere.
Empathy: On a successful Easy (5) Spirit roll the character can sense the motives of everyone around him
Clarity of Purpose: When using his Empathy and with a successful easy (5) Spirit roll, the character may add an addition +5 to any Fighting, Martial Arts, or Shooting rolls during that encounter against anyone who is judged by the Guide to have truely evil motives
Pacifism: An Avenger cannot take action against innocent people. This includes criminals whome the Guide judges are acting for good reasons.
Driven: The character is driven by an unknown force to seek out evil and avenge it.
Think Twice: With an extra success on his Empathy roll, the character can cause a criminal to think twice about the crime they are about to commit. It requires a successful Difficult (10) Spirit roll for them to continue with their criminal actions.
Detect Evil: With a successful Dificult (10) Spirit roll, The character may detect only those people who have evil motives and plan on causing mayhem in the near future.
In some Delta's the facade of civilization is very thin and the savage lies very close to the surface. These are the Beasts, Deltas with enhanced senses, claws, and remarkable regenerative powers. Many are savage killers while others are normal in almost every way.
Animal Senses: Grants the Beast +5 to all Perception rolls
Strong: +3 to Strength rolls
Or Fast: +5 to Speed for Initiative and Dodge rolls, +5 to Pace
Healing Factor: The hero can make a healing roll every hour instead of every day.
Claws: +2 to unarmed damage
Tricks
Track Scent: With every extra success on a Perception roll the Beast can track a scent or determine the owner of an item by scent alone.
Rapid Healer: As per the Scrapper trick
Adapted from Steve Crow's Brave New World Site
Armor: 5/-
Project Flame: The hero can project bolts of flame from her hands. This is a useful, although often times dangerous, power since most things on this earth are effected by fire. This power ignores armor which is not part of the target's skin or powers or insulated against heat and flames.
Fire Blast
Weapon Type | Ammo | Shots | Quickness | Rate of Fire | Range Increment | Damage | Cost |
Fire Blast | Fire | Unlimited | 1 | 3 | 5 | 5d6+5 | - |
Flame Aura: The hero can surround herself with a firey aura on an Easy (5) Spirit roll which inflicts 5d6+5 massive damage to anyone engaged in close combat with her.
Infravision: Because of the heroes affinity for heat she can see into the infrared spectrum with an Easy (5) Spirit roll. This allows her to track people based on their heat signiture.
There is a type of Delta gifted with an incredible link with the earth itself. They can use the living earth as weapon making them armed and dangerous at all time, something that makes most people very afraid.
Shape Earth: The Earthmovers are able to reshape any natural earth or stone into a weapons, including but not limited to earth fists, colums of dirt or rock, or small missiles with an Easy (5) Spirit roll.
Earth Wave: On a Difficult (10) Spirit roll the Earthmover can create a tidal wave of rock and earth which he rides on top of. This moves at Pace of 30
Earth Sense: For each success he gets on a Difficult (10) Spirit roll the Earthmover can gain some sense of what has happened in an area by it's effect on the earth.
Engulf: On an Easy (5) Spirit roll the hero can open a hole beneath an opponent and then collapse it on top of them doing 1d6 massive damage for each turn they are buried there.
Hyper's are a special type of delta. They share some of the characteristics of a Bouncer and some of a Blaster. They are very quick and have a killer punch which makes them handy to have in a fight.
Fast: Add +5 to Speed for initiative and dodging, also
add +5 to pace
Blast Punch: A Hyper can charge up his punch with a
small energy field. This allows him to really clean up
in a street fight. When ever he gets an extra success
on a close combat roll he adds an additional +15 to
his strength when figuring damage
Tricks
Blast Kick: This trick allows a Hyper to execute his
Blast Punch with a kick instead. It requires 1 success
on an Easy Spirit roll as well as the extra close
combat success.
Shatter: With 2 extra successes on an easy Spirit
roll, the Hyper can actually shatter inorganic
materials using a blast punch attack.
Quirks
Hyperactive: The Hyper always has to be moving or doing something. It takes an Easy Spirit roll for him to stand still for more than a few seconds.
Tricks
Shield: This allows the hero to shield certain people from the effects of her illusions. To do this the hero must make an opposed Difficult (10) Spirit roll against the person she is trying to shield. If the hero gets more successes then her target then that person is successfully shielded from that illusion.
Virtual Reality: With three successes on an Easy (5) Spirit roll and the expendature of 1 delta point, the illusionist may project an illusion into the mind of a single individual. This illusion has the benefit of seeming completely real to the person receiving it.
Chaos Blast: Spellbinders are able to project beams of pure chaos from their hands. Use the Blaster attack table for most information. However damage is a special case as the Spellbinder does not actually injure their target but inflicts some random, unlucky event on the poor sucker. The Guide determines the final result but it should be helpful to the Spellbinder, although not always to her allies. These blasts don't normally affect none living matter, however see the tricks section for exceptions.
Chaos Blast
Weapon Type | Ammo | Shots | Quickness | Rate of Fire | Range Increment | Damage | Cost |
Chaos blast | Energy | Unlimited | 1 | 3 | 5 | Guide's Discretion | - |
Chaos Punch: As per the Blaster trick, Blast Punch.
Gremlin: The Gremlin trick allows the Spellbinder to affect technological devices like robots and powersuits as well as humans with one extra success and the expediture of one Delta Point.
Spikes: This is the ability to extend bony spikes from your body at will. These spikes can be used both offensively or defensively and do about the same damage as a knife. An enginering spike might even find more creative ways to use this power, such as creating small climbing spikes from the palms of his hands.These spikes do no damage to the spike and can be extended or retracted at will. These spikes do 3d6+5 damage in close combat.
Needle Spray: Some spikes have mastered the art of actually shooting their spikes from various parts of their body. This requires two successes on an Easy(5) Speed roll.
Needle Spray
Weapon Type | Ammo | Shots | Quickness | Rate of Fire | Range Increment | Damage | Cost |
Spikes | Bone | Unlimited | 2 | 1 | 5 | 3d6+5 | - |
Quirks
Obvious: The spike has the -3 obvious quirk. He stands out when his power is active but is otherwise able to pass as human on the street.
Calcium Dependency: The spike must consume large amounts of calcium from sources such as milk in order to replace that which is lost during use of his powers. This is a -2 quirk.
Inspired by "X-Men: Evolution" and by the members of the BNW mailing list. My thanks to everyone who helped refine this idea.
Weather Control: On a successful Spirit roll the hero can effect the weather, increasing or decreasing the weather affects or even creating entirely new effects with an extra success.
Flight: Pace 20
Tricks
Summon Lightning: On an extra success on a Spirit roll for Weather Control the hero can summon lightning as an attack. Use the damage from the Charger for this attack.
Wind Slam: With an extra success on a Spirit roll the Weather Witch can summon up a strong wind which slams her opponents similar to the Knockback trick.