Duplicator
Duplicators can somehow make identical copies of themselves that can think and act on their own (although they are linked together mentally). These guys can be really tough. One time I heard about a duplicator that was attacked by a goliath, the goliath clocked the duper over the head, sending him flying. The goliath turns around with this big old smile on his face, which goes away as soon as FOUR! copies of the dupe piled on top of him, beating him with bats and tire irons. The stupid goliath kept swinging and more duplicates kept appearing. Sheer weight of numbers (and stupidity) took that idiot out.

To create a dupe requires one action. Every time the delta makes a dupe he has to make a stun check, with a +1 modifier for each dupe already in existance. The new dupe appears next to the original wherever there is free space (chosen by the Guide, generally to one side or the other). If there is no room then the duplicator gets no dupe but must make the stun check anyway.

If the delta ever fails a stun check all dupes immediately vanish.

There is no limit to the number of dupes possible, but the stun check does put a practical upper limit to the number.

To "re-absorb" the dupe all the delta has to do is touch/be touched by him and the dupe vanishes (note that they can touch without the dupe vanishing, it's a willful action). This is a free action. Any wound levels the dupe suffered are taken on by the delta, unless his own wound levels are higher. Ex. The delta has 2 wound levels to the body and 1 to the arm, a dupe has the opposite (2 to the arm, 1 to the body). If they re-combine the delta would have 2 wounds. to the body and 2 to the arm.

If the delta takes any extra wounds from the re-combination he must make a stun check as normal.

The delta and all dupes have a limited telepathy out to about a 1/4 mile that allows them to work together and share simple information without having to talk. Beyond this range they are totally separated.

Dupes within the 1/4 mile are ALWAYS controlled by the player, outside this range the Guide takes over, but the dupe will still follow instructions and try to work for the goals of the delta.

When a dupe recombines with the delta all thoughts and feelings are shared. The result is that the dupe does not have any resentment or anger at being made or being re-combined, there is no "him and me" it's always "us"

The energy used to make the dupe is unstable, every hour that one exists it needs to make a stun check with a +1 for every check after the first. If this stun check is failed the dupe vanishes.

The delta is aware when a dupe dies/vanishes, but if he didn't re-combine with it then he does not get any thoughts/memories from it (if it was outside the 1/4 mile radius).

Tricks:
Controlled Duplication-
Keeping a duplicator locked up somewhere is next to impossible, the smallest crack or whole and they can create a copy on the other side to let them free.
With an extra raise on the stun check when creating a dupe the delta can pick where the dupe appears. Ex. the delta slides his fingers under a locked door and tries to get the dupe to appear on the other side, the delta hangs from a cliff edge and tries to make a dupe appear holding on to his outstretched hand to reach the goal 8 ft. down (hope he doesn't fail that stun check :)


Energy Conversion-
Fighting one of these guys is often a losing battle, seems like the more you hit them, the more you wind up fighting.
The dupes the delta makes are basically energy converted into matter, temporarily. Whether this energy comes from the delta (many such deltas are unusually thin) or the surrounding environment, varies. But with an extra success on any stun check made (except the one resulting from creating a dupe in the first place) the delta can produce a dupe "for free." This dupe works just like the others, the only difference is the delta didn't have to spend an action to create it. Note: with two successes this trick can be combined with "Controlled Duplication".

Sentinel

I took this out of an article I read in the NYU Times:
The first Sentinel was documented only 10 years ago. Originally the type was called a "Tracker" but was changed to Sentinel when this type was popularized by a short-lived TV show called "The Sentinel" which featured a Tracker as the main character. The Sentinel has enhanced senses far beyond any reg. He can hear in both higher and lower frequencies and at lower dB levels. His sense of smell approaches that of a bloodhound. His sight is as sharp as an eagle's and can even see in the dark. His sense of touch and taste are also enhanced to a lesser degree.
The Sentinels senses are also perfectly integrated. Whereas a blind man can learn to better utilize his sense of hearing after losing his sight, the Sentinel does not need to abandon one sense for the improvement of another.

Personality: "Yeah, I've worked for the other side. No, I'm not a Hunter, I'm better. All those THINGS are good for is tracking down and imprisoning deltas. I'm more multi-talented.
Every group should have me watching their backs (and fronts, and sides). I'm NEVER surprised in a fight and if a target, friend or foe, gets away I'll find him for you.
So you interested in highering me on? Yeah, I knew you were. How? Simple, you got a lot of nervous energy, which means you're excited about something and I noticed a minute ago how you slid your hand off that shotgun under the table (I could smell the gun oil)..."

Quote: "Listen... Do you smell something?"

Powers:
+3 to Tracking, Scrutinize, Search and Perception rolls
Nightvision (as the Sneak PP)

Hinderances:
Light-sensative (as the Sneak PP)

Edges/Flaws:
Sharp Eyes +0
Sharp Ears +0

(Many Sentinels are also Alert and Light Sleepers, but these must be bought as normal).


Adrenalin Freak

These guys are down-right scary. They seem normal at first, but then when things start happening they suddenly freak out, grow in size and start tearing people apart. I've only ever run into one, but I almost didn't survive the encounter. I underestimated him and moved into knock him out, next thing I know he's a foot taller and as fast and strong as I am. Luckily I was able to hold him off until his thunder ran out and then he was easy to take down, but it was pretty touch and go there for awhile.

Personality: "What are you looking at?!?
Sure I may not look that tough, but wait 'til I get going. When the lead starts flying my adrenalin kicks in and I become a real monster! Literally. Don't believe me? Gimme a second and I'll turn into something that'll make a goliath take a step back."

Quote: "Don't make me angry, you wouldn't like me when I'm angry."

Powers: Adrenalize- When the delta's adrenalin kicks in he gets the following bonuses:
- +5 to init. and pace
- +5 to str.
- +1 size
- Armor 5
The following circumstances will trigger the change automatically (and without any choice on the part of the delta):
- Taking a wound
- Being forced to make a stun check
- Failing a surprise roll
- Any time the game enters combat rounds
The following circumstance allow the delta to end the effects:
- The game stops being in combat rounds
- The delta takes no action for 30 seconds

Activating the adrenalin effect once a day is automatic. Activating more than once a day requires a spirit roll. The TN for this roll is 5 for the second use in a day, 10 for the third, 15 for the fourth, etc. If the delta fails he can keep trying, at the start of every round, for free as long as combat continues.

The adrenalin effects automatically end after 12 rounds (1 minute), but the delta can keep the effects going by making a spirit roll every minute. The TN for this is the TN to activate the power (see above) +5 and goes up by +5 every minute. If this is the first use of the power in a day, then the TN starts at a base 5 and goes up from there.
Ex. Bruce, the Adrenaline Freak, has had a rough day. He's already been in two fights and activated his power twice. Now some Primers have decided to use him for target practice. Bruce is shot at so he can try to activate his power for free. The TN is a spirit[10] roll, which he makes. The fight drags out and a minute goes by, now Bruce has to start making spirit rolls to keep his anger going. The TN is [Base of 10 +5]... 15.

Quirks:
All that adrenalin pumping through'em all the time makes adrenalin freaks a little crazy.
The delta automatically has the crazy, bloodthirsty or savage quirk. Take your pick, but you have to have one.

Tricks:
Psyched Up-
The delta can spend 30 seconds