New BNW Tricks


Need a few new Tricks for your BNW characters? Here's a few to work with.




Find Weakness     (Scrapper, Martial Artist, Genius)

This must be purchased for one specific type of fighting or martial arts skill. For each extra success that a Genius, Scrapper or Martial Artist gains on a fighting or martial arts roll, they find a weakness in the opponent's protection, and may ignore up to 5 points of Armor. It is the Guide's call as to whether or not the foe's armor actually has a weak spot. Such weak spots include eyes, mouth, ears, joints, etc. If no such weak spot exists, the trick does nothing.



Shatter     (Blaster)

When targeting an inanimate object (i.e., something with Structure Points), the Blaster may roll an extra die of damage for each extra success. If he has the Extra Damage trick he may use his extra successes for that as well. He may combine this Trick with the Blast Punch and Superblast Tricks, but must then use his extra successes normally.



Flicker     (Teleporter)

To use this Trick, a Teleporter must hold an Action. He must declare he is using this Trick when Teleporting to a destination, and use two actions back-to-back. He arrives, and almost immediately teleports back to his point of departure (he has enough time to drop off something, like a grenade or a friend). For each extra success he gets, anyone in a position to notice him at the arrival point must make a perception roll (with a -3 per extra success on the Teleporter's part) to notice his rapid arrival and departure. If no extra successes are generated or used, any observers may still make the perception roll (without penalty). A Teleporter must have Flicker to attempt this tactic.



Contortionist     (Escaping)

This Trick requires that the user is Double-jointed. The Delta can place themselves in an unusual position (up on a shelf, in a air shaft) by contorting to make themselves less obvious. For each extra success the user gains (using escaping) when placing themselves in position to do something stealthy (typically requiring use of stealth or shadowing), they may add +1 to their rolls for such skills.



Cloak Others     (Sneak)

This Trick allows a Sneak to "loan" his stealthiness to others. For each extra success he gets, he may do two things. First, he can conceal one person in addition to himself for each extra success. There is no limit on the number of successes that may be used in this manner. He must be touching, and remain in contact with, the person being "cloaked" in this manner. Then, he may also loan one level of his stealth (from his +5 due to Sneak, so no more than 5 pluses may be "loaned" in this manner) to the lowest rated stealth person in the group the Sneak is Cloaking. The character chosen must then make a stealth roll as normal, using his own stealth bonuses (if any) and the additional levels loaned to him by the Sneak. The success of the stealth attempt for the entire group is judged by this one roll, with a failure or detection revealing the entire group of cloaked characters, including the Sneak. Bonuses from multiple Sneaks using this Trick is not cumulative, although the best overall # of success generated may be used. A Sneak may not "loan out" other Sneak-based Tricks (such as In Plain Sight) using this Trick.



Reconstitute     (Bomber)

This Trick allows a Bomber to regenerate his body parts faster after detonating them. The roll is Vigor-based, and is made once, immediately after the Bomber detonates a body part. The roll is made for a specific body part. Each extra success halves the time (round down) required to regenerate a body part. However, the regenerated body part cannot be re-detonated until the unmodified regeneration time elapses. So a Bomber who blows up an arm and then makes a Vigor roll and gains two extra successes would only require 15 minutes to regenerate his arm (1 hour, halved to a half-hour and then halved again to 15 minutes), but would still not be able to detonate that arm again for an hour.



Improvisations     (Smarts)

This Trick allows someone to improvise a weapon, explosive, defense, whatever, from common household materials at hand. The TN is 5, and each extra success on the Smarts roll will either yield a die (if figuring damage) or a bonus to a skill, as appropriate. The item mocked-up cannot be beyond the limits of the item as created, and is rarely even equal to a device built for that specific purpoes. Obviously, this requires a great deal of discretion on the Guide's part. As with the Gadgeteer guidelines in the basic rulebook, a Guide should feel free to shut down anything that he feels is excessive. Some examples here include: rigging a spray-can as a flamethrower; using black pepper as a blinding device; creating small explosives out of fertilizer or household chemicals; filing magnesium off of a bicycle and mixing with rust (ferrous oxide) to make a crude thermite bomb; making a crude smoke bomb out of dry ice, soda, and pop rocks; or using spray-cleaner to stymie a motion sensor. For more suggestions, watch any given episode of the TV series MacGyver, airing on WGN 2-3 times a day.



Hands-On     (Hacker)

(based on an idea by Scott Raby)

This Trick allows a Hacker to manipulate a computer directly, rather than relying on a keyboard or voice command. He simply needs to touch any part of a computer. When he makes his roll to manipulate the system, he can use an extra success to manipulate the computer without using outside means. He can also manipulate peripherals directly attached to the computer (printer, CD, zip drive, etc.). He can not directly access or operate other systems the computer in question is attached to. The Hacker may still manipulate the computer itself to use those distant systems, as per normal if the Guide has determined this is feasible. Losing contact with the computer breaks the link, and requires another roll (and another minimum of one extra success) to reestablish direct contact/manipulation.



Zap     (Charger)

This Trick allows a Charger to channel his electricity a bit more carefully, like a stun-gun as opposed to a bolt from the heavens. With an extra success, the Charger does no Wounds. Rather, determine how many Wounds would have been inflicted and have the target make a stun check as normal against that number of Wounds.



Electrical Manipulation     (Charger)

This Trick requires that the Charger already have the Fry Charger Trick. When using this Trick, the Charger handles it just as he would Fry when targeting an individual and/or the equipment they carry. The Charger must declare he is using Electrical Manipulation prior to the die roll. If the Charger fails to gain the three successes, but he gets at least one, he may "fry" the power system normally.

If the Charger gets the required three successes, he can take control of the electrical device. The Charger may maintain control of the device as long as he concentrates, and cannot use his Charger powers in any other way. This Trick will not provide the Charger with the skills necessary to necessarily manipulate a device effectively. Taking control of a plane's electrical systems would not let him automatically fly the plane or manipulate a computer. He can perform simple functions automatically, however, such as shutting down an ignition system, turning on a computer, etc. If the Guide allows, the Charger may use the appropriate skill to manipulate the device, such as computers to use a computer once she has taken control of it electrically. The Guide may apply penalties to this kind of skill use skill based on the complexity of the task being attempted. Against particularly complex electrical devices, the Guide may also require more than three successes to succeed, although the Charger should be informed of the additional number required before making the roll.



Shock Therapy     (Charger)

The name of this Trick is a euphemism for a Charger basically routing large amounts of current through someone's body with the intent of inflicting large amounts of pain without physically damaging the "subject." It is popular with Delta Prime Chargers although publicly DP will not admit that any of their operatives are trained in this technique. The occasional rogue Delta or foreign operative learns it for their own purposes. The Defiance forbids its "members" from using it, but subgroups such as the Delta Warriors could care less.

Shock Therapy is almost always used out of combat. The Charger must touch the target, and makes a normal "to hit" roll against a difficulty of 5. Each extra success he gets adds +3 to any persuasion: interrogation he or an associate makes against the subject. Since it can be used to boost a partner's persuasion: interrogation, Chargers trained in this technique will often pair up with an Interrogator.

Chargers may also use this to give a similar boost to persuasion: intimidation rolls, although it is rarely necessary against prisoners which are the typical victims of this trick. If used in combat, the ROF is 1, and a persuasion: intimidation roll must be made immediately after the Shock Therapy trick is used. This means that the Charger must hold an action., use it to perform Shock Therapy, and then immediately make his persuasion: intimidation attempt with his next action.



Retrieval Totem     (Bargainer)

Okay, it's not technically a Trick. But it's a subset function of a Delta Power, so this is as good a place as any to put it. I'm also not enarmored of the name, but "Summoning Token" is already taken. What can you do?

Retrieval Totems typically take the form of a bag or satchel, or sometimes even a top hat. They allow the Bargainer to reach in and summon (relatively) common, everyday items. The totem cannot be larger than a suitcase, and the Guide should feel free to penalize Bargainers who like to carry Retrieval Totems that large along with them. A Bargainer cannot procure something larger then the Retrieval Totem itself. This also means you can't pull out, say, a 10' pole from a top hat.

Retrieving an item takes an action and a successful Spirit roll. The difficulty starts at 5 for a common non-combat, non-specific, non-powered objects: a ruler, a pair of sunglasses, an apple, etc. If the Bargainer wishes to procure a non-specific powered object or combative device that is relatively common (a gun, a laptop computer), the difficulty is 10. Money typically fits into this category if the Bargainer wishes a specific amount. Otherwise low-value bills will show up on a roll against a difficulty of 5. If the Bargainer wishes to produce a powered non-specific combat item (a taser), or a specific item (the keys to the door in front of you or the automobile across the street), the difficulty is 15.

If the Bargainer wants to get even more specific, and wants, say, a state-of-the-art super laptop computer, modify the difficulty up accordingly and let them go for it! Non-existent items cannot be procured, however.

This all sounds powerful if difficult, right? Well, there are a few limitations. You can't take an item that a person is actively using. Such an attempt automatically fails. You could take something that they are not using but have on their person, such as a holstered gun.

Secondly, other Totems resist this effect. As do Gadgets, for reasons which Bargainers are still trying to figure out. Again, such an attempt automatically fails.

Thirdly, this breach of reality is only temporary. The amount by which the Bargainer overcomes the target number is the number of rounds that the item remains with her before it returns to its original location. The Bargainer cannot accept a lesser number.

Fourth, since it is demons that are responsible for the creation of the Totem and its workings...well, let's just say they will take the desired object from the most inconvenient place possible, and usually one that is as close as possible. If the Bargainer tries to procure a gun and isn't specific, he may end up with the holstered gun belonging to his fellow Gunner. A Bargainer can not specify a negative (i.e., "I want any gun except the one my buddy has."). Nor can they specify a distance ("I want a gun from at least 200 miles away."). That would require more work than the demons want to go to. The person the item is taken from might not notice its absence, if the duration was short. But demons tend to procure stuff from folks that will notice.

Fifth...the procurement leaves a trail visible to Bargainers using Detect Magic, Watchers, and others who might be sensitive to energy flow (such as certain Gadgeteers with the proper equipment). This trail lasts for about an hour. This, combined with the fact that demons will try to procure an item from as nearby as possible, means that overuse of this Totem could have an angry mob on the Bargainer's trail. Good! As a Guide, feel free to play this up.

Sixth, a disastrous roll is a bad, bad thing. Imagine Bullwinkle trying to pull a rabbit out of his hat. Typically, this will allow the demon bound to the Totem to escape and wreck havoc. Again, this is a bad thing. It's probably not the most powerful demon a Bargainer will ever have to deal with (that's why it was bound in the Totem in the first place), but "powerful" is a relative term here. Just as with a botched demon summoning, Bargainers are expected to clean up their own mess.

And finally, as a Guide play up exactly how inconvenient the temporary disappearance of these items from their original owner is. Feel free to have the Bargainer see a headline later talking about how a policeman was killed by robbers when his gun mysteriously disappeared in the middle of a shootout.




Sense Flow     (Charger)

The Charger makes an Easy (5) Perception roll. If successful, he can perceive electrical impulses, and judge their strength and intensity, even through thin metal and wood. This vision lasts for about a minute. This can prove useful in several ways: 1) it gives a +5 to any lockpicking (electric) attempts; 2) it can help a Phaser avoid wired walls; 3) it can spot hidden electrical devices; and 4) it can detect electrical fences and whether they are active or not. Other applications are left to the Guide and the Charger.



Cache     (Teleporter)

No one is quite sure where a teleporter goes when he teleports. However, where he or she goes, there seems to be some kind of dimension or...something there. A skilled teleporter can actually leave something in that dimension. A teleporter with this Trick can leave something off automatically. However, to recover it they must teleport through the same area (the relationship between the BNW universe and whatever dimension they pass through remains constant), and get an extra success on the navigation roll when teleporting to recover the item. Normal limitations on what a teleporter can carry and drop off apply. This trick cannot be used in conjunction with any other teleporter trick.

A second teleporter could find the item. But only if they are given directions by the first teleporter, have this trick, and get at least one extra success. It's a big multiverse out there, and not all Teleporters pass through the same sidereal dimension. Bargainers using a Teleporter Delta Totem apparently don't pass through the same realms as a "normal" Teleporter. At the Guide's discretion, even two Teleporters of the same type may not use the same sidereal dimension.



Reincorporation     (Phaser)

This trick is a favorite among more aggressive Phasers. It involves reaching into an opponent's body with a hand and solidifying for a microsecond. This places excessive strain on the target's body, but is so momentary that the phaser does not take the normal damage for materializing inside a solid object.

To succeed at this trick, the Phaser must gain three extra successes on a hand-to-hand fighting: barehanded roll while desolidified. This roll is made as per normal combat, assuming the target is aware that the phaser is attacking them. If the attack is successful without the required number of successes, nothing happens. If the three extra successes are achieved, the target takes the normal 5d6+10 damage, but this damage is only calculated for stun purposes. In other words, have the target takes no actual wounds, but makes a stun recovery check as if they had taken that many wounds.

On a disastrous roll, the Phaser mistimed the incident and both he and the target take the normal damage for materializing inside a solid object. This trick doesn't work against anyone wearing powered armor, as it typically has too much wiring for the Phaser to safely pass through.



Share Translation     (Translator)

Sure, a Translator can readily learn how to speak a language. But she's not a Charmer. And what Translator wants to sit around while the Phaser steals those papers and has to bring them back to you across town so you can read them for the group? So Translators had to develop a way to share their knowledge as it were. And as with most things in the universe of Brave New World, if there's a need to learn a particular way to use your power, someone out there will figure out how to do it.

To use this Trick, the Translator must first have successfully used her power to gain a language. Then she must touch a willing individual with which she wishes to share this linguistic knowledge, and make a Smarts roll (TN 5). As with almost all Tricks, she needs at least one extra success to succeed. For each extra success the Translator achieves, she may give the target one skill level in the language (or extend the duration by a day - see below). She may choose to give out less skill levels then the number of extra successes achieved. The Translator cannot give out more skill levels then she herself has. The Translator may "share" her languages with multiple individuals, and may even share the same language multiple times. However, she cannot share more language skill levels then her Smarts rating at any given time. Nor can she augment someone's skill levels in a language if the target already knows the language at any skill level. For unknown reasons, this Trick never works on another Translator. There is no range limitation on this Trick once the knowledge has been imparted.

Ironically, the more linguistic knowledge a Translator tries to pump into someone's head, the less time they can retain it. Subtract the number of skill levels "loaned" to an individual from three to determine the number of days they retain the skill levels. When making the roll to impart the language, the Translator may use extra successes beyond the first to extend the duration by one day per extra success used in this manner.



Skimming     (Communicator)

A Communicator can't normally "read minds." However, sometime careful questioning can cause someone to think something consciously, even if they don't say it out loud. And that's all the opening a skilled Communicator needs.

To use this Trick, the Communicator must have already established and activated a link. When she is using interrogation against a subject target, she makes a Spirit roll opposed by the target's Spirit. If the Communicator wins the roll-off with at least extra success, she gets a +5 to the interrogation roll for one question. This interrogation roll is opposed normally by the subject. The answer is not spoken out loud, and is limited in length (see below). Essentially the subject inadvertently but mentally "speaks" the answer.

A Communicator may use this tactic multiple times during a single interrogation. However, the bonus she gets to her interrogation roll is reduced by one for each additional attempt (successful or not). Eventually, her subjects catch on. Also, the answer that the Communicator gets can not be any longer in words than the current bonus the Communicator has. So on the fourth attempt, the Communicator will only get a +2 bonus to her interrogation, and the mental phrase the subject blurts out will not be more than two words. At least a day must go by before the Communicator can attempt this Trick again on the same subject.



Group Link     (Communicator)

A Communicator can "normally" only use her telepathy with one person at a time. But sometimes there is great value in linking together two or more teammates together at the same time.

To use this Trick, the Communicator must actually be able to initially see all the folks she wishes to link with. In this case, distance is important. She must already be attuned to them, as normal. The Communicator then makes a normal Spirit roll to activate the link. However, for each additional success she gets she may include one more person present and attuned into the "group link."

Once the group link is established, anyone may speak to anyone else in the link in the normal manner as specified by the power packages. if the Communicator dies, is rendered unconscious, or is otherwise unable to maintain the link, the group link is entirely lost. Someone rendered unconscious is dropped from the link entirely. The Communicator cannot discretely drop people from the group link: it's all or nothing. Normal rules for maintaining the link and duration of the link apply, although the members of the link do not have to be present with a re-establishment attempt (unless something happened to them and they were dropped from the link). However, the Communicator must get enough extra successes to include everyone desired. She may choose not to include certain people in the link at this time, or they may be excluded whether she wants them to be or not if she doesn't get enough successes.



Babble     (Translator)

A Translator cannot normally do much with the language skills of another person, except to share his own knowledge (see
Share Translation). However, canny Translators have figured out a way to use their own mastery of languages to good effect.

To use this Trick, the Translator makes a Smarts role as usual against a TN of 5. If an extra success is achieved, the Translator scrambles her own speech centers for a period of up to 24 hours. The Translator may end this effect at any time. While under the effects of this Trick until its expiration, the Translator cannot speak, understand, write or even think any comprehensible language. Although they can be forced to drop the effect, they cannot be forced to speak anything understandable, even inadvertently.

At first this may seem remarkably useless. However, a Translator under the effects of Babble is immune to persuasion: bluff, charm, interrogation, and any verbal form of seduction and taunt (the Guide can apply penalties for non-verbal forms of those two sub-skills). Anyone using the Skimming Trick, or any other Power or Trick that relies on understanding what the Translator is thinking, gains no benefit.

Another Translator may attempt to decipher the babblings of a Babbled Translator. In this case, they make a normal Smarts roll to translate, in an opposed roll against the roll the Babbling Translator made to scramble his speech centers. The Translator, if successful in understanding the "babbled" language, may then for example assist an Interrogator so that persuasion: interrogation could be used normally.

The "language" chosen each time the Translator scrambles his speech centers is totally random. She cannot "resuse" a previously Babbled language, and someone who has Translated a previous random language must start again to translate the new "language".



Share Vision     (Watcher)

A Watcher can with great training pass on what they see to someone else. This Trick cannot be used with any other Watcher Trick, but only the base Delta Vision.

To use this Trick, the Watcher makes a Smarts roll as normal when activating the vision, and must be touching a willing participant. With an extra success, the sharing participant sees what the Watcher sees. This overrides whatever it is they would normally see, and this typically causes them to suffer a -3 penalty on all physical actions due to the differing viewpoint. This will not let the participant use a power that requires eye contact (such as Communicator). However, it will let the participant use powers that require line of sight (such as Snuffer).

The Watcher and participant must remain in physical contact. Remaining in physical contact in this manner typically imposes a -3 penalty on any physical actions the Watcher undertakes, due to the effort to remain in contact with the sharee. The penalty to the person sharing the vision is included in the above. If a Watcher has already made a roll to activate Delta Vision and subsequently wishes to "share" his vision with someone else, they must make a new roll.



Shape Ice     (Freezer)

(created by
Theo McGuckin)

This trick allows the Freezer to control the shape that the ice is formed into. With an extra success on the Spirit roll to freeze something, the ice can be shaped into virtually anything the Freezer wants (given enough water). Common items are bars (or whole cages) and weapons. For most physical objects, use the rules for ice shields when it come to durability. For weapons: they are not as sturdy as real weapons (to be, they would have to be incredily thick or heavy). Every time the weapon is used roll a d6 (open-ended) if you roll a 12 the weapon breaks. For every round after the first, add one to this roll. If the ambient temperature is above freezing, roll 2d6 and take the highest (very hot environments could call for 3 or more d6, Guide's call). Naturally you can't form complicated devices like guns, but swords and clubs are fair game.




Tag Along     (Timetripper)

Perhaps the greatest weakness of a Timetripper is that he's the only one that knows that time has "rewound." With less stable Timetrippers this often gives his comrades the impression that he or she is...well, insane. This Trick allows the Timetripper to take someone with him and prove otherwise.

For each extra success on a Spirit roll at the time that the delta point is spent on takeback, the Timetripper can take one person back with him. He must be touching the person when the attempt is made, and the subject must be willing (or unconscious). All benefits and foreknowledge that the Timetripper gains through the use of takeback are gained by his companion(s) as well. Delta points are still lost normally.




Rat's Eye     (Ratmaster)

A Ratmaster can progress beyond simple talk with one of her beloved rats and actually transfer her consciousness into one of her compatriots. This has several advantages and disadvantages.

Once a Ratmaster has established contact with a rat, she can make a Spirit roll. With three extra successes, she may transfer her consciousness into the rat. Range for this power is the same as that for summoning (100 yards), and if the rat moves beyond that range, the link is broken.

This link confers several benefits. The Ratmaster and the rat are in direct mental contact, and so may communicate with each other freely. Their's is a shared partnership, but the rat will typically defer to the Ratmaster's wishes when it comes to where the rat moves to and what it does. The Ratmaster can utilize all of the rat's senses while sharing consciousness with it.

Unfortunately, there are two downsides to such a shared consciousness. The first is that the Ratmaster's concentration is divided. She can only perform simple actions in either body. The second, and potentially more critical is if the rat dies while the Ratmaster is sharing her consciousness with it, the Ratmaster must make a Spirit roll against a TN of 10 or go catatonic. The Ratmaster can make another Spirit roll against the same difficulty once an hour to recover..



Detect Trace     (Hound)

A Hound can not only detect Deltas directly, but with the proper training and experience can detect residual traces of a Delta

The Hound must be in the presence of either an object or person that a Delta power was used on, or in an area where a Delta lived for a substantial period of time (at least a week of regular occupancy). She then makes a normal Spirit roll. If she gains one extra success, she can determine if a Delta power was present, and if so which one.

This Trick will not allow the Hound to identify what Delta power was in use. They need the
Identify Power Trick for that.



Identify Power     (Hound)

A properly trained Hound can not only detect Deltas, but identify what kind of Delta power they may have to deal with.

When the Hound makes his Spirit roll to pinpoint a Delta, they can also identify the type of power package that Delta has with two extra successes.



Wave Swipe     (Aquarian)

With an extra success on a swimming roll, the delta can spray someone in his path with a wave of water. This doesn't do any direct damage, but it does require the target to make a stun check to prevent being disabled by the impact.

For each additional success the delta gets, he can spray another person along his path. He could even spray the same person more than once, in case the target makes their first stun check. Additional attempts once the target is already stunned would have no effect.

The target(s) must be at water level and/or within ten feet of the surface of the water. Split this requirement between height and distance back. So someone five feet off the surface and five foot back could be targeted, or someone at water level could be nailed up to 10' back from the water.



Comeback     (Lazarus)

Sometimes a "deceased" Lazarus has a pressing engagement. Comeback is just the trick for the Lazarus on the go.

At the beginning of the 12-hour period at the end of which a Lazarus heals a Wound after "dying," she should make a Strength roll. For every two points about the TN of 5 (round up), she takes one less hour to heal, up to a minimum of 1 hour.



Pilot Light     (Hot Shot)

Hot Shots aren't normally considered the most subtle of deltas, what with the firebreathing and all. Still, with a little bit of effort they can actually come up with a few more delicate stunts.

By getting one extra success on a Spirit roll, the Hot Shot can sustain a small ball of fire (about the size of a baseball) in front of him through a low, steady exhalation while breathing through his nose. The Hot Shot can stop this at any time (no action required), or can maintain it. For the latter, he must make a Strength roll (no extra successes) every five minutes.

A Hot Shot using this Trick under poor lighting conditions receives a +2 to be hit. Using this Trick makes the use of stealth impossible.



Shatter Plus     (Screamer)

Sure, a Screamer can shatter glass. But other then breaking the occasional windshield visor or Armorgeddon suit visor, this doesn't really amount to much. Aspiring Screamers who want to do some heavy-duty breaking use this Trick.

To learn this Trick, the Screamer must first have Shatter. Once this has occurred, they can shatter metallic objects . They must get three successes on a sonic blast roll, Add +1 inch to the range for each additional success. The Screamer can only target one item, and it cannot weigh more than 20 pounds.

For reasons not yet known, items created by or maintained through the use of delta powers are immune to this effect. This includes Gadgeteer equipment and Bargainer totems.



Phase Out     (Phaser)

Anyone who has read the story of Peter Payne (as told in interviews with Truth and others) may realize one key thing. His power simply didn't manifest when he was shot by that German sniper: it actually saved his life by letting the bullet pass out of his body. Since he had no time to learn this trick in the seconds before his newfound power saved his life, there has been some speculation that Payne's ability may have been closer to alpha-level then was originally believed.

Phase Out is only useful if the Phaser has suffered wounds which are the result of something being imbedded in his body. It won't work against cuts, and bruises, but it is useful against bullet wounds, grenades (due to the shrapnel) and anything of that nature. The Phaser must then make a easy Spirit roll. If he achieves at least two extra successes, each wound drops one level in intensity as the debris falls free from the Phaser's desolidified body.

This trick is also useful for removing other foreign substances from the Phaser's body. Solid items such as tracking devices can be "phased out" with two extra successes. To remove a liquid substance (typically poison, or alcohol) requires four extra successes. If this is successful, all effects of poison, drugs, or alcohol are ignored. It is impossible for the Phaser to "phase out" gasses from his lungs or germs and microbes.



Stymie     (Bargainer)

Bargainers don't have many tricks relating to their area of expertise: speaking with demons. It's pretty much cut and dried, and there's been no desire to, say, develop the ability to share their demonic communiques with others. Rather, their tricks tend to relate to misdirection and panache. Stymie is a good example.

With an extra success on an initiative roll. the Bargainer can try to penalize an opponent's next action. The Bargainer must make an opposed Spirit roll. For each point by which he overcomes his opponent's roll, that person suffers an equal minus on thir die roll. The Bargainer may either specify a target when he performs the Trick, or may give up a future action (as if he had dodged) to inflict this Trick on someone as they attempt a specific action.

This might not at first seem as useful as the Bargainer's Jinx trick. Why not just make them lose an action instead of penalizing them some variable amount? However, Stymie has one other benefit. If the modified die roll due to the Stymie penalty is a 1 or less (regardless of what was actually rolled), the target is considered to have made a disastrous roll. The Bargainer has no control over how this disaster manifests, but it will not be directly harmful to the Bargainer, his allies, or innocent bystanders (unless the Bargainer so wishes).

Stymie can also be used outside of combat, in which case no initiative roll is required. It is always obvious when the Bargainer uses this Trick: there is no way to "conceal" the Bargainer's involvement with the Trick.



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