Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Here are two extra's for Wild Talents.
Extra: Braced +1/2/4 per die
With this extra, your die pool power can defend
against fast attacks such as bullets or miracles of 6d or more, even if you have
less than 6 dice in Coordination. You must know you're in danger, and your
defensive action must be declared (if you don't want to have to declare it, take
the Reflexive extra instead).
This extra can only be taken for powers with
the Defends quality.
It is not very useful for characters with 6 or more dice
in Coordination, but it can sometimes come in handy (for example if your
HyperCoordination gets Nullified but your defends miracle doesn't, or if your
torso fills with shock damage giving you -4d to Coordination).
I
originally thought +2/4/8 felt better, but with that cost in most cases it will
end up being better just to buy your Coordination up to 6d. (I'm actually
tempted to try +1.5/3/6 -- weird I know but it seems like it would work fine!)
Extra: Fortified Defense
3pts/level
Your die-pool defensive power can be 'fortified', so that it is
automatically in place at the start of the next round. The first round that you
use it, it works as a normal defense roll in every way. But in subsequent rounds
it is now considered fortified: each level of Fortified Defense adds +2 width to
your defensive power's roll, for initiative purposes only.
You still must
spend an action for your defense roll each round, and you can only add the width
bonus once, even if you declare multiple uses of your defense power. If you go a
round without using your defense power, it is no longer fortified and must be
primed again the next time you use it.
Cost Analysis: I actually built
this using Go First (D,R) as an extra, which is 2pts/level when you add the -4
for a specific miracle. One level of Go First gives you +1 width. Then I added a
flaw of -0.5/level for the "go first doesn't operate on the first round". Total:
1.5 pts /level, where one level gives you +1 width. Multiplying by two to get
rid of fractions gives 3pts/level, where 1 level adds 2 width.
This extra
is mostly intended to be used with lots of levels, e.g. 5 levels for 15 pts
gives you +10 width, simulating a defensive power which is almost impossible to
sneak past once it's up and running, like a 360 degree force field. But fewer
levels just means there might be some gaps, or whatever. I like how you still
need to roll every round, simulating how you have to keep concentrating on your
defense.
It's a strong extra when added to a good defense (especially
one with hard dice), and combined with a big enough die pool in an attack power,
you could take multiple actions and strike from behind your shield.
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