New Flaw Idea, The Alien Hand |
New Flaw Idea, The Alien Hand |
May 30 2007, 05:14 AM
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#1
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
The Alien Hand (-4, -6, -8)
Characters with Alien Hand have a brain injury that causes their nondominant arm and hand to apparently act of its own accord. This cannot be repaired with available medical technology and, because it is a brain condition, effects any replacement arms that the character may have, including cyberarms. For the -4 point version of this Flaw, a character's nondominant hand experiences instinctual avoidance syndrome and will pull away from anything. A character with this flaw must make a Willpower (4) test to touch anything with his nondominant hand and a Willpower (6) test to hold anything in that hand. In all other ways, the hand acts normally. For the -6 point version of this Flaw, the character maintains partial control of the nondominant hand but it may randomly grasp for things at the GM's discretion and the character may have to make a Willpower (5) test to release objects held in that hand. For the -8 point version of this Flaw the Alien Hand will, at the GM's discretion, act at fully of its "own" accord and will often interfere with the character's intended actions. A character with this level of Alien Hand will often find his nondominant hand undoing tasks accomplished with his dominant hand. For example, a right-hand dominant character may load his weapon with his right hand only to have his left hand unload the same weapon before he can fire. Performing any voluntary action with this level of Alien Hand requires a Willpower (8) test as does preventing it from performing an action. In combat, the Alien Hand is considered to have its own initiative equal to the character's initiative and always acts after the character. |
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Jun 2 2007, 05:46 AM
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#2
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Moving Target Group: Members Posts: 571 Joined: 9-January 05 From: In the 9th circle of hell Member No.: 6,950 |
:rotfl: I like it. I think I will be introducing this to my players when next we meet.
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Jun 2 2007, 07:20 AM
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#3
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i've got these evil hand issues!
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Jun 2 2007, 08:06 AM
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#4
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Shadow Cartographer Group: Members Posts: 3,737 Joined: 2-June 06 From: Secret Tunnels under the UK (South West) Member No.: 8,636 |
What happens if the player cuts the hand off and replaces it with a chainsaw? |
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Jun 2 2007, 11:51 AM
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#5
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Moving Target Group: Members Posts: 470 Joined: 2-January 05 From: Quebec Member No.: 6,924 |
You suddenly have an arm with a chainsaw swinging around that you can only control half the time and get the nickname "Stumpy" after it removes your other arm, both legs, and then your head.
Or you end up getting sucked back in Medieval Times and fghting a horde of Deadites, lead by your undead evil twin. Mostly because you couldn't remember the last word in Klaatu Verata Nictu. |
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Jun 3 2007, 04:27 AM
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#6
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...gods, I still love that movie... Especially when you have a copy with the original ending. :rotfl: |
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Jun 3 2007, 08:29 AM
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#7
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Moving Target Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
What was the original ending?
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Jun 3 2007, 09:53 PM
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#8
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...when Ash awakened and came out of the cave, he discovered he was in a post apocalyptic England. This occurred after he drank a one too many drops of the potion he was given which caused him to oversleep by a century.
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Jun 4 2007, 01:32 AM
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#9
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Moving Target Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
That's funny. I like it!
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