Reeyoo

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Oct 18th, 2016
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  1.  
  2. POWER
  3. The parahuman can will a set of eight long, thin limbs to emerge from their backside. These limbs are powerful (Brawn +2), have easy 10' reach, and can move 80'/round at maximum speed, with no penalty for difficult terrain or moving vertically. If the limbs are lost or damaged somehow, they will recover after a few minutes once they've been fully retracted.
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  5. Finally, these limbs' footpads have a sticky, viscous substance on the end. This allows them to climb even on completely flat surfaces, and they can press the end of two limbs together, then pull them apart, creating a long, sticky thread that can be attached to surfaces. This material is extremely strong; a single string can easily lift the weight of an adult male. Could be used as an inaccurate lasso, as a tripwire, to hold an object or person in the air, to hang down from, to garrote someone, etc.
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  7. PERKS / FLAWS / REP BONUSES
  8. [Life Flaw 67]: Dying. Life is short, and this character's life is shorter. The character is now at the brink, for one reason or another.
  9. Either roll against death at the conclusion of a session, with a 1 in 20 chance, +1 per roll, or the character has a fatal issue and it is easily provoked (a heart issue that forces a roll every time they're struck in the chest, a brain tumor that can kill them if they're mentally stressed), requiring a roll each time a condition is met, the latter being better for short sessions.
  10. The character may be able to postpone the rolls or reset the counter by meeting criteria, but this requires time and/or resources.
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  12. [Power Perk 30]: Counter. The power lends itself well to fighting a particular classification or type of parahuman, by virtue of some secondary quality. Offensive powers might penetrate brute defenses, deleterious effects might hamper mover powers, effectively locking them down by way of dimensional shenanigans.
  13. Another power might dampen breaker states or force someone out of a breaker state, while a thinker power could help figure out how to disable or break tinker devices.
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  15. The threads cling tightly and disrupt Mover effects, slowing Movers caught or lassoed, and continuing to apply even if the Mover's power would ordinarily allow the Mover to escape (e.g. by entering an insubstantial form).
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