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[BNW] Power Package Templates



Not to gripe about the existing power packages, but it
seems a major theme in BNW is the 'It's your game, do
as you want rule'.  I like that rule, it's nice to be
empowered to tweek the system as needed, but at the
same time it sucks when a future suppliment comes
along upsurping your authority.  I know the arguement
has been made that if you design a power package, and
a future suppliment has a similar package, then it's a
different package.  Personally I like being able to
design a package, knowing that a future suppliment
will have a similar one which isn't more or less
powerful.  Anyway the idea I had in mind is - Power
Package Templates.  These arn't power packages per
say, but guides in creating power packages.  Here's an
example:

The Specialist

Powers:  +5 on a specific skill roll, plus a power
related to skill.

Tricks:  You decide, but related to power.

Examples of specialist:  The Gunner (in rule book),
The Driver (at Encaffinated One's site).

Other Examples:

Puter Guru:  Some people seem to have a knack for
computers.

Powers: 

One with the machine- +5 to computer related rolls.

(there is no power related to this skill just because
I couldn't think of one)

Tricks: 

Speed surfing-  Allows the hero to access files on the
machine quicker than a normal person could.  Each
extra success reduces the time spent on the machine
(cracking passwords, looking for files, fixing broken
hard drives).

Speed surfing could be broken down into several
tricks, or others could be thought of, but my brain
power is low now. :)


Animal master:  You have a knack for understanding
animals and have been known for having deep
philisophical converstations with squirrels.

Powers:

Well, if there was an animal handling skill, they
would have a +5 in it.

Quack speak- You can talk to animals, and when they
talk back you understand them.

Tricks:

Animal Friend- Just because you can talk to an animal
doesn't mean it will like you.  This works like the
New Friend trick, but for animals.

Call the wild- Again it would be useful to have an
animal handling skill, but then I don't see why people
can't invent skills.  With each extra success you can
'summon' an animal to where you are.  The type of
animal summoned would be determined by (a) the type of
call, and (b) the local area.  IE. you're not going to
be able to call rhinos in the middle of the city
(unless you're in the cental park zoo).  Likewise you
won't be able to summon a group of cats by barking.


Finally, what is Truth?  I had 2 ideas (one being a
master linguist), but I like this one better:

Senser:  Ever watch the show Sentinal?  Yup, all your
senses are heightened to higher than mortal levels.

Powers:
+5 (or maybe +3) to any detection type rolls (sense
related rolls).

Weakness: (if you decide to keep it at +5)  
Inhibited by extremes-  Quick loud noises, flashes of
light, sharp pointy things entering your body (well
maybe not), changes in extremes easily disorient you. 
Instead of getting a +5 bonus, the +5 is added to the
difficulty factor of avoiding being stunned.


Tricks:
Detect lies- for each extra success on a scrutinized
roll, you get +2 bonus for future scrutinize rolls
against that target.

Sherlock deduction- each extra success gives you more
information about a particular clue than you would
normally be able to get.  Say you found a cigar and
get 3 successes.  Smelling it would tell you where
exactly it was made (however useful that is), but also
any perfume/aftershave the smoker happened to be
wearing.  This will also give you a +2 per success for
future encounters with the same stimuli.  Let's say
you next go to a warehouse where the perp smoked that
brand of cigars.  In this case you get a +6 in putting
2+2 together.

What do people think?

-Munch Wolf

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