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Re: [BNW] Tricks/Skills/Quirks





--- Mark Kilfoil <kilfoilm@nbnet.nb.ca> wrote:
> Kirk Monsen wrote:
> > 
> > Quirk:
> > 
> > Phantom Dependance (really needs a better name)-
> > 1-3pts,  Somehow when the hero became a Delta he
> > associated an object with his new found powers.
> 
> <SNIP> 
> 
> Interesting...  and inspirational..
> 
> What if you were a Bargainer -- but didn't know it?
> 
> What if your great, great, great grandfather was a 
> Bargainer of some power, and created talismans of
> great
> power, each to be handed down to an accurately
> predicted
> great, great, grandchild...
> 
> These descendants inherit these items, and either
> through 
> a natural ability or through some lingering power of
> 
> their ancient ancestor are able to take up the
> items, and
> are granted fantastic abilities...
> 
> But *only* while they possess/wear the items...
> 
> I smell a game set-up there... perhaps an
> interesting
> con-game...
> 
> As for the original name, you're right -- you do
> need a new
> one..  How about "Power Focus" or just "Focus"?  Or
> perhaps
> "Psychological Crutch"?
> 
> > Phantom Weakness (again needs a better name)- 1 to
> 5
> > pts, You think you have a weakness (or maybe you
> > really do) in which your powers won't work under
> > certain circumstances.  
> 
> Hmmm... "Psychological Limitation"?
> 

Well, the idea here was that most super hero games are
more 'anything goes' types.  You have aliens alergic
to green rocks mixing with heroes whose only power
lies within a ring to mutants .. etc etc.  BNW is a
bit more limited (in both powers and ways of getting
power, but I'm not griping about, I love the universe,
reminds me a bit of Marvel's New Universe, one of my
favorite series).  The idea was to recapture some of
the feel of an 'anything goes' universe while still
maintaining the BNW world.  At present all a player
could do is take 'obvious' as a way of being
different.  Now I'm sure some GM's might allow a reg
to take 'gear' giving him a gadget or magical item as
his superpower.  That's perfectly ok.  The idea was so
that players could claim they were aliens from a
distant world alergic to green rocks.  Of course they
would be nuts, which is why I called it a
psychological disorder.  Likewise they could be
convinced a ring was the source of their defender
power package, and be unable to use their ability
otherwise.  It's just flavor so that it doesn't seem
all cut and dry about what the powers are, how the
players get them, etc.  

On a similar vein, since 'obvious' is an acceptable
trait, there should be a similar one 'weakness' which
really is an alergy to something (not quite
psychological) ... Sunlight is an example.

As always .. IYG ...

-Munch Wolf
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