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Re: [BNW] Glory Days Questions



In a message dated 8/31/00 7:26:03 PM !!!First Boot!!!, whytcrow@io.com 
writes:
  
>  
>  1.  In one section, they were talking about Rasputin, a "lazarus." 
>   From the descrip, I assume it is a Delta who's only power is that he 
>  gets better after being killed (ala Highlander, without that sword 
>  through neck disadvantage).  Is this written up somewhere else in 
>  more detail?  (I know it isn't a package, but is it one that's just 
>  hinted at (ala Truth's package before DP came out) or is it something 
>  else?)
>
It's also on page 192 under Rasputin's write up, but it doesn't tell you 
anything more than the mention in the front of the book...it mentions a trick 
called "dying act,sacrifice", as well.
  
>  
>  3.  If there are Werebears and Weresharks, are there Weretigers? 
>  Were-whatevers?

I figured there would be plenty of Weres....in my campaign, I have Were-Rats 
running around the sewers of Crescent City....now I can base the package on 
something :)  It should be easy enough to tweak.

>  
>  4.  I know that filling out new packages can be tough, but some of 
>  these seem so...limited.  I'm not even talking about power-wise 
>  here--some of them just aren't going to move around much.  (YOu'd 
>  have a hard time convincing a Dunemaster to leave the Sahara, frex). 
>  I suppose they fit the feel of the thing, and you'd have to take that 
>  into account when running the game, but still....
>  
I've found that most of the packages can be "modified" to fit the 
surroundings...just make the Dunemaster an Earthmaster or something like that 
and let them use their powers on earth or even concrete.  I was thinking the 
same thing about the Jungler, though making it the urban jungle (can 
communicate with rats, pigeons, wild dogs, etc., can control various parts of 
the city...wild vines, street lamps, etc....), I dunno, just some random 
thoughts.
  


Mark