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Re: [BNW] Package questions
>BOMBER
> How effective is this power? Sure it does big damage, but if
> you've got
>friends they're screwed, and each use either cripples you in some
>fashion or takes you out of the game for hours. The archetype from
>comics I'm familiar with tended to just explode everything but reformed
>pretty quickly. As it is, how many pieces of himself can a bomber
>explode and still be useful?
THe general attitude from most people I've talked to (my gamers, some folks
on here) is that the Bomber sounds cooler than it is. You are a one trick
pony, literaly. You use your cool ability and then spend four hours or so
reconstituting yourself.
As for how many while still remaniing useful--just think about it. HIs
hand, one arm...after that he can't hold things or run. Plus, he reforms
to the condition he was in before he blew up, and in the same place as he
blew up. Guess who is waiting for you when you are done?
>SHRINKER
> Does the shrinker get a Pace modification for shrinking?
Pace is Size + Speed, right? I'd say so.
>CHARGER
> Blaster does 5d6+10, the charger 10d6+10. Is the blaster's ROF of 3
>worth an extra 5 dice of damage for the charger? Plus the charger gets
>armor and invulnerability to electricity, plus the power up trick. Seems
>like charger is just flat-out better across the boards, but I might be
>missing something here.
The charger is pretty tough -- I don't know why they gave them such
disparate amounts of damage. But that rate of fire can be pretty nasty --
up to six times (3 with each hand). Don't discount that.
>COPYCAT
> Can a copycat copy an alpha's powers?
> What happens if a copycat copies a power that has been boosted?
> Do they
>copy the power at its boosted level or its normal level?
Ack. I don't know. I'd say you couldn't copy a power more powerful than a
normal delta power....but then again...
>PARALYZER
> Seems odd that the paralyzer doesn't get any kind of bonus to the
>opposed Spirit roll. Most other packages like this tend to get a +5.
>Given the all or nothing nature of the paralyzer's power, it seems like
>this package is either too weak or too powerful.
I don't know what you mean by too weak OR too powerful. I haven't used
them yet, but since their power can linger, goign with no bonus is
fine. YOu could have more than one person paralyzed at a time -- long
enough to do cool stuff.
>DOUBLER
> When you reabsorb a slain body, do you regain the Spirit you lost
> when
>it died? I assume you can't double until you've gotten the body back,
>but is that true? If the dead body is lost the doubler can't ever use
>his power again? Or does he have to buy back the lost Spirit before he
>can make a new double?
I don't like the permanent Spirit loss at all. Sure, having your double
die is going to be stressful, but there are no other powers out there that
can make your power useless if you screw up. (Going from a 5 Spirit to a 1
Spirit, or dying, due to bad die luck). Maybe lose one point permanently
-- can be gained back through XP if you use them (I don't). Or perhaps,
lose 1d6 Spirit temporarily (needs to heal back like Body does, or comes
back when you reabsorb your double--as it stands, no you don't regain it
back from my interpertation of what is written).
>POISONER
> Can the poisoner create any of the types of poison listed in the book
>(weakness, etc.) or just lethal toxins?
It doesn't say, but I'd allow any type or it is boring. Or make it a Trick.
Jennifer
--
The White Crow
Author of The Deryni Roleplaying Game
Coming in November 2001 from Grey Ghost Press
My RPG pages: http://www.io.com/~whytcrow/