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Re: [BNW] Glory Days Power Packages and other burning questions...
> > Jennifer is right about the locales..I just don't see the Chiller working
> > very well in a Florida campaign..:)
I don't know about that -- if you run around in the Florida summer heat,
you're wishing for a Freezer by the time you're done. ;)
>But I've always had a kind of soft-spot for the Translator. If played right
>the character could be very interesting. Just so long as they're a blaster
>in the party for him to hide behind. I did an earlier post talking about
>how they could get some very nice amounts of money, plus they'd be useful in
>DP campaigns were there would be a lot of interaction with foreigners or
>codes.
Bah. The problem is that the Translator's powers are only useful in
situations where no one else can do anything at all -- because they can't
communicate. I suppose if you were dealing with codes and stuff...nope,
b/c that's still just "Yes, you figure it out. Here's the message. Now on
to the combat and infiltration, etc.."
Maybe a better GM than me could make it work.
>Besides..he'd be more interesting to play than a Forger..(the one package I
>can't stand...boredom personified)
Yeah, that one is really lame. I put it just above the Translator as far
as PCs go. NPCs -- they make great NPCs.
But it is hardly a superpower, now isn't it? "Look, I can sign anyone's
name!" ;)
Jennifer