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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