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[BNW] packages organised into classes and new power package ( muck monster )



Gudday all,

Okay, here's an idea: could the packages be divided into classes ? While 
there are a lot of original packages out there that defy categorization, and 
I'm sure some of the home-grown ones will prove that, for the most part they 
can be divided up into catageories.

For instance:

Combat monsters: - Bouncer Goliath Scrapper Tough  Werebear Wereshark  
Doubler Werewolf

Mystics: - Bargainer Covenant

Inbuilt Projectiles: - Blaster Hot Shot Screamer Bomber Telekinetic Charger 
Watcher  Dessicator  Gasser Poisoner Paralyzer

Transport:-Flyer Speedster Phaser Dunemaster Aquarian

Science heros:- Gadgeteer Genius Hacker Interrogator ( human lie detector )

Skills: - Gunner Sneak  Ace  Jungler  Translator Forger

Defensive based: - Healer  Defender  Changeling Charmer Snuffer Shrinker 
Freezer Fortunate Lazarus Stretch

Support staff: - Copycat   Booster Hound  Communicator Smuggler Ratmaster 
Timetripper

Now, working from say the bare bones of this list of official powers, not 
including bargainers or covenant, which have already done the idea that I'm 
trying to get at already, couldn't you get offshoots from there?

For example, on Delta world, there's a winged flyer, who obviously goes as a 
character class for the flyer. They've taken a hit on speed, but have that 
extra attack and are much more agile.

It might be an easier way of keeping track of the powers packages people 
come up with, or even help to inspire others when creating their own. 
Perhaps a list somewhere could be provided so people could see the 
progression of offshoots from it. For example

Gunner
------|
      |-> Archer
      |
      |-> accelerator
      |
      |-> thrower

Just an idea - comments ?

New Power Package
------------------

Mangrove, that loveable hunk of swamp junk from Caiman city - how would I 
come up with a power package like his. I thought he would have elements of a 
goliath, a dunemaster, a wereshark and a scrapper.

Okay, he's big and strong, so goliath like attributes need to be there. 
Possibly some form of mud movement, like the dune riders. So he gets the 
goliath bonus armor 10 -, big +2, powerful +5 stength, and dunemanster 
modified sand swimming to swamp water - +20 to pace. He's got to be able to 
breathe that crud when he's moving through it, and he should be able to heal 
in the muddy waters of the swamp when he returns. Now unless I want go the 
omega route, and defeat the purpose of this exercise, how about this as a 
basic template for the powers.

Muck Monster

* Vines and Mud ( armor )7 - ( tougher than a scrapper, not as tough as a 
goliath )

*big +2

*Mucky strength +4 ( goliath still be able to arm wrestle him down )

*Swamp wading + 10 to pace ( assumed most guides would have a negative 
modifier to swamp movement )

*Swamp snorkling - can breathe swamp water like air( means he's got some 
advantages but not all of them )

*Swampy sanctuary- makes a healing roll every hour in the swamp. Only works 
in defined territory ( ie the swamp ).

Okay, not bad, but what about some disadvantages just to even him out

*quirk - attachment to swamp. Goes nuts if not near swamp, subject to crazy, 
and temper if taken away against will or if away longer than a day or two. 
Must make a spirit check twice a day ( high tide and low tide ) for every 
day that is away.

*quirk - afraid of electricity based attacks. Must make a bravery check when 
first attacked, then every subsequent round

*Obvious - muck monster. You're a monster. You're made of muck. You're not 
going to be shopping in k-mart anymore. -5

*Poor - This character gets everything it needs from the swamp, why would it 
need money. Starts out with a poor quirk.

Okay, that's my stab at it, anyone got any suggestions?

Cheers Cameron Twine.









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