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Re: [BNW] Sorcerer Package





Mark Kilfoil wrote:

>
>
> Cool!  I think that Bargainer are keen, but they will likely
> make better Guide plot devices than player characters, just
> because a) their powers are wide ranging, and b) they
> (supposedly) deal with daemons...

I agree.  I like the feel of the bargainer.  But i like the old Dr.
Strange..ala Steve Ditko.


>
>
> > Power:
> > Sixth Sense (Ablilty to roll Smarts[TN 5] to detect and communicate
> >  with Astral beings[Astral Travelers, Ghosts, Demons, etc.])
>
> Would this allow a Sorcerer to see or speak to a daemon trapped
> in a Bargainer's Totem?

Yes.  They could speak to the Deamon.  But not see it.  They could also
"hear" its ramblings.

>
>
> > Astral Projection (Occult roll vs TN 5 to enter the Astral Realm)
>
> I could see cool stuff with a Sorcerer *entering* a Totem to
> speak to the Daemon...

Hmm....I don't see the Daemon as being on the Astral plain any longer.
So it couldn't go into the Item.  Since the Item
Is in the physical world.  Maybe a like Dimensional Door or something...

>
>
> > Mystic Bolt  (Spirit+3 Stun Damage;  Occult is used to "hit" the
> >  Target /TN 5)
>
> Actually, why not make Occult the Damage and Spirit the to-hit
> roll..  In other words, the more they know, the more damage they
> can do, and the more in tune they are, the more accurate they
> are...

I like this.  Cool idea.


>
>
> > Levitation (Flight at Pace 15)
>
> I've been shy of using this with another package, just because it
> is the only thing a Flyer can do (with the little bit of Armour,
> of course)...
>
> But if I'm going to include Levitation, I would make it no faster
> than a person could move on land, i.e. no greater than 10/11.
> (Speed stat + 5)..  Actually, a good measure of it would be
> Spirit + 5 as a Levitating Pace...

Hmm..I see your point.  How about Astral Flight?  Its more in tune with
Dr. STrange anyway.  He could only fly because
of a "Totem" Cape he wore....

>
>
> > Tricks:
> > Mystic Barrier (Each success on a Mystic Bolt or Dodge roll
> >  adds +3 to TN to be hit for that round)
>
> This could also be treated as armour:  each raise on a successful
> Spirit+Occult roll buys you either a) +5 armour or b) +1 rounds
> of use, with a minimum of one in each.  E.g. A success would
> give you the minimum 5 armour for 1 round; two successes could
> be either 10 armour for 1 round, or 5 armour for 2 rounds...  This
> would have to be decided at casting time..

This better captures what I was intending.

>
>
> > Object Reading (Each success rolled on a Spirit roll [TN 10] lets
> >  you ask the guide one question about someone who ownde the object
> >  in the past)
>
> Cool.  I would probably want a new Meditation skill and a roll of
> Spirit+Meditation for that...  Or you could use Spirit+Search...

Hmm....Synergy as a the name of the skill?  Spirit+Search?

>
>
> > Mystical Resonance (Each success on a Smarts roll [TN 12] forces
> >  the Guide to give you a clue about something you will face in
> >  this game session
>
> Another use of Meditation, perhaps?  Or would this be
> Spirit+Perception or Spirit+Tactics?

Change the name to Foresight and have a Spirit+Seer roll.

>
>
> Opinionated as ever, aren't I? ;)

I'm glad you are.