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Re: [BNW] Sorcerer Package



Excellent Idea  I have always loved Dr. Strange and this character fits that
scheme quite well.  I was thinking of running my game more like the old
Secret defenders comic anyhow.   And to do that you need a man like Strange
to get things started
-----Original Message-----
From: Mark Craddock <mack1@one.net>
To: bnw@gamerz.net <bnw@gamerz.net>
Date: Friday, September 03, 1999 8:56 AM
Subject: [BNW] Sorcerer Package


>
>
>Ok, so I'm working on the Probability Manipulation thing and I'm struck
>with
>how much I like the Bargainer, it captures the feel of the Golden and
>Silver Age
>Mystical characters and I start thinking about how Cool Dr. Strange has
>always been.
>
>So I come up with the Sorcerer Power Package.
>
>Power:
>Sixth Sense (Ablilty to roll Smarts[TN 5] to detect and communicate with
>
>Astral beings[Astral Travelers, Ghosts, Demons, etc.])
>Astral Projection (Occult roll vs TN 5 to enter the Astral Realm)
>Mystic Bolt  (Spirit+3 Stun Damage;  Occult is used to "hit" the Target
>/TN 5)
>Levitation (Flight at Pace 15)
>
>Tricks:
>Mystic Barrier (Each succes on a Mystic Bolt or Dodge roll adds +3 to TN
>
>to be hit for that round)
>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)
>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
>
>
>Let me know what you guys think
>
>
>
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>