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Re: [BNW] Power packages to watch for
>Alright. I know everybody is going to go on about this. Everybody has
>their strengths and weaknesses. The one package I feel that the benifits
>far outway the negatives is the teleporter. S/He has the potential to
>take out any other delta with a touch (literally) and to get him/herself
>out of harms way.
>
>-Sean "sorry. had to jump in there" Overton
>
While it would seem to go against the intended "spirit" of BNW and/or
overcomplicate the mechanics, it does seem like there should be some kind of
"Endurance" requirement (or a Stun Check with rising TN penalties for
multiple uses in a short time). Most teleporters, from what I recall from
the comics, tend to show definite signs of strain after multiple teleports.
Otherwise, one wonders how Delta Prime and/or the government deal with
Defiant teleporters. Even with the limitation on teleporting to places they
know, they seem like they could definitely be a continuing thorn in the
government's side with no real way to capture them. I suppose the DP has
"power nullifiers" and stuff (by which I mean folks with a "Nullify" power
package or Gadgets with a similar power), but so far teleporters (and
phasers) would seem to have a free ride.
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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