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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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