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Re: [BNW] Regs



>Hello I have been lurking in this list for some time now,and what I have
>been noticing is all the fun you can have making new power packages, ways 
>to
>make existing packages even cooler, which is great. Has anyone mentioned
>what a reg can do in a game? For example if you want to make a spy you do

I have posted some optional rules (so that the fact they lack Delta Points 
doesn't totally kill them), and some discussion on the matter, at:

http://www.geocities.com/Area51/Stargate/4991/bnw/reg_rules.htm

>not have you be a sneak, given the proper skills. They don't have to worry
>about power dampening fields or snuffers they could be the best insiders 
>for
>gathering info for the Defiance regs don't have to worry about being caught
>as a unregistered delta  because they obviously don't have any power. What
>team in comics didn't have at least one costumed athlete. The best example
>is Batman In JLA he is the ultimate wildcard. I find it very hard to 
>believe
>that the Defiance is just a deltas only club I'm sure that a reg can be 
>just
>as an effective member of the Defiance as any delta.
>
>                      Ever Defiant
>                        Fenris
>
>
>


---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

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