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Re: [BNW] Greetings, and a question
> 1. Setting details. I may end up ignoring some or most of it, but it's
> still good to have it on hand. In particular, info on Crescent City
> (where the campaign starts) and Delta Prime (the PCs start as novice
> Primers) would be good.
As stated Bargainers should be #1 choice as it deals with heaven and hell.
> 2. Power packages. Obviously. By and large, I want packages that are
> fairly universal, fairly 'generic supers', rather than particularly
> esoteric abilities. Knowing which books had which packages (and what
> they were) would be a big help.
I think I can list them without violating copyrights:
Bargainers - six different types of bargainers, what did you expect
Defiants: (I think this has the best selection as far as general/useful
power packages, only the hacker and charmer are low-usefulness for an
average campaign IMHO)
bomber - can blow up body parts, then regenerate
changeling - can change appearance
hacker - super-computer geek
charmer - super smooth operator
phaser - can walk through walls, but not wires
snuffer - cancels out other delta's powers
Delta Prime: (Second for useful packages for PCs, but really half are
non-playable (hound, interrogator, watcher, again in IMHO) and the booster
isn't much fun. But the book has lots of useful info)
booster - anti-snuffer, makes other deltas more powerful
charger - a blaster with electricity
copycat - can copy other delta's powers
hound - can detect other deltas
interrogator - can get info out of people
watcher - x-ray vision and such
Glory Days: (definitely least useful for a modern day game. The gun list
is nice and most can still be used today, prices would have been nice
though. As far as PPs goes it definitely has the weirdest selection.)
Communicator - telepath
Dessicator - can evaporate water
Dunemaster - all kinds of desert powers
Gasser - breaths poisoness gas
Freezer - can freeze stuff
Jungler - animal and plant control
Werebear - can turn into a bear or monster
Wereshark - can turn into a shark or monster
Translator - can read/speak any language
One other - can't remember
> 3. More rules. Actually, I don't much like rules, and I rather like
> the basic simplicity of the BNW system. But I can see the need for some
> areas to be fleshed out, such as Bargaining and Gadgeteering.
Again Bargainers and Delta Prime (which goes into more about gadgets). DP
gives some alternate Armageddon suits which could easily be converted to
PC power suits, which I liked. BNW is really good about keeping all the
rules in the main book. The other books mostly just give background.
Bargainers changed/clarrified bargaining a lot. Delta Prime and Defiants
didn't really contain any new ruls. Glory Days goes into detail about
vehicle combat.
> 4. NPCs. I mean, I'll make my own, but it helps.
Glory Days has over 100, unfortunately they are all from the 40s :)
SPOILER???
---------------Bargainers has info about angels and devils (that's no a
spoiler is it?)
---------------
END SPOILER???
Hope this helps.
Theo McGuckin -
"Powerful like a gorilla, yet soft and yielding like a nerf ball"