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Re: [BNW] Powers and anti-powers



>I like it Jennifer, nice job :)  One change I would make, though, would be
>for the choose counter trick...I think I might make it two extra successes
>seeing how powerful it could potentially be.  I also think a reasonable
>counter could be the same power (such in the Speedster example), which I
>think Steve mentioned, this would at least put you on equal footing.  All in
>all, though, I like what you've done, thanks :)

Thanks! :)  I considered making it 2 successes, but they are doing a 
straight Spirit roll -- no skill to add, which makes it harder.  I've 
found that getting extra successes is pretty hard for my players 
overall.  They either do well enough that it makes no difference or 
they have a hard time with Easy tasks. ;)

I envision it less as the Nemesis getting an actual power package to 
defend with and more as getting a type of power defense.  Superspeed 
might be a viable choice, but it would only be usable in defending 
against that attack.  They don't become a Speester for an hour--they 
become able to defend themselves against a particular type of attack 
for an hour.  They might get super-dodging ability, or a rapid pace 
to get out of the way, or something like that, but not the full 
package.  Does that make sense?  They might just as easily get armor 
or very fast healing too. ;)  Whatever helps them survive...but 
doesn't actually overshadow those with that package.

Does that make sense?  This might not be what you (or other folks) 
are looking for, and I'm not sure how close it is to the comic being 
modeled (never having read them), but I think it will work for my 
game.  (makes note to add an NPC Nemesis...)

Jennifer

The White Crow
FUDGE Deryni and Brave New World stuff:
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