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Re: [BNW] Powers and anti-powers



In a message dated 9/21/00 10:23:23 AM Pacific Daylight Time, whytcrow@io.com 
writes:

> 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 kind of agree, though my players seem to always get a ton of successes :)

>  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.

I agree with what you're saying, though I might make it where if doesn't last 
for an hour, but until the battle (or danger) is over (kind of like the old 
Hawk and Dove characters)....then the whole process would have to start over 
after the foe was defeated (or the Nemesis gets K.O.'ed)
>  
>  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...)
>  
It makes good sense, actually, and was pretty much what I was looking 
for.....I'm going to give it a shot and see how it goes...thanks again :)

Mark