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Message no. 1
From: Lehlan Decker <decker@****.FSU.EDU>
Subject: PA - New Powers? - Running....
Date: Mon, 13 Oct 1997 10:32:10 -0400
An idea occured this morning (what else am I spose to think
about during accouting, but I digress).
Has there been a PA power that increases the running multiplier?
Something like.
Cost .5 +1 to Running Multiplier
Cost 1 +2 to Running Multiplier
Cost 1.5 +3 to Running Multiplier

Not sure how useful or even balanced this would be. Might be something
to test on my next evil villian. :)
Later.

--
--------------------------------------------------------------------
Lehlan Decker 644-4534 Systems Development
decker@****.fsu.edu http://www.scri.fsu.edu/~decker
--------------------------------------------------------------------
The nice thing about standards,is there are so many to choose from.
Message no. 2
From: Mike Loseke <mike@******.VERINET.COM>
Subject: Re: PA - New Powers? - Running....
Date: Mon, 13 Oct 1997 14:02:14 -0600
Quoth Lehlan Decker:
>
> An idea occured this morning (what else am I spose to think
> about during accouting, but I digress).
> Has there been a PA power that increases the running multiplier?
> Something like.
> Cost .5 +1 to Running Multiplier
> Cost 1 +2 to Running Multiplier
> Cost 1.5 +3 to Running Multiplier
>
> Not sure how useful or even balanced this would be. Might be something
> to test on my next evil villian. :)
> Later.

As a player, I would rather spend my points for powers that are a little
more cost effective, like raising Athletics several points. This way you
can still run faster than most sams and you get to do a whole bunch of
other physical stuff much better.

As far as villians go, you can pretty much have them do anything,
just look at Harlequin and his buddies. As long as your players don't
see his stats you can do whatever you like. One campaign I played in
the GM had us guessing for months (real-time) about a recurring NPC.
It turned out to be a free spirit, but we were going out of our minds
for close to a year trying to figure it out.

--
Mike Loseke | Eagles may soar, but weasels
mike@*******.com | aren't sucked into jet engines.
Message no. 3
From: Lehlan Decker <decker@****.FSU.EDU>
Subject: Re: PA - New Powers? - Running....
Date: Mon, 13 Oct 1997 16:24:04 -0400
Mike Loseke writes:
> Quoth Lehlan Decker:
> >
> > An idea occured this morning (what else am I spose to think
> > about during accouting, but I digress).
> > Has there been a PA power that increases the running multiplier?
> > Something like.
> > Cost .5 +1 to Running Multiplier
> > Cost 1 +2 to Running Multiplier
> > Cost 1.5 +3 to Running Multiplier
> >
> > Not sure how useful or even balanced this would be. Might be something
> > to test on my next evil villian. :)
> > Later.
>

> As a player, I would rather spend my points for powers that are a litte
> more cost effective, like raising Athletics several points. This way you
> can still run faster than most sams and you get to do a whole bunch of
> other physical stuff much better.

Ouch I had forgotten that the athletics skill also effects running.
.25 per die is much cheaper. Good call. (Serves me right for not
checking my books).

>
> As far as villians go, you can pretty much have them do anything,
> just look at Harlequin and his buddies. As long as your players don't
> see his stats you can do whatever you like. One campaign I played in
> the GM had us guessing for months (real-time) about a recurring NPC.
> It turned out to be a free spirit, but we were going out of our minds
> for close to a year trying to figure it out.

Heheh...Been there done that...Except the one I used on my guys
was a Shaper, Vampire duo. They have yet to deal with those two, but
they crop up from time to time. :)

--
--------------------------------------------------------------------
Lehlan Decker 644-4534 Systems Development
decker@****.fsu.edu http://www.scri.fsu.edu/~decker
--------------------------------------------------------------------
The nice thing about standards,is there are so many to choose from.

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