So here is the list of powers that the characters could possibly get:
Armor
Barrier
Blast
Boost/Lower Trait
Burst
Deflection
Elemental manipulation
Entangle
Fear
Fly
Greater Healing
Invisibility
Light
Quickness
Shape Change
Smite
Speed
Stun
Telekinesis
Teleport
I think that these are a good representation of 20 "super" powers that players might end up with. Now to be honest the chances of the players getting any of these isn't that good, but I wanted to be ready for that eventuality and make it ineteresting to them.
I should be able to come up with a decent trigger depending on the powers that causes the powers to manifest. I want them to manifest in an interesting way, leaving me a GM wild card if necessary to save the groups butt if I need to.
So all I really need to do now is come up with some little adventure outlines to run the group through once we start playing. One thing about playing last night reminded me was that this is not a sit around and plan type of group, they tend to charge full force into situations. So any scenarios I come up need to shape themselves around that tendency.
No comments:
Post a Comment