Saturday, March 14, 2009

Powers

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.

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