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DToA – Doc Davenport's New Power Trappings

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This topic contains 3 replies, has 3 voices, and was last updated by  Enno 3 years, 5 months ago. This post has been viewed 114 times

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  • #4328

    Voltron64
    Minion

    About the advancement path in Doc Davenport’s sheet, what trappings should be used for the Boost/Lower Trait and Stun powers he acquires?

    #4329

    TAG Wiggy
    Administrator

    Whatever ones the player wants. The initial ones were set to give players an idea of how to play the Doc. Given his interests are physics and rocketry, the new powers won’t be chemical-based. Stun, as an example, could be a powerful strobe light or sonic wave that upsets the brain. A “Discombobulator Ray” would sum up both. Boost/lower trait might be a “Cerebral Manipulator” or “Transmogrification Beam.”

    Wiggy
    Triple Ace Games Creative Director
    wiggy@tripleacegames.com

    #4330

    Voltron64
    Minion

    Works for me, though I personally imagined Stun as something along the lines of a stun grenade.

    #4331

    Enno
    Henchman

    Doc Davenport has Shooting d6, Throwing d4-2 and Weird Science d10.

    A stun grenade has to be thrown and draws undue attention when searched, while a flashlight or especially treated mirror or glass rod might not (and may be used with Weird Science or Shooting).

    But in the end it’s your game 😀

    High Priest of Hoenir & Champion of Qedeshet

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