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Gamma Donjon Powers
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Topic: Gamma Donjon Powers (Read 748 times)
Lougar01
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Gamma Donjon Powers
«
on:
October 12, 2004, 10:12:28 AM »
Hi All,
I just started a Gamma Donjon Campaign. Got all Pure-Strain Humans so far.
Which is just as well, since I haven't got any good ideas on how to handle powers. I can easily use the Magic System for some powers, but not all of them- not as good for Always On Powers.
I was also thinking of giving extra dice at character creation, for Defects. Dice I would get to roll + the Donjon Level to make their lives difficult.
I saw the previous post on Gamma Donjon, but it wasn't to my taste- didn't feel like Donjon to me.
Anyway, I am looking for some inspiration and suggestions. So if anyone has any......
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