*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 03:38:47 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: Gamma Donjon Powers  (Read 748 times)
Lougar01
Member

Posts: 8


« 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......
Logged
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!