Here's the lists we brainstormed:
All Purpose Boonholes
- Darkness: 2 or 3 (just make sure it's not about hiding/disguise)
- Death: 2, also something at a level 4-7 that isn't about Ghosts
- Fertility: Any 2 boons at levels 5-10, and/or possibly a new level 1.
- Fire: 3 (either control/manipulate fire or be a hero-level attack power)
- Psychopomp: 2
- Sky: 3 and 5.
- Sun: 1 or 2 (should function like smoking mirror)
- War: 2 or 3, plus 8
- Water: 2, 7, 10 - they overlap, I'd probably just replace 2 of them
- Death and Psychopomp: The general power that PCs with these purviews have to enter portals to their underworld should be codified into specific low-level boons.
Special Boonholes
- Magic: New spells are always welcome, since magic's supposed advantage is that it has more spells than the other purviews have boons.
- Mystery and Prophecy: Alternate versions can be found here and here.
Pantheon-Specific Boonholes
- Heku: 2 or 3 or 7 or 8 or 10. (However, Heku levels 1-3 are so darned good, they kinda make up for the wonkiness later, so perhaps it's best to leave Heku alone. If I did anything to improve Heku 7/8/10, I'd knock Heku 1 - 3 down a few notches to balance.)
- Tsukumo-Gami: 10
- Of course, touching TG or Heku opens the doors on all sorts of Pantheon Specific craziness. Itzli just does the same thing at level after level, so you'd need 2-4 alternate Aztec boons. Cheval is more open-ended, but really the powers are similarly redundant. Arete would need to be redone entirely, since it's "just" a die-adder. The alternate Jotunblut now would need revising, perhaps so that both sets of Jotunblut boons could exist in the same campaign, etc. And since Heku 1 and 3 are so incredibly good (and making alternates just bumps up the power of Egyptian heroes), perhaps it's just best to leave well-enough alone.
- Overworlds and Underworlds. The various Axis Mundi and the general ability of any PC to enter their pantheon's underworld from various places could be codified into specific boons.
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