[K5pbem] Give "Nats" something to do?
Steve Kramer
scooter at guisarme.net
Wed Jan 18 13:05:43 CST 2006
I've asked this question before, and I think I know the answer, but I just
wanted to toss it out there: is there any reason to play a "nat" - an
unmodified human - in K5?
As most of you know, I created Doc Muldowney as my character in the
original, FTF K5. He was a combat medic, sort of a no-bullshit, Clint
Eastwood type...and he was absolutely unmodded, un-"special" in any way.
No cyberware, no esper powers, no nothing. He essentially acted as the
"Batman" of the group.
One of the things I wanted to do with Doc was use him in some way to
explore the themes of what it meant to be human in the K5 world. It was
possible that as a "real guy" that he had something that no one else did.
I don't think that came across, however.
Can anyone think of a game effect that being a nat would have? A special
power, trait, or some disad that he wouldn't have?
--
Steve Kramer || scooter (at) guisarme dot net ||
_____________________ ===================================================
| __/^\__ ,-^,|
|/~ \_ { / | "I don't practice what I preach
\/\ |! | because I'm not the kind of person I preach to."
/ / ) |___
(_ \ \ / J.R. "Bob" Dobbs
~v^ ?_,-'
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