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[DL] Re: Mysterious pasts and veteran draws



----- Original Message ----- >
> Date: Thu, 4 May 2000 01:51:25 +0200
> From: oleingva@ifi.ntnu.no
> Subject: [DL] Mysterious pasts and veteran draws
>
    <snip>
>
> What I am looking for is: For a mysterious past, something that seems
REALLY cool, but isn't. Like some power that costs somehow. For the veteran
draw, not something that is a minor pest all of the time, but rather
something that stings a LOT, some of the time.
>
> Or, anything else any you might think of. Let it rip. :)

During one point in a game a year or so back my huckster gained the
"ability" to get extra cards when casting a Hex (relic). As I remember I had
to make a Spirit Roll TN 7, and spend 3 wind. Each 3 wind spent gained me an
extra card for my hex. I thought it ruled until:
1 - I found out that that wind didn't come back normally. It came back 1 per
day. That sucked.. then I found out:
2 - All my backlashes were +2. This later became +4 because of an unrelated
demon haunting. ;-) but wait! There's more.
3- After spending the wind, I had to draw the number of cards I would have
normally drawn first. Red Jokers were still okay. Then I drew the extra
cards for the Wind loss. Red Jokers in this section were *not* okay. They
were just like Black Ones. Yikes!

It came down to me knowing I could do something great, but being so d*mned
afraid of doing it that I rarely did after I got hit with the penalties. But
it did get us out of some tight spots.

I should also point out that my Marshal at that time liked power gaming. He
was one of those "who wants to play a D&D character without an 18 in
something?" types. Ran a good game. Good story. Just a little "munchkin" at
times. I thoght this one was okay because I didn't use it much.

sinisterdexter@mindspring.com