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Re: [DL] Mad Scientists are so weak!



--- Jim Burzelic <zombi_bobb@yahoo.com> wrote:
> Again, as marshal, I give bonuses to people who have
> well-thought out inventions, not accurate just
> thought out, it won't cut the mustard to just say 
> what you want to invent and then roll some dice. 
> (I'm sick of players doing this, none of my players 
> get into it)
> Jim

I'm sorry, Jim.  Our party is currently -filled- with
scientists (3 of 4 players, plus another NPC) and we
get really, really into it.  We also get systemic
bonuses to our rolls when we come up with neat
theories, and it's lead to a bunch of really
interesting stuff (like sea life neural toxin). 

I don't think Mad Scientists are weak at all!  When
several of them collaborate on a project, it becomes
disturbingly easy to pull higher and higher hands.  Of
course Dimentia comes into play, but I personally
would rather face a Dimentia than Backlash.  With good
roleplayers it because really fun.

For example, Sydney Mallory is my mad scientist.  One
night researching she reached for the sugar to add to
her coffee, and got black pepper instead.  Because she
was concentrating on her design and not her food, she
dumped the whole shaker in the cup and drank it.  It
made her cough and sputter, but she also had a
brilliant idea on how to finish her project.  Syd now
refuses to drink coffee without equal parts sugar and
pepper.  

Systemically, she got a joker with that design - I
don't have any Marshall details for you.  Rather than
balking the new Hindrance, it's fun to live them up! 
As players, we always assume that those 0-10 points of
Hindrances you start with are just the beginning,
especially with scientists.

Marguerite of EMGB, otherwise known as Captain Sydney
Mallory





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