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[DL] Re: Mad Scientists are so weak



--- Marshal Black <marshal_black@yahoo.com> wrote:
> My campaign is currently centered around 3 mad
> scientists and a blessed living in Gloom. One of
> them has been playing his same mad science character
> nearly the entire time he has been playing Deadlands

> (his first two characters met quick unfortunate 
> ends). I've seen mad science on the trail, on the 
> fly, in a wagon, in a lab, in an airship, and now in

> the converted warehouse that has become home to all 
> of my campaigns loony geniuses. Given this, I've got

> a thing or two to say about whats possible.

You've also got a bias towards what happens in your
own campaign. If 75% of your players are Mad
Scientists then they're certainly going to be cranking
out gadgets and they're definitely going to be
complimenting each other. Most travelling Mad
Scientists are not so lucky to travel with their own
lab technicians and scientific support. And your
players seem to be lucky enough to have their own
psychologist on hand, a Blessed who can cast Panacea
on your Mad Scientist once a week is truly a Blessing.
I would say it's time for a little industrial
espionage to gum up their cushy lifestyle.
As far as I know, I'm the only player in my gaming
group who has ever played a Mad Scientist, and only
the second one to ever play a Blessed. I think mostly
because the other players believe it's a waste of time
to play one. Usually when I play a Mad Scientist the
character is handled with kid gloves because of the
insanities they acquire through devising blueprints.
My last one was put down by the posse because they
believed him to be homicidal.

--- William Ogden <w_ogden@hotmail.com> wrote:
> IOC, the blessed would use the miricle, can't
> remember the name, to gix acquired dementias.

Not every posse has a Blessed to gix Locos, and not
every Mad Scientist is religious in the first place.
From a role-playing standpoint sometimes the Blessed
doesn't want to go near the Mad Scientist and vice
versa.

> Are you using S&R?  I seem to recall that in the
> rules there, a BJ gave a roll, sometimes a dementia,
> sometimes just an alteratoin to what you 
> designe.  It really lowered the number of dementias.

I don't know what my Marshal uses to be honest, but in
my game I tend to use rules from both first and second
edition. I "was" getting insanities on red jokers for
a long time but then it stopped, I don't exactly
remember when.

-doc

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