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Re: [DL] Super Agent




On Friday, May 10, 2002, at 03:06  PM, Joe Frankovitch wrote:
<snip>
> I know what you're thinking.  I was thinking the same thing.  Just read
> on and help me see if this can be salvaged.  What do you all think of
> this.  Is it too out of control?  Would you allow it, if even reserved
> only for your most trusted player?  Should I laugh in his face?

My first thought is 'What's the price?'

I wouldn't allow this, but if it fits your game...
<snip>

> SuperAgent: 5 point Edge
>
> With the bonuses, which I'll get to in a second, the character
> automatically has these hindrances (he gets no points for these)
>     Night Terrors
>     Hankerin: Severe (Super Agent Serum)
>     Obligation: Agency 5 (While the Agent has the normal
> responsibilities of his Rank, the Agency keeps close Scrutiny on him,
> and he'd better stay in line)

I don't think this is quite severe enough...

>     In addition to the Hankerin' Penalties, if the character goes more
> than 48 hours without the Serum, he suffers a permanent loss of 3 Wind.
> Lose 3 more Wind for each additional 24 hour period that he goes without
> the Serum.

3 wind can be a nuisance. Depending on required quantities, I'd start 
rolling a standard die type for actual wounds at least.

> Now the Benefits:
> Character can learn and use powers from the following Arcane
> Backgrounds:
>
>     Blessed
>     Huckster
>     Shaman

Hmmm... The main issue I have here is that all three of these require 
contacting and dealing with a separate aspect of the supernatural. I 
can't remember the exact ruling, but remember that a character with this 
edge needs to receive favors from The Powers that be, Manitous, and 
nature spirits... and all three of these hate each other!

>     In addition, the character can learn and use Harrowed powers and Chi
> powers as well.

Again, here, the standard explanation that the harrowed powers are the 
result of the manitou makes combinations with other powers difficult... 
Note that normal shamans, for example, suffer a serious penalty to 
gaining appeasement when undead.

> To use Blessed Miracles, the character must have the Faith Skill
> To use Huckster Spells, the character must purchase them as normal (Or
> have Hexslingin' if using Revised rules)
> To use Shaman Favors, the character must know at least one ritual skill,
> and know the appropriate rituals to generate Appeasement
> To use Chi Powers, the character must have the Chi skill

Can't argue the mechanics here. This would be nightmare for the marshal, 
I think.

> The SuperAgent can purchase Edges which normally are reserved for these
> Arcane Backgrounds only, but at double cost.

It may be better to strike this line. This character should pay a 
penalty for being so diverse... Studying for all these skills should 
take so long that learning the edges that reflect honing the skill just 
isn't possible.

> The SuperAgent begins play with the following abilities:
> He makes healin' rolls once per day (similar to a Harrowed, though this
> character is not undead)

To put it bluntly, why? A good reference would be the joker draw effect 
(Dark pact?) that provides a single harrowed ability at level 1. This 
is, IMHO, intended to reflect that the charcater is getting a power from 
the same source that powers harrowed (a manitou) but none of the other 
traits come with it.

> He begins play with 2 powers of his choice, no more than 1 from any
> category, chosen from among the following:
>     Any Huckster Spell (at level 2 if not using Revised Rules)
>     Any Blessed Miracle or Gift (If he has Faith skill at least at 1)
>     Any Harrowed Power at level 1
>     Any Shaman Favor that can be requested with a single appeasement 
> (If he knows at least one ritual)
>     Any Chi Power (If he has Chi skill at least at 1)

> The character may purchase additional abilities or levels in abilities
> as per the normal rules for those Arcane backgrounds.  However, the
> rules regarding developing new powers as Skills increase does not apply.
> For example, normally a Blessed gains a new miracle or gift whenever his
> Faith increases.  This does not Apply for the SuperAgent.  All powers
> must be purchased with bounty, at double their normal cost.

This idea seems very open for abuse to me... It's a lot of potential 
powers, and the lack of specialization means that the character won't be 
as dependent on the rest of the posse... This will be one character that 
can, by himself, heal wounds, use heavy artillery, call on the generally 
utilitarian but nasty shaman and harrowed powers, etc. This could be 
very devastating to the posse overall.

Also, keep in mind that the knowledge to make this would likely have to 
involve the Reckoners... They probably wouldn't want to make something 
so powerful that wasn't a truly loyal abomination and couldn't deal with 
the powers of the blessed.

At worse, I'd consider a reliability rating, and the most critical 
failutr here would involve the character picking up the fatal ailin' 
hindrance or dying outright...

Oh, and remember that mass production of elixers isn't too common in 
Deadlands,...

But this is all my opinion...

--
Brett

LORD, WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER 
MAN? (Reaper Man, Terry Pratchett)