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Re: [DL] A small mail on shamans and such.



First off, welcome to the list.

As for your question...  not sure where to begin.  Ghost Dancers is on my 
shelf as "that wonderful book I may never get to fully use", just because my 
play group seems to consist of people with other inclinations for their 
characters (one, for instance, has a Rattler sized jones on for playing 
hucksters).

My best advice would be not to panic, though...  once your book arrives, 
just skim the stuff that relates directly to the character.  It sounds to me 
like he's either an expertly number crunched creation or standing a little 
outside the rules, at least in spirit (no pun intended).

Besides, it's Deadlands.  There's a one word solution to almost any 
character-related problem a player can throw at you:

S T O N E

Mac






----Original Message Follows----
From: Frank Wisnes <frank.wisnes@student.uib.no>
Reply-To: deadlands@gamerz.net
To: deadlands@gamerz.net
Subject: [DL] A small mail on shamans and such.
Date: Tue,  8 Apr 2003 18:27:04 +0200

Howdy!




I'm new here, signed up today :)


When it comes to Deadlands on the other hand, I'm far from a freshman. I've 
been
running Deadlands for little over three years now. Well.. enough with the
introduction and over to the question at hand ;)






First a little background. I've never bothered much with indians. Sure I've 
used
them as villains (or guides) every once in a while, but when it comes to 
social
relations and cultures I never did much of it. I had read most of the
sourcebooks except Ghost Dancers (never got hold of it) before I started the
group, and thought I'd save the indians for when I ran out of ideas and it 
never
happened. Then one day (a few months ago) one of my players really wanted to
play an indian scout/pathfinder. I agreed, and said he could have a few 
minor
shamanic powers knowing that the powers in the players handbook are very
limited. Then he got hold of Ghost Dancers on PDF and said that "he just 
had" to
use that book, since it was an update on the shamanic powers. I agreed, and 
next
thing I know we have a powerhouse of a ghost shaman in the posse. And if 
that
wasn't enough, he's careless with his powers and use them at every 
opportunity.
I actually haven't had time to read the book, though he printed out the PDF 
for
me to read and look at when he uses a power. I've ordered the "real" book 
and
are still waiting for it, hate to read those outprinted PDFs. Anyways.. from
what I can see the shaman is so overpower he belongs in a hackunivers. 
Turning
into animals at will, creating perfect illutions that's virtually impossible 
to
see through, increasing his strength to ungodly levels and so on. In 
addition to
that he's posing as a mexican and thus get no ill-effects of being an indian 
in
the western society.




The thing is that I barely have time to prepear for sessions at the moment
(exams and such), much less read a whole sourcebook just to look for a way 
to
limit a single players powers. So I was wondering of anyone of you fine 
people
at this mailinglist have the laydown on shamanic powers and guardian 
spirits.




I'm planning on giving him a hard time as soon as rangers or the agency 
finds
out about him, but he's been lucky so far (and not to mention in Salt Lake
City). And I should probably get familiar with the indian culture but I just
cant find the time to do that now.






I guess my question is.. what are the limits of shamanic powers?








- Frank


(Norway, Bergen btw ;)


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