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Will this let them go above 10?  Also, shouldn't this tie into fighting 
creatures?  In HoE terms, what if you're fighting Black Hats in a Fear Level 
4 area?  There doesn't seem any particular reason they would be entitled to 
an extra chip.  Of course, as someone noted, you're more like to hit high-FL 
areas in HoE, too...

>Grit (22): We got rid of the whole concept of “fearmongers.” Too many folks
>just couldn’t decide who or what a fearmonger was. From now on, award Grit
>when your posse defeats a major evil—it’s your call if the end of any
>adventure is worthy. Also, a character’s maximum Grit is 5, and it can now 
>be
>lost by going bust on a guts check made against a TN of 9 or higher.
>

Hmmm, the "fearmonger" concept is explained pretty well in HoE, while still 
leaving it up to the Marshal (as the new system above does for deadlands 
anyway).

>Knacks (39): As we mentioned in the Weird West Player’s Guide, Knacks are 
>now
>a mysterious past. If you have players who bought knacks as Edges, leave 
>‘em
>alone. You can institute the change on any new characters brought into your
>game if you want. We also gave knacks Legend Chip abilities.
>

Hardly seems worth it, given the very new relatively temporary nature of 
Legend Chips.


Hope that all helps.

---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/


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