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Re: [HoE] A Complete Review Of HoE
>
> >> 2. Brainburners
> >> Overall thoughts: Good, definitely required for Sykers.
> >> I liked it, tho I thought it was a teensy bit powerful with a few of the
>powers. but thats a personal thing, not a real criticism.
> >> depending how your player rolls, it may be awhile before you get to enjoy
>a Backlash. I have yet to see a Syker in one of my >> games do so. (ed
>note: yes, I know you spent chips not to, Mr. L.. ;-)) IOW, I agree.
>
>Yeah, as I read the main book last August I got the impression that
>repercussions from use of arcane abilites was much more rare in HoE. Then
>again, everything is ten-fold more deadly. That and there are few powers
>that effect multiple opponets (that seems to be the domain of the Doomies),
>can we say Outnumbered?
The power Sykers have is to deal with Mystery plots. IMHO. If you have
someone who can read minds at will, you need to work that much harder to
make a mystery a Syker can't handle with powers alone.
not that this is, necessarily, a bad thing mind you, but a comment nonetheless.
The Marshal should be ready.
> >> 4. Road Warriors.
> > I had issue with the NO part that seemed to contradict WW. otherwise, I
>agree.
>
>
>The NO part? Is that an acronym that I just can't seem to recal? <<flipping
>through book>> I dunno, clue me in here....
I do apologize, New Orleans.
One place had a bomb hit Deadland crawling with zombies and radioactive,,
the other had dancing naked people. the two don't work, esp given the
radiation would kill/mutate the naked people if the Walkin' dead did not
get them.
>. As for knowing a lot about John Wayne, i'm not exactly
>sure what you mean, are talking about the dreaded real lives of actors we
>seldom see?
that would be it, yes.
>Chris Aniballi
TBS