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Re: [HoE] AB Cost!
Øyvind Hillestad wrote:
> Okay the trucker has to pay 15 points just for the tractor and trailer,
> then he has no other edges, and starts low on skills.
>
> The Syker pays measly 3 points for his edge, witch gives him alot of
> powers for nothing, he can gain new powers for almost nothing, and he
> starts with good skills, while the trucker has to build up his skills
> aswell as use all his ingame money on his truck
I guess when you put it that way, Roadwarriors get a pretty raw deal. To
even things out, I suppose I'd knock down the cost of a tractor trailer
rig down to a 5-point belonging. It's not like they are friggin' rare
anyways... only several million of them out on the highways, most of
which are probably abandoned now.
> So sort of my opinion here is to raise the AB cost by much, maybe up to
> 10 or even 15
Yeeesh! No, playing Sykers, Doomsayers, and Templars are a large part of
the game. Making them that expensive would leave them so utterly weak
that a kid with a hubcap could kill 'em without breaking a sweat. Well,
if that's the kind of campaign you want to run, I guess go with it, but
I'd go the other route and make large vehicles easier to buy.
Here's another suggestion... actually, someone else came up with this
idea a few months ago, but I don't recall if they fleshed out all the
details. Anyway, you could make an Arcane Background for Roadwarriors.
Well, not exactly an Arcane Background, maybe more of a pseudo-AB or
something similar to a knack, with the idea being that Roadwarriors are
so in-tune with their vehicles, that they have some sort of supernatural
link to them. They wouldn't cast spells or anything (although casting
"Hairpin Turn at 70+ MPH" does have a certain ring to it...), but would
have mostly chip-based abilities. First, they can now spend chips to
negate damage to their chosen vehicle. Then, give them knack-like chip
powers such as:
White: When used on Drivin' rolls, add +4 to the roll.
Red: Automatically succeed at any vehicle-related Repair or Scrounge
roll.
Blue: Roadwarrior may trade this chip in and use it like a sleeve card
to make a Drivin'-related action at any time, or even try to interrupt
someone else's action, even if he doesn't have a sleeve card or any
other action cards.
Legend: Whenever a Roadwarrior's chosen vehicle is going to crash or be
destroyed by damage, somehow it narrowly escapes or survives intact.
I'd probably make it a 3-5 point edge, based on the Roadwarrior's chosen
vehicle. I might toss in the vehicle with the Edge, too... I mean,
Sykers, Doomies, and Templars get their powers/spells without spending
any extra points, why not let a Roadwarrior take a vehicle the same
way? Or if that's too generous, I'd count the points count as
Belongin's towards a big rig or other large vehicle.
Hmm. I'll have to think about it a little more.