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Re: [HoE] I need help with a scene





Thomas Mayfield wrote:

> SPOILERS (Jack, Zack- scram)
>
> I'm planning an adventure, and need a little advice on how to handle on
> particular part.My posse consists of a junker (no browser), a former
> assassin syker, a tough biker, and a SOB gunslinger.  The posse is going to
> be hired by a junker merchant to retrieve a security access card to a
> dormant ghost rock reactor.  Now, the posse will only they are being paid
> very well to go after a "red card with Hellstrome Industries and many
> numbers" on it.  I'm toying with the idea of making the card a relic, too.
> Anyway, they track the thieves to the ruins of Sacramento, and hopefully
> get the card back by guile or force.  Now, here's what I need help with:
> When the return to get their payment, the junker will betray the posse to
> the Cult O' Doom who desperately want the card to increase their power.
> How should I handle the scene where the posse is betrayed?

Sounds like an interesting game.
    If you want the card to get to the bad guys (and then possibly have
another adventure with them having to travel to the reactor to stop the cult)
then have the junker construct a device that either incapacitates them or
paralyses them. Not sure how but sure it could be done.  Always good to have a
player frozen and have to watch what happens. Really riles 'em up let me tell
ya. :) Make sure you have a mean ass Cult o' Doom leader there to poke at the
frozen players.  And of course he just has to babble something about this
plans. (Bad guys seem just unable to keep quiet about that. hmm)  Have the
device either fail as the cultists leave or let them escape somehow. Otherwise
there is little reason for the Doomies not to kill them. And that is not a
good way to kill players, gets 'em down right upset. :) Also make sure to take
the syker into account, paralyzed or not hs powers would still work most
likely.
    If you want to have them fight the cult and win then have the Junker
device fail right out or use another method. Poison's good but hard to applies
as most posses carry there own food these days unless the junker invites them
to dinner. Easier (but messier!) is to have the Junker know of  where the
posse is staying an simply send the Doomies on over to them. Of course the
players might not catch on that the Junker tipped the Doomies off. He could
continue to use them. Have 'em go after the card AGAIN (hehe) and keep
whatever the Doomies paid as well. But this may be a little much.
Hope this helped. :)
David.