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Re: [HOE] My Syker Issue



At 12:14 AM 05/08/00, you wrote:
>Anyone have any tips on how to get rid of a sword or two and not make it too
>obvious that you did it on purpose?

<snip description of extraordinarily powergamed syker>

Wowsers. Nasty, nasty, nasty. Luckily no-one in my group plays characters 
like that. There was a Crab-clan samurai in an L5R campaign once, but he 
left pretty quick.

If you want the sword(s) gone you can:
- Have one or both of them stolen. Next time they stay in a city, have them 
robbed. Take some from each of the characters in the room, to ally suspicions.
- Force-of-nature. An earthquake opens a chasm while the pc is resting 
(well, until the quake hits) and the swordbelt(s) fall in.

The problem with this is that the character will still be almost as bad 
once he/she can get replacement swords.

If you want the character hurt/killed off:
- Blast radius. Doomsayers love Nuke for a reason. Have a Doomie aim it at 
the ground at his feet rather than at him directly. For a more conventional 
approach, explosives (though they're rare). The Combine in particular has 
lots. This could also ding up his swords to the point of uselessness.

- Another syker or a junker with special goggles should be able to see him.

- A templar with the right powers can be at least as good/difficult in 
melle as this character. Face him off against someone as good as he is.


I'm from the camp that doesn't believe in killing a pc unless they do 
something stupid or their dying in a heroic manner, but powergaming to this 
extent is like hanging a big 'Waste Me' sign on his chest.

: }

Marshall Paddy