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RE: : [HOE] cyborg armour
Personally, I have no problems with players who want to be tanks, I just
make sure that they are aware that as Harrowed Weapons Platforms (in the
case of cyborgs) they will be attracting their fair share of 'specific'
dangers.
One such is the sniper (described so well below by Russ), but this (to me as
a player) would stink too much like a set-up purely to take down the cyborg.
To me as a Marshal, I'd be more insidious. How about rust mites? What if
some wigged out scavvie managed to get some locked into a perspex tube?
Then attached a timer or other trigger to open the tube?
Makes the 'tank' look like so much sludge...
Other suggestions have equal merit. Make the sucker pay for all that
power. Enforce his Rules of Engagement (if necessary, ADD more Rules every
time he gets clocked in the head). Damage the Spirit fetter and let the
manitou out to play (can we all spell Dominion?)
Have Throckmorton's Black Hats hunt the cyborg down for 'recruiting'.
These guys have heavy weapons (rocket launchers, automatons and even hover
tanks) that make anything the cyborg has look quite sickly in comparison.
Even more subtle, every now and then, simply inflict a few wounds to the
body location which houses some of the 'bad' toys (such as the arcane
shield) and damage or destroy it. You don't have to do this regularly or
even more than once or twice. And even if the cyborg has the money to buy
the replacement unit, he's got to find one...
Just some thoughts on slowing down can (or tanks).
Ashley.
> -----Original Message-----
> From: Russ Ruffino [SMTP:mobstyle@ucla.edu]
> Sent: Tuesday, October 24, 2000 10:51 AM
> To: hoe@gamerz.net
> Subject: Re: : [HOE] cyborg armour
>
> > even with the Spirit of the Manitou (you mentioned 4d12+8?), this only
> > gives your 'borg 6 available points of Drain left per round. Too many?
> > Simple solution, SNIPERS!
> >
> > How does this work? A Called shot to the head, and you can give your
> can
> a
> > real good headache, ie the Unfettered Hindrance. Each level of this
> > Hindrance (1 to 5) drops the available energy from the Manitou by 1
> STEP.
> > Therefore a couple of shots into the head, and your can is about as
> > dangerous as a brick wall...
>
> All of Ashley's ideas are really good...for a sniper, gotta recommend a
> berserk Syker with a TSAR rifle...basically he spends an action drawing a
> bead, and then spends a point of Strain, and does 5d10 damage to the head,
> +2 bonus dice for the head shot. Make the rounds as AP as your want. It
> even goes around corners, etc. The only way out of it is that it takes a
> (i
> think) TN 13 Dodge to get away from it. Place the posse in a huge, dark
> warehouse with catwalks going around the whole thing about 40 feet off the
> ground. Place the Syker in an upstairs warehouse, with Predator activated
> (+6 to Sneak), and just have him go to town on the Cyborg...watch the guy
> start crying. And don't worry about the posse getting their hands on the
> thing when he's done, only Sykers can use it's auto headshot properties.
>
> PS: Marshalls...do not let your players become walking tanks. It makes
> everything suck for everyone.
>
> Russ
>
>
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