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Re: [HOE] Junker device: MkII custom assault rifle
--- Robert Holland <robert@macauley.com> wrote:
>
> Whaddaya think? I've got more of these, so let me know if you'd like me to
> keep
> posting them.
>
> --Robert Holland
Beautiful. And please do. I need to reward my junker in a few sessions, a
chance at a flashy gun (other than his AK-47 that he carries around) seems like
a good enough idea.
Oh, btw, about your tracers, maybe you use tracers differently. If I were to
play (thus far, I have yet to play a non-con game of HoE, other than
marshalling), I'd put my tracers as the last three or so bullets in my gun (if
rifle; one or two if a pistol, perhaps back to 3 in a Tokarev), so I'd know
when I'm out of ammo.
Which reminds me: how do you marshalls handle players always knowing when
they're out of ammo? I can understand the 3d12 smarts gunfighter being able to
count shots on full automatic from a gun he's had for ten years, but the
average "I was a [censored] accountant before the war" learning how to count
shots? Well, maybe the accountant.
I've always had this problem in character in Weird West. Do I shoot and waste
an action, knowing I have no bullets left? I could always tell when John
Wright's derringer was out of ammo, but Ding Chavez's M-16 rifle?
=====
Michael Shindler, ICQ #13820058, AIM ID: DaidojiArichi
Daidoji Arichi, Scorpion Clan Bodyguard
"Know where your sword is. Always." - Shinriko
v3.12 GCS, d, s+:-, a--->$, c++>$, W++, N, w(++), PS+(++), PE--, Y+, R(+)@, tv+, b++(+++), DI++++, D, G++, e->$, h!, y?
L5R CW v0.99 SC++ S+ G+ A++ Y++ D- H- SH- T+ FP+ AN+ Fq C PN+ ?GW I U++ N+ RPG CCG
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