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Re: [HOE] Templars? Advanced Posse? WAS: Cyborgs to unbalancing wasAboutRules of Engagement...
> Oh yeah, we have a Syker character who's literally been alive for like 2
> years (real-life time). The SOB just won't die. He has 7d12 blastin by
> now, and like every frickin Syker power. He's a madman. My Templar has GR
> in Celerity, Inner Strength, and Armor of the Saints, and there's another
> Templar with GR in Deflection, Sixth Sense, and Speed, so they compliment
> each other quite nicely. Oh yeah, and one Harrowed Law Dog who's Fast as
> Death, and has whatever Edges and Hindrances you need to be able to use a
> gun simultaneously in each hand and fire at seperate targets with no penalty
> (or something like that...he's badass). Everyone else in the Posse (there's
> like 3 or 4 more people) is basically cannon fodder, since the adventures
> are geared towards the bad boys now...everyone else just sort of assists.
How do the "scrubs" feel about that? That is the problem we're having, it
seems like the doomie is on a whole different level than the rest of us.
Our posse is still pretty young. The Doomie JUST raised his faith to 6d12.
My Greenie now has a 4d10 blastin' (hey, she started at 1d10 and sat there
for a long time) and 6 powers (she found a US Syker's Handbook!). The
templar has... three blessings in the mid/low-range (1-3ish) and two
martyr's. The other syker has 11 powers, but hasn't uped her blastin' to
6d12 yet. Finally the Law Dog has a 4d12+4 quickness (he drew the mutation
that ups yor quickness and str. die types by two, funny thing is his
quickness was originally 1d12, talk about all or nothing!)
Theo McGuckin - SysAdmin, JLab
"We waste more electrons by 6am then most labs make all day. Be all you
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