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[HOE] Mundane Background



I also had a problem with the powerscale of AB's in HoE and how it
seemed almost a penalty to play norms unless you were going for straight
role-plating value (one posse I worked with was comprised of three
Sykers (although one was a greenie), two Doomsayers, two Junkers, one
Templar and a Witch).  I dealt with it a little differently - granted
it's an attempt to create a bonus for being a norm rather than reduce
the power of AB's, but it's still relevant to the conversation.  Here's
a partial breakdown from my House Rules page at the Shelter (for those
already familiar with it, I appologize for the redundancy in advance):

Step 1 - Concept

Players may not choose to play Junkers, Toxic Shamans,Templars, Sykers,
Doomsayers, Harrowed and Cyborgs.  Instead, before dealing with
character concept, they must draw a card and consult the following
table.  A player may choose to play a witch.  If this is the case, they
do not draw a card and get no additional points.

2-9: The player receives 2-9 additional points to increase aptitudes or
edges.
10: The player may choose to be a Junker, or receive 10 additional
points.
Jack: The player may choose to be a Junker, Templar or receive 12
additional points.
Queen: The player may choose to be a Junker, Templar, Toxic Shaman or
receive 14 additional points.
King: The player may choose to be a Junker, Templar, Toxic Shaman, Syker
or receive 16 additional points.
Ace: The player may choose to be a Junker, Templar, Toxic Shaman, Syker,
Doomsayer or receive 18 additional points.
Either Joker: The player may choose to play any of the above (inc.
Harrowed or Cyborg) or receive 20 additional points to increase
aptitudes or edges (Wahoo!).

If a player is not happy with the result of this draw, they can take an
automatic d4 for a stat (the coordination equal to the card they drew)
and discard it, and draw again.  For example, Bob draws a 3 of spades.
If Bob wanted to keep this card, he could play either a witch (no
points) or one of the many "non-power" archetypes ("norms") starting
with three free additional points to be used toward aptitudes or edges.
He wants to try for something else, however, so he takes an automatic
4d4 (the card he drew was a spade) as one of his stats, discards the 3
(this just means you don't shuffle it back in) and draws again, this
time getting a King of clubs.  Bob keeps this card and decides to play a
Templar.  He gets no additional free points and when drawing cards to
determine his stats, he'll only draw 11, since one stat will already be
a 4d4.  A player can make this draw a maximum of three times (always
give your players enough rope to hang themselves with) and the last
result must be taken.  Any d4's taken at this step may not be discarded.
Other archetypes that have special powers such as old style hucksters,
hexslingers, blessed, old ways shamans or kung fu masters should be
negotiated on a case by case basis with the
Marshal (personally I view these types as very rare and make them an
option only if a Joker is drawn). Optional Added Rule:  A player who
just lost their character and is starting this process to make a new one
may draw an additional card for each point of grit his previous
character had at the time of death and choose the best one as the first
draw (hey - call it karma). This does not apply to additional draws
after the first.

Step 2 - Determining Traits

Keeping any d4's from the previous step into account, the player then
reshuffles the deck and draws the appropriate remaining number of cards
for traits.  If the player is unhappy with their draw, they can take an
automatic black joker (draw for its coordination) and redraw the
appropriate number of remaining cards.  Using Bob as an example again,
he initially draws 11 cards (remember his 4d4) and doesn't like the
results for his Templar.  He takes a black joker (draws a heart for its
coordination) and reshuffles and draws 10 cards (two stats are now
gauranteed: 4d4 and 3d12).  The Marshal may choose to let the
player draw for the joker's game effect or (if you're feeling like an
evil bastard) may simply choose an effect for the player (they ARE
getting a "free" d12 after all). [Marshal's Note: Personally, I use Kirt
"Loki" Dankmyer's "Wild Card Mutation Table" for players that take this
Black Joker option. This table (intended to be a bridge between the
"normal" and "major" mutation tables) is jam-packed with "Gamma Worldy
Wahoo Goodness" and I recommend it highly.  You can find it on the
Shelter's Marshal Tools Page. ] This redraw may only be done once, and
the second result must be taken.Yes, by using this system it is possible
for a player to end up with the effects of three jokers - WAHOO! (It has
happened once in my posse so far!)

Some folks argue that Junkers should be higher up on the list.  For my
posse, there is a hesitancy from some of the players to try Junkers
because of all of the math involved, which kind of acts as its own
balancing agent - your mileage may vary.  It's easy enough to tailor the
table to your needs by switching AB's around.  There are some other
tidbits that coincide with these steps, but that's the basic "meat and
potatoes" of it.  It's worked out very well for our group for over a
year now.  If you want to see the rest, follow the link:

http://www.geocities.com/grifflik/Shelter-Houserules.html

Hope somebody finds it useful.

Matt Steflik
Gimme Shelter - http://http://www.geocities.com/grifflik