[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[BNW] Bargainers - totem making rules



Well to begin with I have to say I like how bargainers
work.  Having 1 totem per spirit level is nice.  If
only gadgeters were that sweet (maybe 1 gadget per
smarts level?).  The only problem is 30 seems a bit
high of a target number, so until some rules come out,
here are ideas to help improve their odds.

Planetary alignment-  Bargainers deal with demons, and
demons like having strick rules ... especially about
when they want to be disturbed by mortals (after all
you don't like it when someone calls you at 2 in the
morning?).  So the exact time that the bargainer
attempts to make a totem is of utmost importance to
them.  To simplify things (ie. I'm not going to pull
out any astrological charts on you) they get bonuses
or minuses depending on the time.

Started making totem between 9pm and 3am (nighttime)
+1 to spirit roll.
Started making totem between 9am and 3pm (daytime) -1
to spirit roll.
Started making totem in winter (dec-feb) +1 to spirit
roll.
Started making totem in summer (jun-aug) -1 to spirit
roll.
Started making totem on full moon or new moon (both
are 3 day spans) +1 to spirit roll.
Started making totem on half moons (also 3 day span)
-1 to spirit roll.
The guide can also grant a bonus or minus for special
holidays (it's beelzibubs birthday +1)

So a bargainer who starts making a totem at 10:30pm
the night of a full moon in january will get a +3.  A
bargainer who tries it midday on the fourth of july
(assuming half moon) gets a -3.  

Also materials play a factor.  It's harder to make a
Blaster totem with a water gun and a pipe cleaner then
spending thousands of dollars on obscure reagents. 
For each $200 invested by the player in the making of
the totem (max $1000) the player gets a +1 (max +5). 
Note the player spends this money at the beginning of
the week, and after the week is up makes his spirit
roll.  If he fails it, all money invested is lost.

Bargainers like groups.  For each extra bargainer who
helps in the making of the totem add +1 (max +5). 
Covens are a good thing.

Experience:  I was debating with the idea of making
each totem it's own trick, but didn't like that idea
much.  Instead they should be treated like
quasi-skills.  Each time a particular totem is
successfully made the bargainer gets a +1 bonus to
making this totem again.  This bonus is additive up to
a max of 5.  So let's say you've made the mimic totem
3 times already, the next time you try you
automatically get a +3.


If all these rules are used a bargainer could
potentially get up to +18 or +20 (with a lot of work
and effort), so if you feel like putting a max cap
(like +10) feel free to.  Personally I think if the
bargainer spends the time and energy to make sure the
moons are right, that his buddies are there, and all
the demon snacks are cooling he should have an easier
time making his Remote Control of Doom, likewise this
makes for a nice cinamatic adventure for the players
to burst in on and foil his plans.

What do you think?

-Munch Wolf

=====

__________________________________________________
Do You Yahoo!?
Bid and sell for free at http://auctions.yahoo.com