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RE: [DL] Mysterious part: What do you think?



> -----Original Message-----
> The power works like this: It is just like the harrowed power
> Luck o' the Draw, except it grows in power. Every time the
> huckster uses it, it gains a level. That is, the first time, he
> draws one card, the second time, two cards and so on. The problem
> comes as the huckster uses the power for the sixth time - that is
> beyond the scope of the power, and the evil force the pact was
> made with comes to collect. The PC is going to hell in a very
> small bucket, and this is not a ride he is going to enjoy. :-) I
> haven't decided exactly what happens yet, but it will be pretty
> bad (possibly lethal) for the PC.

You might want to add a way to reduce the number of "levels" to the power --
cashing in twice the level in fate chips, for example -- to make it feel
less like you are setting up a limit on how long your player can have the
character.  (This assumes the player doesn't know about the bad side to the
ability).  Alternately, you could make it that there is a chance every time
the draw takes place that the Manitou comes for the player.  Here's a
possible mechanic:

Both sides get a poker hand.  The winner gets the soul of the player.  At
each level, the number of cards varies:

Level   Player   Manitou  Jokers
1        7        1	  All Jokers Wild for player (including those held by
opponent)
2        6        2       All Jokers wild for player
3        5        3       Jokers used normally (Red=good for player,
black=bad for player)
4        4        4       Jokers used normally (Black=good for Manitou,
Red=Bad for Manitou)
5        3        5       All jokers wild for Manitou
5+x      2        5+x     All Jokers wild for Manitou (including those held
by opponent)

Chips:  White = Discard one card and draw.
        Red = Draw an extra card (Marshal draws a chip from the fate pot)
        Blue = Draw an extra card
        Legend = Draw five cards and choose two
        Black (Marshal only) = Draw three cards (Only if the player has
caused the Black chip to be added to the pot).

While the player can use the power at level 5 theoretically indefinitely,
the Manitou gets to draw more and more cards.  Joker descriptions at levels
3 and 4 both operate at levels 3 and 4.

This mechanic should allow the player to figure out what's going on and
still win the first two hands.  Why would the Manitou go in for such a deal?
How scared would you start to be at level 4, when the odds are suddenly
even?  How frightening is it to know you have the power to get out of a
sticky mess but the solution might be worse?  Now imagine the terror of
seeing the Manitou get dealt 7 cards to your 2.

All that fear goes to its bosses and it never has to leave the safety of the
Hunting Grounds.

Hope this helps.

Matt