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Re: [DL] New Invention for Hucksters (not long)



First off, I liked the idea of a holdout rig that allowed a Huckster to 'cheat' a Manitou when casting a Hex. But who would build such a thing? A Mad Scientist, of course.

Also, there're plenty of rules about Hucksters duplicating/affecting Mad Science, so why not the other way around? Since the powers of both Hucksters and Mad Scientists come from the same source (Manitou), it seems reasonable that some scientists would begin researching the new 'energy source' that Hucksters tap into. As an aside, I'm curious as to why you feel that Hucksters can affect Mad Science, but not vice versa?

It is a powerful item, but it also has plenty of risks. It seems to me that if you want to control the player's power level, using an item that provides the power (one which can be destroyed, stolen, damaged, modified, etc.) seems almost ideal. Plus, just getting the item could be the subject of a quest in itself.

Derek D. Bass
Etheric Musings - The Science of the Sons of Ether
http://www.SteamEngineChaos.com/

> > Wangenstein's Holdout Rig (a.k.a. the Huckster's
> Best Friend)
> > Hand: Full House
> > Price: $1,500
> > Reliability: 18
> 
> I don't think I'd allow mad scientists to create
> gadgets that affect hexes. I could see how a mad
> scientist who was also a huckster might devise
> something like this though. I do think it's a little
> too powerful, but that's just me. If the PCs are going
> to have power I want to be able to siphon it off
> easily.
> -doc



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