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

Re: [HoE] Sykers vs. Doomsayers



In a message dated 1/31/99 12:41:08 AM Eastern Standard Time,
WeedWrath@aol.com writes:

<< I think you have to remember that sykers are former soldiers that were
trained
 for war so their powers should be more powerful in that way. I really haven't
 had a problem so far, stain helps keep it under control, plus they take
 bullets as easy as anyone else. >>

Regarding strain, it becomes one of the greatest imbalancers between Sykers
and Doomsayers.  Sykers powers generally take less strain and they also have
access to the Fortitude edge, effectively doubling their Strain.  As an easy
example, compare a Syker with a d10 Vigor using Brain Blast vs. a Doomsayer
with a d10 Vigor using Atomic Blast or Nuke.  Sykers can do extreme amounts of
damage for little strain.  Further, the limited Doomsayer powers can EASILY be
replicated by items (Geiger vision and EMP), where the Syker powers are much
more useful and in my opinion, a lot cooler.  I have another question though.
How do your players RP using a Doomsayer power.  Do they invoke the names of
the "saints" like in Leftovers?  Do they do other things to really seperate
them from the Sykers.  I am looking for ideas to pass on to my Doomsayer
player.