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[HoE] RE: Mutations
Greetings.
As a marshal, I always draw the mutations and if there is something really
bizarre going on, I amend it.
So far the most obnoxious we have is a character with two mutations:
Perfect Killing Machine and Dependency on Light.
PKM is a powerful advantage, but the Dependency is a hindrance.
***
Roger Bert
e-mail: RogerBert@TDI.net
President of the Old Oeridians Game Club
WWW: http://www.tdi.net/rogerbert/oeridians/index.html
Monroe, Michigan
-----Original Message-----
From: owner-hoe@gamerz.net [mailto:owner-hoe@gamerz.net]On Behalf Of
Robert H. Middlemiss
Sent: Saturday, March 27, 1999 1:39 AM
To: hoe@gamerz.net
Subject:
In regards to the maximum number of mutations a character could have from
the beginning, (not counting the stuff he could pick up later,
accidentally or on purpose,) it could be up to 6, not 5, though the
likelyhood is a bit extreme:
-super mutant
-black joker
-mutation hinderance
-minor mutation hinderance
-doomsayer power
-veteran of the wasted west: mutation (with the right card draw, of
course)
Given that two of these require a specific card draw of 1 card out of 52
(Black Joker) and 4 out of 52 (fives, I believe) repectively, it will
probably be far more common to see doomsayers with four mutations at the
absolute most. Not to mention the fact that not all Marshals are likely to
allow characters to start off with as many mutations-positive or
negative-as they can get anyway...Of, course, if half of the mutations are
negative, they might nbot mind that much after all :)
Oh, and, if the possible total is even higher, feel free to correct me!
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- References:
- No Subject
- From: "Robert H. Middlemiss" <rhm001@ns1.wmdc.edu>