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Re: [HoE] Balance of Power(spoiler marshals only)
On Mon, 24 May 1999 14:53:04 EDT Deadlander@aol.com wrote:
> I had this problem with my posse, 1 doomsayer, 2 sykers, 1 witch, 1 200 year
> old gunfighter, as you can imagine this group wipes the floor with everything
> they meet. I tend to give my extras slightly better stats than the books give
> them and more guns and ammo, as well, as armour. this makes it a bit more of
> a challenge for them also Dont forget that every time a person dies they come
> back as undead on a roll of 1 on d10, this can be most annoying after you
> just plugged 10 combine and 3 of them suddenly jump back up to eat your
> brains. all you have to do is fudge your baddies a little so the posse Dont
> feel like gods among men, without becoming a posse killer every session. and
> Dont forget light modifiers the-6 my group got for night fighting against 3
> zombies was a real bad experience for them. they think nothing of taking on
> 10 - 15 combine but 3 zombies in the dark really caused them a problem.
> deadlander
Wait until they aren't looking before the fresh zombies
attack. That's always fun, and lets you use the surprise
rules.
Cheat a little. Give a big bad guy the Seventh Son knack
(I know they're not in HoE, but pretty it up as a power or
something) and cancel the posse's chips that they're
negating that crippling wound with.
Fight them at night, or when they're answering the call of
nature, or find a way to stop them using all their nifty
powers. I'm tempted to start up a HoE page and put some
new abominations up. Anyone interested?
I was thinking of starting off with something to suck out
that pesky radiation or give people some extra Strain...
--
The in-crowd know that the shell is thin
They all protect the cage they're in
Get drunk and stoned and wrecked again
No tears of rage, no cries of pain
Nothing ventured, nothing gained
In smalltown England.
--
Steve Wallace
http://www.cee.hw.ac.uk/~ceesrw
ceesrw@cee.hw.ac.uk