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Re: Black Hats Kevlar (was Re: [HoE] [Hopler] EMP vs. Black Hats)
<snippage>
>Or the 20 Black Hats shoot the half-dozen or so heroes.
>If the Hats have been EMPed and their gear is fried, the
>value of their stuff is going to drop anyway. Want to
>trade for this gun? It doesn't always work and it stinks
>of burnt plastic, but other than that and the blood on it
>it's fine...
>
I know it wasn't the original theme of this thread, but I wasn't talking
about the value of the stuff the BHs have that _is_ chipped as per the
rulebook. I was talking about the Kevlar Vests, that aren't.
But, ummm, why doesn't the gun always work? I suppose you could apply
posthumous Quality-type reductions (oh goodie, more bookkeeping to do in
lieu of spending the time role-playing). And I could probably come up with
some random malfunction system to implement (more die rolling during
combat).
However, I can't imagine post-apocalyptic types being too picky about the
smell and blood. Would think that might almost give a +1 to Overawe rolls,
actually. In any case, if that gun may be all that is between you and
death, do you really think most folks are going to be too picky about what
it _smells_ like?
Although a Fastidious Hindrance might come into play here... :)
I appreciate the suggestions, but a simple, "You can't use it" system for
Vests like for the BHs guns and vehicles seems to be simpler and consistent
with BH policy (if the Combine spends them special guns and ammo, why not
special Vests?). As the rulebook and various sourcebooks note, if you stat
something, players will try to kill it/get around it/take advantage of it.
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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