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Re: [HOE] W:tA and HoE (was Sic Transit Black River)



> In a message dated 9/7/2000 4:14:46 AM Central Daylight Time,
> Fuzyn9feet@email.msn.com writes:
>
> > If a player in my game anted to be a Garou (and for some reason I let
him),
> > I'd make him take AB: Garou. That way there is no Garou-Templar-Cyborg
> > making the only creature to stand against him is a Servitor while the
rest
> > of the group is stand off to the side trying to not get killed by cross
> > fire. But hay, that's just me.
>     Well, it is possible to have more than one AB after all.

If your Marshal's a nice guy...

>     Anyway, while I don't recall the crossover stats given in the
crossover
> dime novels, I don't know if Garou are worse than harrowed, vampires, or
> werewolves, of how much more so.  And currently I'm too lazy to look it
up.
> :)

I just looked over the rules and they are harder to put down as long a they
have Rage or Fate Chips (to convert to Rage). Silver, fire electricity,
direct magic (like Soul Blast {I have a question about this later}) or
supernatural critters are the only true way to take down a Garou. Under Rage
it states that if the Gaou takes a maiming wound to the head or guts they
can roll a d6 for each Rage point with a TN of 9 and for each success and
raise they heal a wound level even if it's Agg (again the only damage that
would kill a Garou). But I guess a clever Marshal could do something about
that (I'm sure it would be simple pickings for Goff :).

>     One of the quirks of the deadlands/WoD crossover is that the cosmology
of
> deadlands means such crossovers are hard to say no to on a cosmological
> basis, although on the game balance level it's another matter.

I love the idea of it, but I'm the kind of Marshal that makes my players
justify why they should get the edge Veteran.

>     Kailindoka pretty much are enlightened, metis are mutants, glass
walkers
> pretty much are junkers, and Garou are so shamanic it's not even funny.

Yes they are enlightened-like, muntated, shamanistic and Junker-like but
"their wiring is different" (to borrow a phrase from Templars).
A Kailindoist may have some great Martial Arts and neat moves but use
Kailindo and not Chi' powers.
Metis are imbread not mutated so the Doomie's wouldn't see them as "chosen"
but to a comunitty of mutains it may be a case of "Tomato" "Tomoto".
Their Junkerness is a weaker a version. Look what a Junker can make compared
to Fetishes.
For Shamans see bellow...

>      The Garou nation already has ritual that the spirits attend to and
> spiritual patronage, so how one justify not allowing them to be shamans?

Some work the spirits, some don't. They are shamanistic and not a Shamans
them self so they don't use the rules or powers.

>       Others it isn't hard to think of reasons why they don't work.  If
you
> don't go with the ancestor spirits are among the saints, then Garou
Templars
> are pretty much impossible.  Garou don't get to serve two masters.

I can see a Garou Companion (as in Templar edge Companion) and with the
Ancestor Spirits helping them it works but I don't see them having access to
the Templar powers.

<<Some snippage>>
>       And oh yes, since Garou can only up to their gnosis in dedicated
items,
> any Garou cyborg or scrapper probably wouldn't have that much in
> augmentation.

If you have the Umbra book they discuses "Cyberwolves" so there is an easy
way out of this. Junker cyberware has spirits in it. So I agree with you
here.

>       And in case it need be said, I prefer rules to actually make sense
from
> a setting and cosmological standpoint. My view on the matter is if a
> character gets too big for its britches, you can tear him down in game.
> "Fine, your the most powerful character in the group.  You do realize all
the
> bad guys are going to attack you first as a matter of course, right?"

Point taken.

Christopher Merrill
A W.H.A.T.T. Member