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Re: [HOE] Convenaint ways for Marshals to temporarly remove Arcane backgrounds
>
> I'm working on a adventure, with a very The Most Dangerous Game, type
>feel.
>My posse gets captured by a Junker with a level 5 taint. He then puts them
>into environements where they will be hunted with only their traits and
>apptitudes to rely on. That means I have to find a way of temporarly
>removing
>Arcane backgrounds. I'm going to have the Doomsayer injected with Diet
>Dr.Pepper. This will temporarely remove all his strain. For The Syker he
>will
>have en explosive device around his neck that will go off if it detects
>that
>he is using his abilities. Any ideas for my Templar? What do you think
>about
>my other ideas?
Slight spoilers for an old con adventure...
Well, last year at Origins, I played the PEG sponsered HoE game. Despite it
having the worst GM/Marshall I have ever seen (some may know who I'm talking
about, and I hope he isn't running anything this year), the characters were
stuffed in the trailer of this old Agency-owned rig. It a load of arcane
runes and pipework and such set in it that prevented anyone with an AB from
using any of their powers. Jay Kyle wrote the adventure, so he might know a
little more.
JP
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