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Re: [HOE] When Do you know...
> Simple answer to a simple question... sometimes it would have been
> better to die then to live. Make them pay for living have their life
> cost them something dear.
This is what we did (my group). It didn't seem fair to only kill the
characters who were willing to die and it leaves everyone with a hollow
feeling inside when the numb-nut in the group "just takes a critical" for
the third time because he doesn't like losing his character.
So we put in a system where if your character "dies" you have the option
of him dying, or living but picking up a new hinderance based on the
(almost) death wound.
We started it after one player took a maimed to the head (eye really), but
for example that character would have lost an eye (and gotten the
penalties listed on the table for the Soldier edge, one of them is losing
an eye).
Another example, my character took a critical to the leg from a piece of
shrapnel, got winded and bled out. Someone was fairly close by to help
him, but not close enough to save his life, technically. I wanted to play
the character for at least a while longer, so he lived, but he now has the
-3 lame: limp hinderance.
This seems to work as a fair compromise. If someone's a moron and "dies"
3-4 times then he's rapidly going to turn into an ugly, useless, freak. I
remember some old military saying about never sharing a foxhole with
someone braver than you or who has more scars... (would you want to be
paired with the guy missing an eye, burned by acid and sporting a limp?)
Suggestions:
- Someone killed by a doomsayer could develope a mutation (maybe a major
one) because of his brush with radiation-death.
- Someone killed by a psionic syker could develope a phobia or some other
mental disorder
- Others?
Theo McGuckin - SysAdmin, JLab
"I am not in, from, nor have I ever been to, Idaho!"