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[HOE] New Bloodsport- part 2
This is for the Marshels only players be gone. Love ya mean it. :)
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First of all sorry about all the misspellings in part 1 hopefully this will
be better.
So you want to get your players into the Run arena. Well first lets have a
little background. Phil Wigham is a Junker. He was an architect before the
last war and always put a lot of himself into his designs. After the war he
started hearing the buildings talk to him and eventually started to teach
himself to talk back. After awhile he started to build tents, homes, and
other nice four walled structures. Eventually he got himself a Browser. This
spirit wasn't just some office building or pre-fab home it was one of the
largest fun houses in the C.S.A. and it wanted a body badly. So after some
talk with his new buddy Phil decided to make some coin in the process. Once
he got to Junkyard he spent his last bit of cash just to get a travel pass.
But once inside he begin to make some serious cash as well as some serious
enemies. You see Phil had come up with a little ritual that allows him to
talk to building spirits while they are still in there shells he used the
information to blackmail there inhabitants. Some of the first Run
contestants where people blackmailed into there participation, but now will
take any contestants who will work for the prizes. The prizes are “donated”
from Wighams blackmailed victims as well as whatever the Gamekeepers can
steel. As for the gamekeepers they are mercenaries. Most are just waster
scum but Wigham does have a few scrappers on the payroll as well as one
cyborg which he saves for really tough challengers. When not in the Run
arena the Gamekeepers serve as Wighams personal bodyguards. Wigham also
plans on putting abominations into the arena but as of yet has not. He also
has plans to raise the prices as soon as the sport takes off.
As you may have guessed by now the spirit of the arena is Wighams fun house
browser. It enjoys nothing more the to confuse those pitied agenest it. To
discribe the arena it has a very gameshow feel to it. Bright lights, strobes
and lowd noises fill the air. The spirt can open gates or slide open a wall
at its will and it is not uncommen for a contestant to backtrack to find the
path is completly different. As we learned from part one the challenger has
to give up there highest action card to continue to run the maze. When the
player gives up this card they make a cognition check agenest the browsers
spirit of 5d12. On a success that move forward in the maze and get a +1 for
there next rounds cognition check. A failure means they are lost a get a
cumulative -1 for the next round. On a bust the unlucky waster finds himself
at the beginning and has to start all over. Also feel free to put any other
bonus or penalties for loud noises or any other fun house foolishness the
spirit wants to do.
Profile: Phil Wigham
Corporeal: D:2d8, N3d6, S:3d8, Q:2d6 V:2d8
Climbin 1d6, driving:car 3d6, Fightin: Brawlen 2d6, Shooting: shotgun 3d6,
sneak 2d6
Mental: C:3d8, K:3d12, M:3d10, Sm:4d8, Sp:2d6
Gamblin 3d8, guts 3d6, overawe 2d10, persuasion 3d10, professional:
architecture 4d12, Science: Occult Engerning 5d12, scruntinize 2d8,
Academia: Occult 3d12
Edges: Junker 3, building browser 5, Renown 1, level headed 5
Hindrances: Big ‘un -3, enemy: those he has blackmailed -5, heavy sleeper
-1, Big Britches -3
Powers: Armor, Shelter, Sensor, Temperature, Light, Brace, Bar
Pace: 4
Size: 7
Wind: 14
Gear: sawed off 12 gauge pump action shot gun
Description: Wigham is a husky gentleman. He is usually in a jovial mood. At
the arena he dresses as game show host.
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