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[HOE] Maelstroms, mutations, and stuff to do
O.K., my posse's got a layover in Boise while they wait for the Convoy
to arrive. It could be a week, it could be three. Anyway, there are
some things on my mind:
First, I can't seem to find the bit in the rules on how to handle
Maelstrom damage and the risk of mutations. Where is it?
Second, the Junker is looking for ghost rock. What sort of premium
should I be charging him? I've been giving a 50% markup over listed
prices for parts and a 50-cent markup for .50 caliber pistol rounds,
but I don't want to absolutely bend him over because he hasn't done
anything to deserve it.
Third, both the Doomsayer and Syker want to learn some new powers from
others of their ilk. For the grape who wants to learn Touch of the
Doomsayers, I figure I could have the doomie he ran into have that
reasonably enough, but I'm trying to figure out what else to give him.
The player's considered buying Viridian Goliath just for fun, so I
think I'll also have that one. Hulk is always fun. Any other
suggestions are welcome.
The Syker is likely going to be able to encounter a teacher. I know
Brainburners says that the powers in the main book are powers any Syker
can learn regardless of discipline. Does this mean that a Pyro could
learn, for example, Fleshknit without a teacher?
Finally, they're waiting for the Convoy to arrive in Boise so they can
A) possibly trade them the cement mixer for a rig and B) to get to
Junkyard without too much molestation by large, ugly sharp things that
wish to see how the posse tastes. How long should I let them stay in
Junkyard and what do you think the Convoy would be willing to trade
them for a working cement mixer?
Nick Zachariasen
Editor Emeritus
Trojan Times