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Re: [HOE] Maelstroms, mutations, and stuff to do
Ok... Time to help
> 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?
Ok, for templars its draw 5 cards and take the lowest card. Use that
coordination as in Char Creation. That is wind damage
For others, draw 2cards and take the least. Repeat. ONLY if both Jokers
are drawn do you give a mutation. (P.104 Marshal Territory "Last Crusaders")
> 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.
Ok, in Boise, ghost rock would be a VERY hard commodity. Not much actual
tech (pre- or post-burn). If you can find a trader (using Streetwise) i
would probably make it fairly expensive. Its stated that only very common
items are found in Boise. As for the Convoy, maybe he can work out a trade
for a small amount of ghost rock. Markup would probably be a bit 30% because
some convoys have junkers that need it themselves.
> 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.
Typically, a doomsayer's first second power is "Touch of Doomsayer." Unless
they are a "Cultist." Depends on what your doomie has? I assume he/she
took the "domination" package where they have alot of offensive capacity but
lacking in Defensive. If they have faith of 6 (most of the more dedicated
do) "Aegis." Also, that "Molecular Bonding" for light armor.
> 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?
Powers inside their specialty (they did pick one, right?) can be learned on
their own in 1d6 days. Powers outside their specialty CANNOT be learned
without a teacher, book, or learning machine. ("Brainburners," p. 37).
> 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?
Well, the Junker may want some info from the huge number of Junkers there.
Keep in mind it is a set fee per day and you hafta trade in for widgets
(their money). I would say a week if they have the right amount of
"widgets." As for the mixer? well, it was converted to that rolling
pillbox then they would love to have it. What they would trade would
probably be free ride and trade goods equal to about 3/4 of the worth.
Probably 65000 bullets, but I dont' have my Road Warrior's book laying
around.
C M Hylton