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Message no. 1
From: Chris Lubrecht <lubrecht@***.NET>
Subject: juggs juggs juggs
Date: Fri, 27 Mar 1998 11:30:37 -0500
At 11:12 AM 3/27/98 -0500, Lehlan Decker wrote:
>tOn Thu, Mar 26, 1998 at 06:39:09PM -0600, Wafflemiesters wrote:
>> > Juggernaut
>> >
>> > Game Information
>> > B Q S C I W E R Attacks
>> > Juggernaut 15/4 4x3 42 - 1/3 9 7 4 9D3
>> >
>> > Powers: Enhanced Physical Attributes (Quickness, once per day, for (Essence
>> > x 2)D6 turns), Enhanced Senses (Improved Healing and Smell, Motion
>> > Detection), Fear, Immunity to Cold, Immunity to Fire, Immunity to
>> > Pathogens, Immunity to Poisons
>> >
>> >
>>
>> Damn, I was sure they had magic resistance and HARDENED armor (which
>> under the old "half body as regular armor" rules was nice, even if the
>> hard armor was only 1 or 2). As written, these things are more a big
>> nuisance animal than a real problem.
>> The lack of real armor for large animals is kinda anoying. We had a
>> character with firarms 5 kill a Leviathan with a heavy pistol. Of
>> course, the things head was 3 meters away, and the only penalty was rain
>> and unstable ground (it was attacking our boat) but still....
>> Has anybody else noticed that BIG critters seem kinda easy to kill?
>> Critters with neat magical powers can be plenty scarry, but the big
>> "megahugeterrodon" types always seem to easy to cut down.

Take another look...

The fear power...a big bonus in my book. Roll 7 dice vs. char willpower,
character has to resist a 7. For most sam's..this will be tough, mages..a
bit easier. That power alone would glean off half of the group. That leaves
3 or 4 vs this thing. Quckness + essence once per day...this is sort of a
fight or flee thing, and you betthis would the next action up...so ok..now
it runs at 30meters a turns (fairly fast, but not blindingly so) and has a
reaction of 7..not to mention being as big as house and sending debris
everywhere (unless on a flat plain).
Thefallout alone should keep your characters moving enough to give shooting
modifiers (or having the helo or plane bucking enough)

A heavy pistol -should not- bring this thing down! A panther cannon maybe..a
LMG on full auto..maybe...but if you play with that typeof firepower as the
norm...then it will be easy.

Another note...you -have- to kill it.....you can't tranq it.


Nasty critter this one....


Nigel
Message no. 2
From: Brett Borger <bxb121@***.EDU>
Subject: Re: juggs juggs juggs
Date: Fri, 27 Mar 1998 13:10:42 +0000
> The fear power...a big bonus in my book. Roll 7 dice vs. char willpower,
> character has to resist a 7. For most sam's..this will be tough, mages..a
> bit easier. That power alone would glean off half of the group. That leaves

Is this true for all of you? I can think of a total of about 4
characters EVER in my world that didn't have at least a 6 willpower.

-=SwiftOne=-
Brett Borger
SwiftOne@***.edu
AAP Techie
Message no. 3
From: Lehlan Decker <decker@****.FSU.EDU>
Subject: Re: juggs juggs juggs
Date: Fri, 27 Mar 1998 13:56:40 -0500
On Fri, Mar 27, 1998 at 01:10:42PM +0000, Brett Borger wrote:
> > The fear power...a big bonus in my book. Roll 7 dice vs. char willpower,
> > character has to resist a 7. For most sam's..this will be tough, mages..a
> > bit easier. That power alone would glean off half of the group. That leaves
>
> Is this true for all of you? I can think of a total of about 4
> characters EVER in my world that didn't have at least a 6 willpower.
>
Depends on the character. Magic people almost always go that high.
Most of my samurai's etc, started out between 3-5. This is why most
of my mages have both mana and power bolt spell. Depends on who
you encounter which you use. :)
Since I added a new house rule, concerning how much (and cost) it
costs to raise a stat after character creation, players have been
much more choosy. (A six at generation is worth gold)

--
--------------------------------------------------------------------
Lehlan Decker 644-4534 Systems Development
decker@****.fsu.edu http://www.scri.fsu.edu/~decker
--------------------------------------------------------------------
"Uh-Oh Toto, it doesn't look like we're gods anymore."
Message no. 4
From: "Ryan W. Bolduan" <emeottrw@***.MRS.UMN.EDU>
Subject: Re: juggs juggs juggs
Date: Fri, 27 Mar 1998 13:24:57 -0600
On Fri, 27 Mar 1998, Brett Borger wrote:

> > The fear power...a big bonus in my book. Roll 7 dice vs. char willpower,
> > character has to resist a 7. For most sam's..this will be tough, mages..a
> > bit easier. That power alone would glean off half of the group. That leaves
>
> Is this true for all of you? I can think of a total of about 4
> characters EVER in my world that didn't have at least a 6 willpower.
>
> -=SwiftOne=-
> Brett Borger
> SwiftOne@***.edu
> AAP Techie
>

Only 4 ever? That sounds hard to believe. In most of my campaigns I
would say 4 is average and the mages tend to boost it to around 5 or 6.
(mainly because starting characters other than dwarves can't go above 6.)
I have never seen anybody get above a 7 in willpower either. Then you've
got the people that want to make a character not a bunch of numbers. I've
seen quite a few people with a wilpower 2 or lower. It makes for an
interesting character flaw.

Immagine this:
GM: You're troll passes the candy store.
PC: "Mmmmmm, candy." (rolls wil of 1, buys out half the store).

So to answer your question, that is very normal for my campagin. In fact,
I would say that I've only seen a handful of characters with the wilpower
above 6 (and all were mages).

--
Wherever you go, there you are!
Ryan Bolduan
emeottrw@***.mrs.umn.edu
Message no. 5
From: Chris Lubrecht <lubrecht@***.NET>
Subject: Re: juggs juggs juggs
Date: Fri, 27 Mar 1998 16:16:25 -0500
At 01:10 PM 3/27/98 +0000, you wrote:
>> The fear power...a big bonus in my book. Roll 7 dice vs. char willpower,
>> character has to resist a 7. For most sam's..this will be tough, mages..a
>> bit easier. That power alone would glean off half of the group. That leaves
>
>Is this true for all of you? I can think of a total of about 4
>characters EVER in my world that didn't have at least a 6 willpower.
>



Mine tended towards more balanced roleplaying. We had a troll with a 4...an
ork with a 3...hell even had a human with 1 willpower. *shrug* depends on
how you play.


Nigel
Message no. 6
From: Brett Borger <bxb121@***.EDU>
Subject: Re: juggs juggs juggs
Date: Fri, 27 Mar 1998 16:31:35 EST
> > > The fear power...a big bonus in my book. Roll 7 dice vs. char willpower,
> > > character has to resist a 7. For most sam's..this will be tough, mages..a
> > > bit easier. That power alone would glean off half of the group. That leaves
> >
> > Is this true for all of you? I can think of a total of about 4
> > characters EVER in my world that didn't have at least a 6 willpower.
> >
> Only 4 ever? That sounds hard to believe. In most of my campaigns
> I would say 4 is average and the mages tend to boost it to around 5
> or 6. (mainly because starting characters other than dwarves can't
> go above 6.) I have never seen anybody get above a 7 in willpower
> either. Then you've got the people that want to make a character
> not a bunch of numbers. I've seen quite a few people with a
> wilpower 2 or lower. It makes for an interesting character flaw.

Well, in part it is because my group relies heavily on both Int and
Willpower...they don't take either very low at all. Secondly, it
almost always fits in with their characters, because the ones that
aren't mages are always very...determined. (We had a Troll int 2
Will 5).

> So to answer your question, that is very normal for my campagin. In
> fact, I would say that I've only seen a handful of characters with
> the wilpower above 6 (and all were mages).

(We had a dwarf with Will 7, and two characters that we very
expereinced that I allowed to pay extra to go to 7)

Almost everyone else takes a 6 Willpower.

As a GM it pisses me off, but it does fit in with their characters.
(They take different characters, but they can only play certain
types...)

-=SwiftOne=-
I need new friends
Message no. 7
From: Brett Borger <bxb121@***.EDU>
Subject: Re: juggs juggs juggs
Date: Fri, 27 Mar 1998 16:47:20 EST
> Mine tended towards more balanced roleplaying. We had a troll with a
> 4...an ork with a 3...hell even had a human with 1 willpower.
> *shrug* depends on how you play.

My friends aren't balanced, much less their characters. In truth, we
don't run much of a power game. (I offered them 300,000 once for a
run and they refused...it was 10 times as much as they were used to
and they were too suspicious to take it. :) ) They just all happen
to be very willed. They may live or die, realize or not realize, but
they want whatever they do to be their own decision. <shrug>

-=SwiftOne=-
Message no. 8
From: Tony Campbell <tbacampbell@*******.COM>
Subject: Re: juggs juggs juggs
Date: Fri, 27 Mar 1998 14:22:26 PST
>> The fear power...a big bonus in my book. Roll 7 dice vs. char
>>willpower character has to resist a 7. For most sam's..this will be
>>tough, mages..a bit easier. That power alone would glean off half >>of
the group.
>
>Is this true for all of you? I can think of a total of about 4
>characters EVER in my world that didn't have at least a 6 willpower.


Yep. In my current campaign, we have willpower averaging 3, with no
sixes in the entire group of 7 runners


1st Run: Things were going great, and then the grenade went off.
2nd Run: Things were going great, and then the shaman exploded.

Who stopped payment on my reality check?
Tony ;-}
<tbacampbell@*******.com>
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