From: | Flint <Mathieu.Dhondt@***.AC.BE> |
---|---|
Subject: | Vampires and the lot (a bit of a spoiler this) |
Date: | Tue, 10 Jan 1995 11:24:47 +0100 |
got geeked during an ambush, and so he played JetBlack in the final
assault on Teague's compound. Man, did he enjoy playing a vampire (more
than we all enjoyed playing One Stage Before). So, logically, my players
were asking what could withhold them from becoming a vampire. For the
sake of the group (and the game), I asked them not too, but I'd like to
give them some valid reasons. So, what are the major drawbacks of being a
vampire (apart from hunters (btw, are hunters tough guys?) and having to
sleep at day?
Other Q: Suppose a sammie rolled 23 for initiative, and he says he wants
to run from one place to another. According to the running multipliers he
can get there in one round, but what does this mean? Does he get there on
his next action (that's the way I play it, but then he could run 3 times
in 3 secs), or is that at the end of the round? If it is the latter, then
everybody would end their walks, or runs, at the same time, and those who
are injured enough to have an initiative of only 1, would move, say 20
meters in one thirtieth of a second (supposing the round has 30 segments).
Also, I don't like the system of: you can only run once in a round (as
someone's suggesting on autofire; ie one full auto per round, regardless
of how many actions one has. No: full auto=complex action, so: as much
complex actions as you can do)
Oops, is this understandable?
Hope so,
Flint.
"My boy, if ever you are lost at sea, drop right in and think of me."
- J. Heller