rules for asian mentor deus ex machina flashback, Orientalist Hand of God |
rules for asian mentor deus ex machina flashback, Orientalist Hand of God |
Aug 20 2007, 11:01 PM
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
At a very obscure bargain store on Pohnpei I found four books from a series called "The Destroyer" by Richard Sapir and Warren Murphy from the late 70s. Reading these books has changed my life in ways previously unimaginable. Sweating and burning with orientalism, I reread this thread: http://forums.dumpshock.com/index.php?show...pic=13774&st=25 Now, I have decided to write rules so that in your SR3 game you can have an orientalist flashback which will save your character from a seemingly intractable situation. First, the flavor text, copied exactly from book 25 from the series "The Destroyer", entitled "Sweet Dreams".
So, basically, in SR we definitely need the ability to bust out a David Carradine style asian mentor flashback which, through circular philosophical claptrap, manages to instantly negate the most dangerous or hopeless of situations. On the other hand, it's very difficult to introduce this sort of thing in a role playing game since the whole point of a table top role playing game is to have statistical difficulty and a possibility of failure. Furthermore it always upsets the people at the table if a given piece of cyberware or magic is ridiculously powerful since most people subscribe to the idea of game balance. (Not sniping; I can personally appreciate the role of game balance for the purpose of making a tactically challenging game that requires thought and planning if you're not looking to play a simulationist game.) So, writing the following rule was a real challenge. Orientalist Hand of God, aka Asian Mentor Ex Machina: In order to use the Orientalist Hand of God, the player character must first have an Asian Mentor contact ( http://forums.dumpshock.com/index.php?show...pic=13774&st=25 ) to star in his oriental old man ex machina flashbacks. Alternately, the Asian Mentor could be dead at the start of play and thus not be a contact, but this requires that the PC take the Hunted flaw, or the Compulsive: Avenge Asian Mentor At All Costs flaws without accuring any bonus points for them. Orientalist Hand of God must be declared by a player before his character enters play (i.e. before the start of the character's first adventure or campaign, or in between the time that a character to replace a dead one is created and when it enters play) in order for it to be used by the character. In order to do this, the player must decide how many karma pool dice the character will "pre pay" towards the OHOG rule; a maximum of 20 karma pool dice and a minimum of 5 may be pre paid in this manner. This pre paid pool of dice is known as the David Carradine Pool (DCP). The DCP may be applied at any time as though it were an ordinary karma pool, eg. reroll failures, Hooper Nelson, and so on. The exception is that a character who uses OHOG may not use the vanilla Hand of God rule, since that would probably be too powerful. (Woo, game balance!) Another negative to this rule is that the character starts with 0 karma pool (instead of 1) and whenever the character would gain karma pool the karma pool dice he would have gained instead goes to filling the DCP pre-pay. So, in other words, if I started with a DCP of 20 dice, I would start with 0 karma dice, and I would not be able to start a karma pool until I had gained enough karma to accrue 19 more karma pool dice, as that would be the amount of karma pool dice needed to match the amount of karma pool dice in the pre-pay. After the DCP has been paid for in the manner described above, the character in question may accumulate a karma pool as per normal, but the character never regains the ability to use vanilla HOG. As such, it might make sense to think of the OHOG as an emergency karma reserve rather than as something to blow entirely in the beginning of your character's career. |
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