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> Wild Wild West, Chrome Crossed Country
Zenmaxer
post Oct 6 2004, 10:19 AM
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Okay, I was reading Harlequin's Back, and I hit the wild west section. I really like the rules and ideas presented there for running SR in an alternate cowpunk setting, and I was interested in seeing if anyone had any good ideas on how to elaborate the rules and gear presented there as well as rebalance the point build system so that characters are a little more even. (Mages got it in the shorts and hard in that scenario)
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Ancient History
post Oct 6 2004, 11:44 AM
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Bah. I like the cowpunk setting as it is.

If I'd add anything, it would likely be to allow PCs to make magical compounds (alchemy or herb lore, depending on whether you're hermetic or shamanic!), and possibly allow genetech as "serums." maybe.
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Kagetenshi
post Oct 6 2004, 01:05 PM
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At least one character must have a proper moustache.

~J
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toturi
post Oct 6 2004, 01:07 PM
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Shamans. Always them damned Injun shamans.
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Tanka
post Oct 6 2004, 01:08 PM
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The "bad guy" must have handlebars and must twist them maniacally.
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Zenmaxer
post Oct 6 2004, 02:35 PM
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I really feel like the magic users are kinda shorted in the scenario as part of the challenge... They just completely lack the versatility that sustains them in a normal SR campaign, and I don't think that two spells and banishing are worth THAT many build points.
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