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| Total Votes : 84 |
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Kyu Kage Seasoned

Joined: 15 Apr 2005 Posts: 119 Location: Australia
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Posted: Sun Dec 04, 2005 8:57 pm Post subject: Arcane Backgrounds In HOE |
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The HOE main book states that characters can only have one Arcane Background.
I've always played it that you can have at most two, regardless of setting.
How many would you allow a player/character to take?
Please note that my question isn't strictly just at character creation. It also refers to picking up an Arcane Background through the course of a game, or in those instances where someone with an Arcane Background draws for their Mysterious Past and gets an unkown AB also.
Comments are appreciated. |
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Father Wendigo Veteran
Joined: 11 Nov 2004 Posts: 534 Location: In or around the Ozarks
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Posted: Sun Dec 04, 2005 9:44 pm Post subject: |
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One.
The only way I'd allow two is by severly hampering both of the AB's, ala Greenies and Squires. Even then, they're plenty powerful... |
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Psykoguy Heroic
Joined: 14 May 2003 Posts: 1554 Location: Redwood City, CA
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Posted: Sun Dec 04, 2005 11:22 pm Post subject: |
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2. And even then one of them HAS to be a greenie syker.
Won't allow anything else, except for maybe a huckster/junker.
The greenie ruling has for the most part been established in the books, and the huckster/junker just makes sense. _________________ Highlander was a documentry, and it was filmed in real time! |
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Kain A. Ashburner Veteran

Joined: 08 Jul 2003 Posts: 813 Location: Franklin, OH
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Posted: Mon Dec 05, 2005 12:05 am Post subject: |
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| Quote: | | Won't allow anything else, except for maybe a huckster/junker. |
Yeah, this is probably the only exception to the rule.
EDIT: Wait, I think Sykers can also become Enlightened Martial Artists because of the simlairities in the training... _________________ Kain A. Ashburner
Last edited by Kain A. Ashburner on Mon Dec 05, 2005 11:11 am; edited 1 time in total |
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Snap_Dragon Seasoned

Joined: 03 Apr 2005 Posts: 303 Location: Between the minute and the hour
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Posted: Mon Dec 05, 2005 12:15 am Post subject: |
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Junkster is one of my all time favorites.
I generaly dissalow greenie with any other AB (especialy templar, if you want that Sgt. York saint play a companion syker).
A even hesitate to allow players to play Toxic Shamans and Doomsayers (doomies are to good at blowing things up and Toxic Shamans can destroy entire settlements)
To be fair a junker could destroy a settlement but I can easliy controll the amount of Ghost Rock and chemical components they can get their mits on so it's generaly not a problem. _________________ "If this were a perfect world I wouldn't know what a rat tasted like"
-Lazlo Huber |
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Elijah Pact Veteran
Joined: 11 Sep 2003 Posts: 766 Location: The ruins of San Diego.
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Posted: Sun Mar 05, 2006 2:01 am Post subject: |
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If some ABs can be aquired in play let them. If allowing a character to pick up another AB would make the game more interesting and fun I don't have a problem. I've seen characters in long term games pick up two or more powers (either 2 ABs, more than a dozen Coups, or Werewolve/Vampire combinations) its not as bad as you'd think. Mostly because the huge strain having more than one speciality is.
That said I wouldn't let someone start with more than one AB with the exception of maybe a Huckster/Junker, Toxic Shaman, or a Greenie.
YMMV |
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HoraceBlack Seasoned
Joined: 13 May 2003 Posts: 361 Location: Kansas City, MO, USA
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Posted: Sun Mar 05, 2006 4:34 pm Post subject: |
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I let a player play a psyker/martial artist that was a veteran of the wierd west. He was fairly powerful, but not as powerful as he might had been if he had concentrated on only one of those ABs. Still, he wasn't powerful enough when he met Mr. Stone (Mrs. if your nasty).
He really loved that character too, oh well. _________________ Remember: If you build a fire for a man he will be warm for a night, but if you set that man on fire, he will be warm for the rest of his life. |
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Tank Novice

Joined: 24 May 2005 Posts: 73 Location: St. Louis, MO
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Posted: Tue Mar 14, 2006 9:50 am Post subject: |
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So many choices...le sigh. Well to break it down for you some backgrounds are just downright incompatible. Such as those requiring two different and conflicting faiths. You can't be a Doomie Templar. You can be a Doomie Companion however...Junker/Hucksters are wonderful. Psyker/Enlightened are a norm. Anyone can be a Greenie. Junker/Templars are fine. As are Templar/Psykers. The list of possibilities can go on and on. Oh, and don't forget to put Harrowed in there. It's not a true AB, but the supernatural perks and powers puts it on the list in my book. From my experiences as a munchkin and a marshal, I would limit my players from the start to 1 or 2 depending on what combo they are taking and what background story they have. Gaining others is just a matter of gameplay. _________________ Boot o' Doom! |
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Laces Seasoned

Joined: 12 Mar 2006 Posts: 116 Location: A place where they wouldn't waste a ghost rock tac-nuke
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Posted: Fri Mar 17, 2006 11:35 pm Post subject: |
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I threw my vote in for 2. I feel that some pairings can happin. Some examples are hucksters/anti-templars since they both work with manitous. i think pretty much a huckster can be joined with anything except templars. I think the grape flavored doomsayers can join up with alot of others like junker, witch( there is nothing scarrier than a mutie in a purple robe with a 3-legged mutie danceing in the flames of the apocalypse carring a book titled how to serve your man). I dont think a doomie can have another AB with something that happened post apocalypse. One thing I wont let happin is something being paired with a syker. It is plainly spelled out in Children of the Atom that "They've set their "meridians", so to speak, and actually forged certain neurological pathways in their brain. Besides the fact that most wouldn't touch radiation magic with a mental 10-foot pole, they just can't physically alter their meridians after all those years creating cerebral circuits." I would; however, allow a greenie to join pretty much anything. _________________ All unborn dream of birth, all birthed dream of life, all living dream of glory, all glorious dream of death, all dead dream of consuming the living's flesh, all eaten dream of turning, all turned gorge themselves beside their brethren. |
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