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Evangelos Seasoned
Joined: 20 Jul 2004 Posts: 119
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Posted: Fri Jul 10, 2009 3:08 pm Post subject: Soul Taps |
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So, a soul tap basically works by siphoning away a portion of the user's life force, and turning it into g-rays that can power junker tech. Would there be any long term effects for this (years of life lost, premature aging, etc), or is the soul tap essentially just using "excess" life force?
This is really more of a setting question than a rules question. Iron Oasis (and presumably Cyborgs) doesn't say anything about any harmful effects, but I was curious as to what other people thought (I'm in the latter camp -- it's using "excess" life energy unless it gets overloaded). |
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Fuzyfeet Seasoned

Joined: 07 Sep 2005 Posts: 361 Location: Gilroy, Ca.
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Posted: Sat Jul 11, 2009 6:13 am Post subject: |
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Interesting question, in the book is says "it can have dangerous consequences for the character" but other than if you used Overload it doesn't really spell give a reason. I wouldn't think it would age someone faster or shortenin' their life span (but what scrapper really makes it to an old wrinkly age anyways right). Ya I figure it only uses what can be siphoned, so it could be considered "excess". _________________ Ju Ju
Just my $0.02
My Deadlands sites
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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 Jul 13, 2009 12:03 am Post subject: |
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The overload table can suck your soul out of your body, as can instability rolls I think if the device drains too much power. You can also permanently lower your spirit die type IIRC. To make matters even worse it costs you spirit for a lot of cybernetic bits limiting the use of a soul tap. _________________ "If this were a perfect world I wouldn't know what a rat tasted like"
-Lazlo Huber |
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Evangelos Seasoned
Joined: 20 Jul 2004 Posts: 119
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Posted: Mon Jul 13, 2009 1:12 am Post subject: |
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| Snap_Dragon wrote: | | The overload table can suck your soul out of your body, as can instability rolls I think if the device drains too much power. You can also permanently lower your spirit die type IIRC. To make matters even worse it costs you spirit for a lot of cybernetic bits limiting the use of a soul tap. |
Yes, those are the mechanical consequences, but that isn't really what I was getting at.
In your opinion, assuming that no overloads, instability, or whatnot occur...do you think using a soul tap should have consequences? Does a person have "extra" life force that the soul tap is harnessing or is every bit important, with the soul tap slowly eating away at your soul until you die? |
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Edivdrone Seasoned

Joined: 22 Sep 2007 Posts: 233 Location: New England
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Posted: Mon Jul 13, 2009 8:14 am Post subject: |
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IMO, I would say that is a flavor call that the Marshall would have to set up on his own. There is no rules for that sort of thing in the description, and they normally include that sort of thing if it exists. On the other hand, soultaps are pretty new(less than 13 years, probably more like 8 years), so who really knows what the long term affects could be? Another consideration is how long do most people live in the Wasted West, anyway? Violent death is oh so much more common than age related complications these days. _________________ I can do all things through Christ who stengthens me. |
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Lord Skudley Heroic

Joined: 13 Mar 2006 Posts: 1283 Location: The Padded Cell Within My Mind...
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Posted: Mon Jul 13, 2009 3:10 pm Post subject: |
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In Shadowrun loss of "Soul" causes "Cyber Madness"... as Edivdron says it's a Marshal Call.
For what it's worth I would permantly reduce the Spirit die type every other time the soull trap is used. The character can, through force of will, increase their Spirit die, but probably not fast enough to make any difference. Once the die gets to d4 they can not raise it and can nolonger use the soul trap...
Alternatly the character can gain the "Elderly" hinderance without the extra 5 skill points... _________________ Proud co-creator of the 1,000+ Random Encounter Generator found here! |
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Evangelos Seasoned
Joined: 20 Jul 2004 Posts: 119
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Posted: Mon Jul 13, 2009 3:33 pm Post subject: |
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| Lord Skudley wrote: | In Shadowrun loss of "Soul" causes "Cyber Madness"... as Edivdron says it's a Marshal Call.
For what it's worth I would permantly reduce the Spirit die type every other time the soull trap is used. The character can, through force of will, increase their Spirit die, but probably not fast enough to make any difference. Once the die gets to d4 they can not raise it and can nolonger use the soul trap...
Alternatly the character can gain the "Elderly" hinderance without the extra 5 skill points... |
Every other time?!
That means...like every other round, combat or not, your spirit die type would go down. It's meant for continual power for things like cyber limbs, which need lots of power constantly (but not power in bursts, which is what spirit batteries are for). Check out Iron Oasis and Cyborgs for more information.
Anyway, I know all that about it being the marshal's call and everything. I'm more interested in opinions, not hard rulings.  |
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Lord Skudley Heroic

Joined: 13 Mar 2006 Posts: 1283 Location: The Padded Cell Within My Mind...
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Posted: Mon Jul 13, 2009 3:39 pm Post subject: |
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| Evangelos wrote: | Every other time?!
That means...like every other round, combat or not, your spirit die type would go down. |
Ya caught me, I din't really think that one through... Plus I've never played HoE...
Marshal's Call _________________ Proud co-creator of the 1,000+ Random Encounter Generator found here! |
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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 Jul 13, 2009 9:02 pm Post subject: |
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cybernetics in general cause spirit loss, thus you have to walk a fine line between powering and having cybernetics. _________________ "If this were a perfect world I wouldn't know what a rat tasted like"
-Lazlo Huber |
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Edivdrone Seasoned

Joined: 22 Sep 2007 Posts: 233 Location: New England
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Posted: Sat Jul 18, 2009 8:57 am Post subject: |
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My general opinion on flavor rulings is that you should go with what fits your campaign the best. Since HoE is al about survival, horror, and desperation, anything which enhances that is a plus. On the other hand, it is possible to have that tinged with hope; a world filled with people who steadfastly refuse to cave to the encroaching darkness. A west with a population that is convinced that while things are bad, and likely to get worse before they get better, they will get better, because they determined to make it so.
With respect to this particular question, how does your campaign run? If the creepiness factor is ratcheted up as high as it can go, aging faster or something similar is ideal. This could exhibit itself through wrinkles, liver spots and hair going white at first, working up to the character becoming more frail if around long enough (ARGH!!! MY BRITTLE OLD MAN HIP!!!). If hope is more prominent, perhaps it should be discarded. The Marshal could still decide to keep it if he wants to use it as a goad to push the heros to move faster before time runs out, but it wouldn't fit as well in a campaign where hope is more prominent. _________________ I can do all things through Christ who stengthens me. |
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Lord Lance Heroic

Joined: 23 Jul 2008 Posts: 1406 Location: Vicenza, Italy
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Posted: Sun Jul 19, 2009 2:27 am Post subject: |
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Sorry for this noob line, but what HoE stays for?  |
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Ray Veteran

Joined: 29 Nov 2003 Posts: 780 Location: Winnipeg, Manitoba, Canada
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Posted: Sun Jul 19, 2009 10:28 am Post subject: |
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| Lord Lance wrote: | Sorry for this noob line, but what HoE stays for?  |
Hell On Earth. The sequal for "Deadlands: The Weird West". It's "The Wasted West", 13-years after the Atomic Bombs were launched, with Radioactive Ghost Rocky Goodness added to them!
Not only are the Monsters more ambitious, but ammo is not cheap, and often saving the last for yourself is not really an option.
Mutations caused by the Radioactive Ghost Rock has twisted a good portion of the population, and everyone is just trying to get by, which is difficult with irradiated soil, supernatural weather, Road Warrior-Esque Road Gangs, and all the other claptraps of your favourite Post Apoc movies!
But that's a discussion for another thread. _________________ "Grab a wackin' stick, boy! Time to learn these here undead some manners!" - Percy Spencer, to his Son, Kevin. |
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ScooterinAB Seasoned
Joined: 22 Nov 2005 Posts: 480
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Posted: Mon Jul 20, 2009 12:23 pm Post subject: |
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| I would probably just play up the effect via roleplaying. Things like saying that you occassionally wake up a little tired, no matter how much you slept, or feeling not quite all there. Maybe feeling a little detached and apathetic after powering a device. Like a side note every few sessions about how you are losing a part of your own soul to power your bling. Just enough to remind the player exactly what they've done and the long term cost it can have on them, and enough to just keep them down a little. No game effect; purely psychological. |
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Wendigo1870 Veteran

Joined: 18 Apr 2007 Posts: 962 Location: Gym-Wood, Belgium
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Posted: Tue Feb 09, 2010 9:03 pm Post subject: Re: Soul Taps |
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| Evangelos wrote: | So, a soul tap basically works by siphoning away a portion of the user's life force, and turning it into g-rays that can power junker tech. Would there be any long term effects for this (years of life lost, premature aging, etc), or is the soul tap essentially just using "excess" life force?
This is really more of a setting question than a rules question. Iron Oasis (and presumably Cyborgs) doesn't say anything about any harmful effects, but I was curious as to what other people thought (I'm in the latter camp -- it's using "excess" life energy unless it gets overloaded). | Thinking about this;
My Junker player just came back from the dead with an evil colleague to share his brain with. This is, he's technically dead; so does he still generate life-force? Or is his lifetap just so much dead weight now? (Excuse the pun!) _________________ He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.
— Friedrich Nietzsche, Beyond Good and Evil |
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Fuzyfeet Seasoned

Joined: 07 Sep 2005 Posts: 361 Location: Gilroy, Ca.
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ScooterinAB Seasoned
Joined: 22 Nov 2005 Posts: 480
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Posted: Wed Feb 10, 2010 10:06 am Post subject: |
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My personal take on the matter. If the chap has come back Harrowed, he still has a soul. Thus the Soul Tap should still work. IIRC, the Soul Tap and a Spirit Fetter are essentially the same thing. On a game mechanics level, I would personally rule that they are similar enough to still be usable. To make you go and get a Spirit Fetter to replace an otherwise similar device is kind of moot in my eyes.
That said, the Soul Tap is not fully the same as a Spirit Fetter. The manitou is still free floating (so to speak), and the Tap doesn't give you any kind of Dominion bonus or anything like that. Nor does it impede on Harrowed powers. As a safety though, I'd rule that one could only have a Soul Tap or a Fetter, but not both.
Another thought occurs to me. If the Marshal is a real meanie though, they could rule that the Tap gives a small penalty to Spirit rolls vs the Manitou. The infernal device is eroding your soul after all. _________________ 28/12/09 Scooter just bought a Deadlands book... In a Japanese Gaming store... And the clerk knew what it was. Awesome. |
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Fuzyfeet Seasoned

Joined: 07 Sep 2005 Posts: 361 Location: Gilroy, Ca.
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Posted: Wed Feb 10, 2010 8:13 pm Post subject: |
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My problem with the argument that the Soul Tap works in a Harrowed characters is that the first line says it siphons life force. Add to that that it is not an option in cyborgs. _________________ Ju Ju
Just my $0.02
My Deadlands sites
The Lynchburg Journal
The Junkyard Intranet
The Temptation Reportl |
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Poor Wandering One Veteran
Joined: 26 Aug 2008 Posts: 536
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Posted: Thu Feb 11, 2010 8:01 pm Post subject: |
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Hmmmm nasty idea.
Say the manitou convinces the poor sucker <cough> junker that the tap still works, that it is actually draining the demon inside. The junker thinks she's found a fountain of free juice but what she is really doing is willingly going to the Manitou for power.
Bye bye dominion.
Unless you clue in before it's too late.
~will |
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Wendigo1870 Veteran

Joined: 18 Apr 2007 Posts: 962 Location: Gym-Wood, Belgium
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Posted: Fri Feb 12, 2010 5:00 pm Post subject: |
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| Poor Wandering One wrote: | Hmmmm nasty idea.
Say the manitou convinces the poor sucker <cough> junker that the tap still works, that it is actually draining the demon inside. The junker thinks she's found a fountain of free juice but what she is really doing is willingly going to the Manitou for power.
Bye bye dominion.
Unless you clue in before it's too late.
~will | Nasty indeed! The manitou wouldn't have to roll for dominion to shut out power when needed - he just stops the flow. _________________ He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.
— Friedrich Nietzsche, Beyond Good and Evil |
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