RE: Slave bracelets

From: Ashley Munday <aescleal_at_...>
Date: Sun, 17 Aug 2003 18:38:08 +0100


Benedict A. asks:

"What does a Slave Bracelet do?"

In "traditional" (i.e. "In terms of that game which must be ignored") terms you could model them as:

*This one goes away if the bracelets but not the neckpiece are removed.

Cheers,

Ash

> -----Original Message-----
> From: Benedict Adamson [mailto:yahoo_at_...]
> Sent: 17 August 2003 17:46
> To: hw-rules_at_yahoogroups.com
> Subject: Re: Slave bracelets
>
>
> Antonio �lvarez del Cuvillo wrote:
> > Any ideas for slave bracelets/collars in HW/HQ rules?
> ...
>
> One of my HW/HQ maxims is 'no special rules'. So I'd decide how to use
> the existing rules to model Slave Bracelets. A preference of mine is to
> use ability ratings whenever possible.
>
> What does a Slave Bracelet do? Essentially, it makes it easier for the
> slaver to control the slave, that is, to make the slave do their
> bidding. In HW/HQ, making other people do things is usually a contest in
> which a Relationship ability is used. A Relationship ability does not
> imply equality; one of the HQ abilities is 'Leader of Followers', which
> might be used for commanding employees, so why not slaves too?
>
> You could have a separate 'Control Slaves' ability, which could cover
> coercion, brain washing, fairness (the skilled slaves of the Lunar urban
> elite might actually be better off as slaves) and magical control. If
> you think Slave Bracelets are powerful and reliable, that implies a
> slaver using them has a large Control Slaves ability.
>
> If you didn't want to combine all those factors, you could have a Slave
> Bracelets magic ability and use that in contests (perhaps as an
> augmentation) when controlling slaves was important.
>
> If a player character is wearing one, you could model it as an ability
> that is a flaw ('Must... control... urge... to.. surrender...')
>
>
>
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