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Re: [HoE] Got my HOE (SHANE)
In a message dated 9/15/98 2:47:33 AM Eastern Daylight Time,
tbet1@student.monash.edu.au writes:
<< Chapter 1: I think this reveals a little too much to the players
about what went on for someone who is planning on running the game in
parallel with Deadlands (I'm mainly talking the Stone section since I
still have the road to hell thingy to run my posse through, easy
fixed, I just wont let them read it...)
I like the story though... One question occurs:
What happened to the major players who aren't mentioned (I'm thinking
mainly of Grimme and Biren). Did they get wiped out pre Last War, did
they get possessed as the physical bodies of the reckoners, are they
still around and hiding?
Do they still have a role to play in HOE or are they long gone?
is essentially what I'm asking I guess.
Have to wait for Wasted West, mi amigo.
Chapter 4: The burning question, what's up with the Dr. Pepper? Am I
missing something being Australian or do you have some sort of weird
Ad campaign going with them?
There's long been an "urban legend" that a certain chemical in Dr. Pepper
washes out radiation. Sheep supposedly have high levels of the same chemical
in their body, and are also particularly resistant to radiation. I've figured
out what the chemical must be, but can't find any real proof. So we decided
that since it was fun, in our world, it's real (and it MIGHT be in the real
world as well). I'll let those who are smarter than me tell the real story if
they know it.
Chapter 7: Doomsayers. Cute, now of course you realise that my posse
is going to become the X-men (well they'll try, bless there woefully
innocent souls >:)
Q: Can Doomsayers use Touch on themselves?
Q: If they can (or if they do it on another Doomsayer) does tolerance
help them avoid the radiation burns?
Yes, and no. It can't "avoid" damage, it can only cure it.
Chapter 8: Junkers. Errr, cool I think. Need to see them played.
Q: Is the build time cumulative?
example: I build 'the big gun', it has a ROF 12 and does 4d12 spirit
damage (damage of over 351 points) and has the shootin': big gun
trait at 30d20 (trait of over 351 points). This would require two
rolls of TN 21 and 4d6 years to make, correct?
Q: Can/Should I extrapolate the table past 351+
Q: Is 10d20 the maximum damage possible?
Q: Has anyone tried to make an automaton using the junker rules?
Q: Can junkers work together to reduce build time (as it stands to
make a jet plane that can fly at mach 1 with a range of 100 miles
costs an additional 650% and would probably take decades)
You need to wait for the junkers book for all this stuff. If you need a more
immediate answer, try emailing PEGHopler. He wrote that section.
Chapters 11-15: yet more rules...
(hence the term, "Hell on Earth *rulebook*)
One final question, when do we get to find out what's coming through
the jump gate now? >>
Summer 2000.
Shane