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Re: [HoE] Time Travel: HoE vs. Deadlands




> This one has us kinda puzzled.
> 
> The original tech-type chart in the Deadlands book for Mads listed Time 
> Travel as a possibility, albeit one that required a really high starting 
> hand.

Time machine is listed as an example of the technology that 
required a Royal Flush.  That's pretty hard to get - from 
Allen Seyberths Poker Hand sumamry (on my web-page (plug, 
plug)) the odds of a Royal Flush on 9 cards (roll of 25+) 
without pulling a Joker (remember, that means Dementia and 
worse for an MS) are 0.01%.  Even allowing Jokers, the 
probability is a mere 0.29%, and the MS gets spanked by the 
manitou for the priviledge.

> (We don't know if this was maintained/followed through in 
Smith & Roebards, 
> as we don't have that.)
> 
> But...we've since been told that all the tech that pre-2060 (or whenever) 
> Mads were given was simply knowledge up to 2060 (approx.) 
by Manitous.

> 
> So...how did the Manitous give Mad Scientists knowledge of time travel, when 
> no such scientific knowledge existed in 2060 or beyond to as far as 2094?

The Reckoners certainly know how to travel through time - 
they sent Stone, remember?  Some manitou probably know how 
how to manipulate the Hunting Grounds so some poor sucker 
in there ends up years away from where they entered (the 
Prospector was in the hunting grounds for a couple of 
centuries) - aided by enough raw power from ghost rock, 
manitou can probably work the other way. Spend a week in 
the Hunting Grounds and it's 1776 when you emerge.  Nobody 
said time travel would be pleasant...

--
Do you think you can keep on running
Like the papers that blow down your empty street
Outside in the dark when you can't sleep
The ghost of your father, always watching
--
Steve Wallace
http://www.cee.hw.ac.uk/~ceesrw
ceesrw@cee.hw.ac.uk