[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [HoE] Doomsayer Powers
CrazyDan@aol.com wrote:
> Could anybody give me an opinion on some Doomsayer powers I posted on my
> website? http://www.angelfire.com/il/CrazyDan/HOE.html
Ok. I've had a lot of trouble coming up with new Doomsayer stuff, CotA covered
all the possible powers pretty well.
Atomic Clock - This one is pretty useless. I can't imagine any Doomsayer wanting
to take this power as-is... I just don't see much of a need for accurate
timekeeping in the Wasted West. Now, if this power did some sort of countdown
that activated another power, that'd be pretty nifty. Say, cast it on an object,
specify a duration, and then cast another power. After the duration elapses, the
second power is activated with the object as the focus. That'd be much more
worthwhile, but there are some Doomsayer powers that just wouldn't work with it.
Conductor - This one's pretty good. Doomsayers have enough blow-em-up powers, a
nice "stun" power would fill a gap for nonviolent pacifists or taking prisoners.
As its written now it is WAY too powerful... 1d20 wind per 1 strain? No way,
knock it down to at least 1d6 to 1d10, or maybe base it on the Faith/Spirit die
type. I might change the name, but Conductor works pretty well.
Hooded Emperor - Hmmm. Another "nuke" type power. Nothing really new here, this
is mostly just a "style" power, but it does have style. I guess I'd keep it
as-is.
Mag-Wave - I think I'd just call this one Flying or Levitation (or maybe MagLev
after those trains). We know Doomsayers can manipulate gravity, as with the power
Black Hole. So I can see how this would work, at least vertically... I'm not sure
I understand how horizontal movement would be done. I'd make horizontal movement
very slow, maybe half pace or worse, otherwise this is too powerful and you'll
have Doomsayers zipping around the Wasted West like F-16s. This one needs some
more work to make it balanced, I think.
Skip - Good idea, not sure how this works though. Whats with the card drawing...
I guess I'll have to read page 101 and find out. I assume this power can only be
used if you have a radio transmitter of some sort? The description isn't clear,
but I do like the idea of increasing the range of a walkie-talkie or CB or HAM
radio, that might be a cool power if the PCs need to get information and reports
to distant locations.