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Re: [HoE] Doomsayer Powers



I have some problems:

Atomic Clock - Unlike Darrin Bright, I like it. It's cool and shows there
are things you can do with the Glow other than blowing things up.

Conductor - Again I like because I try to open things up to the players so
they don't have to kill every thing. The Stain either needs to be raised or
the damage lowered though. It's too powerful as is. I'd say either a Stain
cost of 3/die or do as Darrin Bright said.

Hooded Emperor - I don't care mush about it because I think there are enough
"blow things up with the Glow" powers but that's just me. Other I'm sure
will like it and it doesn't seem to be over powerful or anything.

Mag-Wave - Again I like, but again the Strain cost is way too low. I'd put
it at a 5 Strain with a Movement equal to their pace and the Duration equal
to their Faith in minutes.

Skip - It's cool but worded very cryptic. Rework the description but leave
it alone as for the cost and so forth.

If you have Explorer (it won't work for Netscape right now but I'm working
on that) you can find my Doomie powers at the Fuzzy Page
(http://netjunk.com/users/fuzzy/index.htm) and see how I though of the
powers and their cost.

Christopher Merrill
W.H.A.T.T. Member
-----Original Message-----
From: CrazyDan@aol.com <CrazyDan@aol.com>
To: hoe@gamerz.net <hoe@gamerz.net>
Date: Tuesday, July 20, 1999 10:19 PM
Subject: [HoE] Doomsayer Powers


>Could anybody give me an opinion on some Doomsayer powers I posted on my
>website?  I'm thinkin' of givin' out some of 'em to the Doomsayer in my
>posse.  A Doomsayer and two Templars (after the Road Warrior got upset and
>was killed by the Templars despite several warnings, but for that matter,
one
>of the Templars is dead, too, but since when the Hell has that stopped
>anybody?) scour the wastes, and I want to make the doomie a bit more
unique.
>E-mail welcome.
>
>http://www.angelfire.com/il/CrazyDan/HOE.html
>
>Always Confused,
>"Crazy" Dan