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[HoE] 1st draft- Ideas for Arcane Abilities for Deadlands- the 60's
Ok, here are the arcane abilities I cooked up. One can still play Blessed,
Shamans, Hucksters, Witches, or Martial Artists if they wish. The Mad
Scientists have been incorporated into another ability I made.
1. Hippies- Most of there power, like the Martial Artists, come straight from
the Hunting Grounds. When under the influence of certain drugs
(hallucinogins), they can see into the Hunting Grounds and have the spirits
do there bidding. Of course, most of there powers are non-violent (oh,
boo-hoo!).
2. Neuromancer- Like Hoyle, many psychologists (especially Carl Jung) encoded
arcane learing in their works. Depending on what school of psychology they're
in, Neuromancers can use differing abilities, but again, few are violent.
3. Cybernauts- Remembering that technology is a couple steps ahead in some
circle, the Cybernauts are pioneers in the computer field. The lack of
exposure to society that often comes with it causes them to be a little more
eccentric than they normally would be. Some became bonded to their machines
mentally, and this bond allows them to wierd stuff with them.
4. The Earth League- An amalgamism of all the sci-fi ideas, from the present
day (in game- 1968) to 40 years back. Some of these folks are mad scientists,
some are "Buck Rogers" sorts, and some are just your neigborhood super-hero
sort. There powers are varied from the techincal knowledge of the mad
scientists, to the more esoteric abilities of the superhero sorts.
Peter Berard
the Jolly Gringo