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Re: [HOE] Re: Doomsayers
>I guess if your marshal is OK with it, then yeah, all you might need is a
>separate stat, like Blastin' or Hexslingin', to replace the Faith you won't
>have. Or have Faith:Physics. Then you could tap the power of the Glow
>without believing in it.
>
>The only problem (if you go with the "I don't believe in the supernatural"
>bit) is that every one of your powers is SUPERNATURAL. The plain ol' atom
>don't allow for no Nuke spells. You are tapping some irradiated piece of
>the Hunting Grounds, and you'll be shaken in your scientific principles
>every time you microwave a zombie just by pointing at it.
>
>And yes, Syker powers are supernatural, as are Walkin' Dead, and Harrowed.
>Common place? Maybe. Supernatural. Definitely. There's just nothing
>natural about dead bodies walking around, no matter how often you see it.
>
>My two rads!
Hrm. That gives me a thought. Sykers were well-documented and accepted before
the Last War. What if this guy has decided that Doomsayers are simply a
different angle on sykers? He could have all kinds of sociopsychological
theories as to why radiation-inclined sykers started popping up after the war,
insist on calling his powers "radiokinesis" and himself a "radiokineticist",
drives sykers crazy trying to convince them that he's one of them and that they
could develop "radiokinetic" powers too if they tried, probably has a theory as
to why he's not bald--like, the radiation produced by syker powers kills hair
follicles the same way chemotherapy or radiation sickness do; "radiokineticists"
have a much stronger tolerance for radiation, therefore they're unaffected. He
probably wouldn't have any of the really bizarre powers (definition is up to
you), and might even develop a few syker-like abilities. How's that sound?
--Robert Holland