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[HOE] Re: Doomesayers



> It just seems to me (as a marshal) that you are trying to build yourself a
> Doomie without any of the Doomie drawbacks.

Actually. I'm the Marshal, trying to decide if a players concept for a new
character is acceptable and balanced.

The Doomsayers are very
> powerful muties, and the downside is the whole religion thing.  Wearing
the
> robes because you wouldn't be caught dead without them -- because you
> BELIEVE.  Making sermons to the populace about the nature of the Glow and
> the superiority of mutants and the doomed normals -- because you BELIEVE.
> Nuking some rampaging baddie before it can hurt some norms because you
> BELIEVE the norms are still people, just people on the dead-end of the
> evolutionary ladder.  And being ostrasized from many population centers
> because the norms that live there don't want Doomsayer of any color (or
> BELIEF) making their town more radioactive.

Absolutely. The psychology and drawbacks that come with wearing the
Doomsayer robes are absolutely integral to them. It's not just about atomic
blasts, it's about persecution and civil war, being the best that you can
because those you used to call brothers are doing their damndest to stop
you. What I'm trying to come up with is a way to manage the consequences of
taking off the robes altogether, I definitely don't believe he should get
off scot-free. At the very least he will have enemies among both main
Doomsayer factions, and he'll be unable to get anyone to teach him future
miracles that aren't in the main rulebook. Utilised properly those are
serious drawbacks, the question is whether they're enough.
>
> 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.

I don't see the character concept quite along the Doubting Thomas line
(looking back it didn't come out quite the way I intended), more like this:

Does the supernatural exist? Of course, how else do you explain everything
that's been happening for the last 13 years?
Does the Glow exist? Yes. Turn on a Geiger counter or take a look at the
nearest maelstrom.
Is the Glow sentient, with a purpose, and deserving of worship? Is it
something to Believe in and worth all the deaths and suffering belief in it
has caused? In short, is the Glow a God? Absolutely Not. It's a power
source, nothing more, nothing less.

Does this create a valid character? I think the potential is definitely
there, and as Marshal I know I decide what's allowed in my game, but I
really appreciate all the advice and viewpoints being put forward.

David

"I should really come up with a witty signature after this many posts."