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Re: [HOE] Vashu da stampeedo
To be blunt, & possibly even a little harsh for a general audience listserv,
Wraith, what the hell are you talking about?
Jeff S
-----Original Message-----
From: Joey Fanning(Wraith) <wraith530@comcast.net>
To: HOE mailing List <hoe@gamerz.net>
Date: Monday, July 08, 2002 6:32 PM
Subject: [HOE] Vashu da stampeedo
so how about mixing HOE with trigun?
here's basic plot summirization.
for marshalls, of course.
In the hunting grounds, the reckoners watched uneasily. A united group of
humans had managed to escape the bombs by building cryogenic pods into
massive spaceships. If they couldn't re-open the tunnel, they'd just sleep
until they found a planet they could inhabit. as the seed ships approached
a usable planet, three beings awoke early. the first was rem saverem, a
beautiful, intelligent, and kind woman. another was a young artificial
human named vash, who closely followed rem's beliefs. the reckoners saw
hope in the third, however, a "humanoid power plant" like vash, named
knives. Their interest grew as he tried to exterminate what he belived to
be the last of humanity by forcing the ships to enter the atmosphere, but
rem saved the ships, sacrificing herself in the process. vash vowed to
track down his "brother" knives, and make him pay for what he did to rem.
(here's how you can mix the universes)
the "people" inside the power plants, called "angels" by the inhabitants of
the planet gunsmoke, are really an advanced sort of huckster. They pummel
manitous into submission and use their energy from the hunting grounds to
fuel the cities with electricity. When a plant malfunctions, the path to
the hunting grounds opens up to anyone who touches the inner core. this, of
course, leads to the same hell hole that links the three deadlands settings.
While off the beaten path, a person lost in the hunting grounds may find
themselves transported to one of these plants.
if you want to bring vash himself into the game, here's his stats:
Name: Vash the Stampede
Sex: Male
Age: 100+
Handedness: Right
Wind: 16
Pace: 12
Size: 6
Strain: NA
Cognition: 3d12 Deftness: 3d12+4
Knowledge: 1d12 Nimbleness: 2d8
Mien: 2d4 Quickness: 1d12+2
Smarts: 4d10 Strength: 4d12
Spirit: 4d10 Vigor: 2d10
Edges:
Eagle Eyes (1)
Fleet-Footed (2)
Keen (3)
Level-Headed (5)
Mechanically Inclined (1)
Nerves O' Steel (1)
Sand (3)
Sense of Direction (1)
Two-Fisted (3)
Veteran of the Way-off West (0)
Hindrances:
Enemy: Terrifying (-5)
Heroic (-5)
Outlaw: Sworn (-5)
Pacifist: Unwavering (-5)
Skills, Hexes, Miracles, and Favors:
Academia: Occult (6)
Area Knowledge: Planet Gunsmoke (2)
Bluff (3)
Climbing (1)
Dodge (6)
Driving: Wheeled Vehicles (2)
Language: Native Tongue (2)
Overawe (2)
Quick Draw (5)
Scrutinize (2)
Search (1)
Shooting: Pistol (6)
Shooting: SMG (6)
Sneak (1)
Speed-Load: Pistol (4)
Survival: Desert (4)
Tinkering (2)
my dream match would be between vash and stone...
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