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Re: [HOE] Hunting Grounds Question
On Wednesday, July 24, 2002, at 12:03 PM, Shawn Franklin wrote:
>> From: "C M Hylton" <cmhylton@earthlink.net>
>> I just sent a couple of dupes...er posse members into the hunting
>> grounds. One is a Syker and the other is a Templar. I have an NPC
>> Doomsayer who can't seem to pass a guts check. Yeah, a spineless
>> nuke thrower. They have been sent in via a ghost ship (The ship is
>> something I am currently work on stats for, but if you think hard
>> enough you can think of a fairly newer ghost ship).
>> And now my question...
>> Since Sykers tap the energies of the Hunting Grounds for their powers,
>> do they get a bonus/negatives when using their powers. Does backlash
>> increase?
> Were it me, I'd wonder too. Syker energy does come from the Hunting
> Grounds, but it's energy that they themselves are convinced that
> they're channeling. Sykers believe it's thier own energy and not The
> Hunting Grounds at work.
Yup...
> Now, since that's not true, I'd apply a positive modifier to all
> blastin' checks, since they're literally swimming in the good energy
> bits.
Iffy... It may not be any easier to shape the power, even though
there's a ton of it available.
> Now, as for Brainburn, should the hapless S.O.B. go bust (get new dice,
> Spanky), the manitous in the Hunting Grounds are of a far meaner
> variety than thier Weird West cousins. The Reckoners are on the Earth
> in the flesh, leaving manitous very little to do except hose people who
> wander too close to thier territories. In short, whatever bonus you
> apply to the brainer's blastin' check should be added to your rolls on
> the Brainburn table. It's gonna be real funny watching the guy hit the
> Flaw on the table...especially if he's a boneripper like my player.
Ouch. I guess this works.
Personally, I've already decided that any Huntin' Grounds trips for my
posse(s) (I'm mostly running HOE at the moment to build them up for The
Unity, but I have a Deadlands posse that's active as well, currently
traveling to DC in search of a strange artifact.) will use the concept
of 'grab an adventure from another system to try out for a few sessions.'
Besides giving everyone a good break, I can cap the lethality as needed
by saying deaths in the HG aren't lethal as long as one posse member
makes it through.
Basically, if it happens, the players will be given the homework of
making a character for system X (most likely D&D3e) that they feel
resembles their Deadlands character the most.
But that's my two cents.
--
Brett
LORD, WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER
MAN? (Reaper Man, Terry Pratchett)