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[HOE] Raise the Kidd!
I think in the world of HoE a group/town's best chance would be to use
arcane abilities to do it. They're not going to have the right equipment
to do it properly so they're better off hiring a team of cans or getting a
junker to build a device or some other arcane means to do it. Given that,
conventional methods kinda go out the window.
I have to agree with this thinking. Unless you want to play years of game
time devoted to raising a ship that won't even be functional when you get
it, this is how you need to go. Here's what I think you need.
1 Doomsayer
1 Junker
Diving gear (the Junker may need to build this)
The Junker needs to design one item and possibly create multiple copies.
That item is a patch maker. It can work similar to a junk gun in that it
has a hopper, but it melts down the material, mixes it together, and
extrudes it as a hull patch, or the junker can come up with their own way to
patch the holes.
Now, during all this time, the Doomsayer has been in meditation, pondering
the Glow and various physics textbooks. The Doomsayer is searching for
this...
Molecular Diffusion
TN: 9
Time: 2
Strain: Varies
Duration: 1 round/Faith level
Range: Touch
This miracle weakens the atomic bonds between the molecules of an object.
The object becomes immaterial and lighter than air. For the duration of the
miracle, the object rises straight up at a Pace of 10 and cannot be affected
by anything on the physical world. The Doomsayer must be touching the
object to be affected for the entire casting time. An unwilling, living
subject would be allowed two opposed Strength checks against the Doomsayer
to break contact.
The subject displaces any gases or liquids when the miracle ends, but if the
object resolidifies while in another solid object... well, let's just say
it's not pretty.
The Strain cost for this miracle is based on the weight of the object to be
affected.
Weight Strain
0-5 kg 2
5-50 kg 3
50-500 kg 4
500-5000 kg 5
x10 maximum +1
So, you find the Kidd, the Doomsayer casts Molecular Diffusion on it, and
runs like hell. The ship ghosts it way out of the water and silt, probably
rises a bit above the water, and then falls <kerplash> back into the river.
Now clear of the silt, it can be patched by the junker. Once the patches
are in place, throw another Molecular Diffusion at it, and when it comes
back down this time, it floats!
Yes, I know there are many logistical problems with this, but I think this
is better than "Oh man, this week during the game, I was clearing silt, and
I botched my Strength check AND my Vigor check. So now I have Ailin': Bad
Back. What a bummer." :)
Clint Black
"You smell that? Do you smell that? ...Ghost Rock, son. Nothing else in the
world smells like that. I love the smell of ghost rock in the morning. You
know, one time we had a hill bombed, for twelve hours. When it was all over
I walked up. We didn't find one of 'em, not one stinkin' Yank body. The
smell, you know that sulphurous smell, the whole hill. Smelled like...
victory. Someday this war's gonna end..."