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RE: [HOE] Raise the Kidd!




Actually, looking back over CotA, a Doomsayer is the perfect one to fix up
the Kidd.

Sculpt will be important to fix cracks, tears, and the like, but it won't
work where pieces are actually missing.  It only works on one item or
section of an item, so it would be hard to connect to separate pieces
together.

However, Fusion is built for that and lasts permanently.  Heck, you couldn't
ask for better welding than fusing two items on the molecular level.

Of course the guns, engines, electronics, etc. will all be so much worthless
junk, but if all you want is a rusted, floating base, then this will
probably work.

Unless you get a junker to do a little spit and polish on it, I'd have each
person on the ship make a Nimbleness check each day with a failure
indicating contracting tetanus, and a botch indicating a major wound from a
rusted piece breaking.

Basically, this is a great opportunity for you to teach your Doomsayer that
although the Glow can do miraculous things, you must work with others to
achieve total success.

Another good way to show this would be to have the Kidd haunted by the
spirit of its Captain.  Even after it is raised, the spirit closes doors,
trips people (another Nimbleness check), and generally makes the ship
impossible to use.  The only way to get rid of the spirit would be to
destroy its focus, the Kidd, obviously not an option.  So the Doomsayer has
to figure out a way to make peace with the ghost.  This is where you work
out the link to someone else.  Perhaps showing the effectiveness of a
Librarian; he knows the history of the Kidd, its captain, and his thought
processes.  Or an ex-military who outranks the captain simply gives him the
order to aid in the recommission of the Kidd as a special operations
training facility.  Heck, if done well, the ghost may be one of the better
teachers at the academy.  :)


Anyway, my thoughts for what they're worth.


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..."

-----Original Message-----
From: owner-hoe@gamerz.net [mailto:owner-hoe@gamerz.net]On Behalf Of Shawn
Willett
Sent: Tuesday, July 30, 2002 8:59 PM
To: hoe@gamerz.net
Subject: Re: [HOE] Raise the Kidd!

Thank you. This fits perfectly as Traveller(the posse member in question) is
a Outcast Heretic Doomsayer that has to learn all of his powers on his own
anyway. Another question, could he use the Sculpting (I dont know the actual
name)miracle to patch the holes? I'm all for him pulling this off because
he's being selfless about it. He doesn't want the ship for himself, he wants
to give it to the town so he can recruit people for the Hunter Academy. The
Hunter Academy is a school that he wants to start that trains ordinary
people about the Reckoning and how to fight servitors and other minions of
the Four Horseman. It's currently based in the S-Mart Overlord's old base in
Lubbock, TX. You can check the whole story out at
http://damarshal.tripod.com/thehellonearthgamingarsenal