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Re: [HOE] What to do with 5 grit
I REALLY like this. may I use it? I just hope my posse hasn't seen it.
One of my posse members is so insistant of making the Anime Cowboy Bebop
a part of HoE that he may be led astray with this. at first glance it
sounds like a plot from that show, but it's totally not! It's so cool. I
think oncce they've had a couple encounters with this fellow, he may
start telling stories about the posse, but not as heroes. either as
villains or bumblers who may situations worse. end result, the Posse may
begin to carry a fear level with them.....
On Mon, 16 Dec 2002 08:17:20 -0500 "Damon M Sutton" <dms34@po.cwru.edu>
writes:
> I invented a baddie called the 'Dark Teller'.
>
> He was specially reserved for ornery folks who went from town to
> town being
> heroic and tale tellin and all around being monkey wrenches to the
> Reckoners.
>
> In short, he's an old man with a small boy who guides him. He goes
> from town
> to town, and wherever he goes he's always asked to tell a 'scary
> story' by the
> moonlight. Unless the party is raging Psychotics, they shouldn't
> have any urge
> to shoot him in the head in the beginning. But initially he does
> spook things
> out, meanwhile his presence prevents the party from getting Fate
> Chips.
>
> I give out fate chips like candy, this was important for this
> adventure. You
> see, the posse came to the same town as the Dark Teller, and he
> began to tell
> tales and the party was busy because there was a horrible
> supernatural badguy
> (Pick something *really* nahsty) they had to hunt. I had the badguy
> beat them
> up until they were out of fate chips and they had the sense that
> danger had
> jumped a notch. But they didn't notice that no fate chips beyond
> the opening
> pull were being handed out.
>
> So they tell everyone in town to hide in the bomb shelter (heheh,
> leaving them
> all alone in the dark with the Dark Teller). And when they go out
> to meet the
> baddie, wounded, fate chip less, they meet a vision of the Dark
> Teller. He
> says
>
> "Give me this town, and you will live. Fight, you'll die, and
> I'll have this
> town anyway".
>
> Then 6 of the big bad nasties appear and they have to make a
> choice, stand
> and fight, or flee and call it a day. Heheh, my party had a Templar
> in it who
> had found respect for the town, so he wasn't going ANYWHERE.
>
> And if they fight, you hand out a big stack 'o fate chips to the
> party, and
> see if they can beat the nasties. Only to return to the Bomb
> Shelter and the
> Dark Teller and his kid are gone.
>
>
> The kid is actually a demonic bodyguard, and the Teller a
> abomination of
> Pestilence, so if theposse do decide to make it nasty, both will
> take bullets,
> play dead, and silently chuckle as the town calls the posse
> murderers. Dont
> forget to bring him back in the next town.
>
>
> To unsubscribe, send a message to esquire@gamerz.net with
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> as the BODY of the message. The SUBJECT is ignored.
>
>
>
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