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Re: [HOE] the mojo



Android power...may help?

The Wired West

TN: 11
Strain: 7
Speed: 1 Hour
Duration: 1 Week
Range: Touch
This is a damn hard spell to pull off, and it takes a damn long time, but
there's a good reason for it.
This spell throws you and your pals, who have to hold hands in a ring, smack
into the hunting grounds, more specifically the Net itself!  This is some
serious mojo, folks.   As the star above indicates, the marshal's got the
scoop on this amazing place.  Suffice it to say that it's a great way to
travel.






spoiler!














The Net

 Any type of android can get the power The Wired West to send them and their
friends to the net.  We didn't want to give away any of its secrets to those
rotten players, though, so you get to learn about it!
 The net is the partition of the hunting grounds that the tech spirits have
shaped into their own haven, and as such stands out from the rest of the
hunting grounds.  While the rest of the spirit world's appearance may vary
depending on the person looking at it, the net somehow always looks the
same.  To the Native Americans, it looks like a metallic cancerous tumor on
their tree of life, while in the Christian version of limbo there is still a
huge cube of a city sticking in the middle of everything.
 The net's obviously more structured than the rest of the hunting grounds.
While it is very easy to get lost elsewhere, it's easy to find your way
across the net.  Since many of the androids you'll be managing will have the
wired west as a power, you may on several occasions have to send them to the
net.  Like the rest of the hunting grounds, the 'net often plays out to
posse members as a separate adventure in another world, but adventures in
the net are never deadly.  Well, almost.  If all the posse members manage to
get themselves killed, they're goners, but as long as one makes it back out,
everyone's fine.  Of course, they don't have to know that.
 More often than not, the elders, some of the most powerful and wise tech
spirits in the net, set up an adventure for the posse's enjoyment.  More on
the elders later.  While some chunks of the hunting grounds are set up by
manitous or angry spirits to kill heroes, the 'net's adventures are designed
to keep them entertained during their stay.  These adventures take many
forms, from heart-wrenching soap operas to futuristic space battles to
martial arts comedies.  For some ideas, go watch some animation from Japan.
Great stuff.

Resident Tech Spirits

 While most tech spirits want desperately to be put into a new device, some
have decided that they can still be useful to humans by staying in the net
and keeping it running smoothly.

Waiters
Spirit:Draw
 Most of the spirits in the net are these ones, tech spirits waiting to find
another body to hop into.  Until then, they play bit parts in net
adventures, help couriers and builders, and assist the guardian spirits in
keeping the borders safe.
Couriers
Spirit:1d6
These little guys carry information around the net.  They tend to be small
computer or car spirits.  They aren't going to fight anything hostile, and
would be snuffed out easily if not for the other spirits guarding them.
Builders
Spirit:2d8
These are the ones that constantly work to improve the 'net.  Most are tool
spirits, but some are building spirits.  They will not fight unless
something attacks their precious infrastructure.
Hub:
Spirit:2d10
 Hubs direct the waiters to junkers, and anyone else who cares to listen.
Otherwise, they are standard tech spirits.
Researcher:
Spirit:4d8
 Researchers store, hunt, and deliver information to junkers and other tech
spirits.  Though they have a decent spirit die, they will not fight.  They'
re the bookworm-types.
Guardian:
Spirit:6d12+4
 The Guardian spirits are the spirits of the city-buster bombs that leveled
the planet, along with some of the other, more powerful spirits that have
chowed down on other spirits.
Elder:
Spirit:5d12+6
 The elders run things on the 'net.  They set up adventures for the posses
that travel through, keep all the spirits in line, and would be the last
defenses if the net were overrun.


----- Original Message -----
From: "Ryan Riojas" <ashenwo1f@yahoo.com>
To: <hoe@gamerz.net>
Sent: Tuesday, April 22, 2003 10:43 PM
Subject: [HOE] the mojo


> Has any concensius been made as to how much good mojo
> is around, most of the arcane abilities relate to the
> manitou's or black magic aside from the blessed and
> shamanic magic.
> Most creatures are evil reflections of the things
> people fear constructed by the manitous.
>
> Are there good magics. (i know of at least one good
> sorcerer detailed in waste warriors and tech spirits
> are fairly people friendly) Good ghosts and creature
> manifestations dryads for example i know i know its
> the only thing i could think off of hand (perhaps
> caused by the nature or tech spirits) Ways to tape
> into the hunting grounds without being kicked in the
> gut by the manitous. Like hucksterish type abilities
> that don't depend on the manitous.
>
> Guess more or less what i'm asking is hunting ground
> energy always evil or is it more of a , they have such
> a run of the place that you always risk bumping into
> them when you tape into the netherworlds neutral
> energies and they are so prevelant that they block
> most good uses other then religious or nature
> appeasement type things.
>
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