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[HoE] Visits to the Past
Interestingly enough, the conversation about HOE powers in
Deadlands is the flip side of what I've been working on - Deadlands
powers in HOE. Here's my take on the matter...some spoilers from Fire
and Brimstone are below.
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First, does the time period matter, when you're talking about
powers that access the Hunting Grounds? Since travel through the
Hunting Grounds is what makes time travel possible, I doubt HOE powers
would be affected just because they haven't been created yet. Put
simply, the Hunting Grounds ignores such constraints of time.
Next, what about the specific conditions that allow the power to be
accessed? For a Doomsayer, radiation is a necessity for his powers, and
without the radiation levels present in even the bomb-free areas of HOE,
the Doomsayer won't be able to 'recharge'. However, a Ghost Lamp (CotA,
page 51) could be used to overcome this problem. Given the lack of
radiation in the Weird West, it may also cause a lot of deaths...
A bigger problem is how belief works, for both Doomsayers and
Templars. Fire and Brimstone indicated that Blessed call on a patron,
who protects the character from the harmful effects of the Hunting
Grounds. Now, presumably, that patron is bound from direct intervention
in most cases (perhaps due to the concept of free will). It seems
apparent that such restrictions have lessened after the bombs, and my
theory is that Templars and Doomsayers receive a measure of protection
even without the rigid belief structures required of a Blessed. In
essence, the Patron allows all of humanity some defense against the
twisting effects the Hunting Grounds can have on supernatural powers.
Combined with the focused will brought about by their own belief, their
powers are stronger than those that can be mustered in the Weird West.
In other words, while the Hunting Grounds are timeless, the
protection of divinity isn't. Even though what a Tempest or Doomsayer
worships could not be called a deity as such, they still recieve the
passive benefits of a Patron in the Wasted West (but not the Weird
West). As such, I would make the powers of a Tempest or Doomsayer
subject to backlash when they are in the Weird West. Every time a power
is used, draw a single card from a full deck. A Red Joker means the
power automatically fails, while a Black Joker causes Backlash (use the
table in Hucksters and Hexes).
What about Sykers? I would also have them draw a card, as per the
rules for Tempests. This is partially a game-balance issue, but also
can be explained by adding a caveat to the explaination about the
Hunting Grounds. The Hunting Grounds may be timeless, but the barriers
between them and the Weird West are stronger than those in the Wasted
West. Those restrictions begin to disappear after the emergence of
Sergeant York, and disappear completely by the time the Last War begins.
Junkers would have no problems in the Weird West, save for the lack
of electronic components. Even Mad Science gadgets won't provide
delicate circuit boards and computer processors. If it breaks, you
better hope you brought spare parts.
Well, I'm still working on my writeup for classic Deadlands arcane
backgrounds in the Wasted West, but you can probably guess from the
above that such characters would recieve a slight boost in power. The
answer is...yes and no. Once a character fully develops his connection
to the Hunting Grounds, that connection rarely changes. Thus, a Blessed
transported forward to the Wasted West suffers most, if not all the
restrictions he or she had in the Weird West. New Blessed, however, are
a different story. They are also exceedingly rare, as Templars and
Doomsayers have largely supplanted them.
I don't expect to have out my writeup for Deadlands powers in HOE
until after tax season ends (it's too busy at work), but I often manage
to beat such self-imposed deadlines. Keep an eye out for it...
-Casey
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