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[HoE] RE: Time Travel: HoE vs. Deadlands
I think the Time Travel reference in the book is for Marshals that have
players that want a device that is ultra powerful. Say your scientist wanted
to make a tactical nuclear device or other out of place gizmo. Maybe he
wants to make a watch that stops time for 1 minute for every one else but
him. These are the things I would use that top category for.
***
Roger Bert
e-mail: RogerBert@TDI.net
President of the Old Oeridians Game Club
WWW: http://www.tdi.net/rogerbert/oeridians/index.html
Monroe, Michigan
> -----Original Message-----
> From: owner-hoe@gamerz.net [mailto:owner-hoe@gamerz.net]On Behalf Of
> Steve Crow
> Sent: Monday, June 21, 1999 10:39 AM
> To: hoe@gamerz.net
> Subject: [HoE] Time Travel: HoE vs. Deadlands
>
>
> This one has us kinda puzzled.
>
> The original tech-type chart in the Deadlands book for Mads listed Time
> Travel as a possibility, albeit one that required a really high starting
> hand.
>
> (We don't know if this was maintained/followed through in Smith &
> Roebards,
> as we don't have that.)
>
> But...we've since been told that all the tech that pre-2060 (or whenever)
> Mads were given was simply knowledge up to 2060 (approx.) by Manitous.
>
> So...how did the Manitous give Mad Scientists knowledge of time
> travel, when
> no such scientific knowledge existed in 2060 or beyond to as far as 2094?
>
> Or did S&R remove the time travel reference, which we always
> thought was a
> little out of place anyway...?
>
> ---
>
> Steve Crow
>
> "Worm Can Opener Extraordinare"
>
> Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
>
>
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