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[HOE] Am I being too rough? [SPOILERS FOR MY POSSE]
I've decided that I'm going to run Hell Comes to Frogtown for my posse
after they leave Junkyard, but I'm then going to send them through
something quite more challenging. What I wanted was to get your
thoughts on what I have in store.
SPOILER SPACE
Members of my posse, you'd best not read this or I'll find a way to
goatse you.
O.K., since Doombringers were all regular living Doomsayers at one
point, I figured that they should be personalized, much like the Weird
West's Hangin' Judges. As such, I went ahead and made a dynamic
Doombringer duo. Do you think they're too powerful? Bear in mind that
my posse consists of a pyro Syker, a banshee vet, a sniping Templar, a
master thief Huckster, a beam-weapon making Junker with a familiar like
a velociraptor on Zoids (I'll get him for that one), a Doomsayer, a law
dog, and a former black hat (is $10,000 to get the chip removed
enough?).
Now, without further ado, I present to you:
William and Zachary Ellison, the twin Doombringers
Corporeal:
D: 2d6, N: 2d6 (William 2d8), S: 2d6 (William 4d8), Q: 3d6 (William
3d8), V: 2d10
Climbin' 1d6, Drivin': any 2d6, Fightin': brawlin' 4d6, Shootin': any
2d6, sneak 3d6, Swimmin' 2d6, Throwin': unbalanced 4d6
Mental:
C: 2d8 (Zachary 4d10), K: 2d6, M: 2d8, Sm: 2d8 (Zachary 2d10), Sp: 3d10
(Zachary 3d12)
Academia: occult 2d6, Area Knowledge: Lost Vegas 3d6, Faith: the Glow
6d10, Guts 5d10, Leadership 2d8, Medicine: general 2d6, Overawe 3d8,
Persuasion 3d8, Science: nuclear physics 2d6, Scroungin' 2d6,
Scrutinize 2d8, Search 3d8, Survival 2d6
Miracles:
William: Aegis, Atomic Blast, China Syndrome, Fission, Mutate!, Quantum
Leap, The Questioning Hand
Zachary: Aegis, Doomstone, Flashblind, Neutron Blast, Nuke, Quantum
Leap, Re-Energize
Mutation:
Zachary and William function as one being in two bodies. They can see
through each other's eyes and otherwise use each other's senses.
However, anything that affects one's mind affects the other and while
one is using a sense of the other his own sense is dulled. Halve any
Cognition rolls that twin makes based on that sense. They can even draw
on each other's Strain. Both must be killed with Doomsayer magic for
them to die. If only one is killed, even with Doomsayer miracles, he
will reform within two weeks. Meanwhile, the survivor's Aptitude rolls
are all halved.
Description:
Zachary and William Ellison are two of the most skilled and cunning
Doombringers in Silas' entire army. However,they're also a bit
unstable, so Silas sends them out into the wastes to identify and
eliminate problem spots. When the time comes to make the push on
Junkyard these two will definitely be there. The two have learned to
work together to complement each other's talents, making them a highly
dangerous team.
William is a strong close-quarters fighter. He'll get in close,
sometimes using Quantum Leap for surprise value, and activate China
Syndrome. He may, if the target he engages is potentially overpowering,
also activate Fission. This way he's at least guaranteed some damage
with China Syndrome and he may be able to kill the target outright with
Fission.
Zachary is a more long-range and smarter foe. He'll frequently toss a
Nuke while William throws up an Aegis. He may also leave a charged
Doomstone near a corpse as bait. If someone picks it up… kaboom! He'll
generally hide it in a satchel or bag of some sort to try to prevent
any heretics from warning the poor bastard who grabs the nugget of
death. If he feels the posse also has a good ranged attack he may let
loose with Flashblind.
Coup:
A Doomsayer counting Coup on the twins (both must be killed to get the
coup) automatically learns one miracle he doesn't know at random from
those known by the twins. Non-Doomies gain the ability to cast one of
the twins' miracles using Spirit if he doesn't possess Faith in the
Glow. He gains either enough Strain to cast the miracle twice or half
his Vigor die type, whichever is greater. However, he cannot regain
Strain normally. He must spend Fate chips to regain it at the rate of 1
for a White, 2 for a Red, and 3 for a Blue. A Legend Chip will regain
all his Strain. If the character later decides to become a Doomsayer he
only has to pay 6 Bounty for the Arcane Background instead of the usual
9 due to his familiarity with handling the Glow.
Note that two characters may gain this Coup at the same time instead of
just a single character. If two characters gain it and neither is a
Doomsayer, the Strain gained by each is only enough to cast the Miracle
exactly once.
Nick Zachariasen
Editor Emeritus
Trojan Times