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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