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Re: [HOE] starting a Templar branch on Banshee




----- Original Message -----
From: "Nick Zachariasen" <zacharin@pluto.dsu.edu>
To: "Deadlands HoE" <hoe@gamerz.net>
Sent: Friday, April 25, 2003 7:31 PM
Subject: [HOE] starting a Templar branch on Banshee


> We're in the middle of The Unity, so spoilers likely follow.
>
>
>
> SPOILER
>
>
>
> SPACE
>
>
>
>
> Once the characters have found out that they're going to Banshee, they
used
> the Stuart to radio Boise. Victor, the posse's head Templar[snip]

> 1) Is Simon officially a Saint?

Yes, Saint of Determination.

>
> 2) If so what are his stats (powers, deed, and vexation)?

Deed: those who press on and accomplish a goal, despite overwhelming odds.
White: +4 to all Vigor & Spirit Trait rolls for number of minutes equal to
faith.
Red: recovers all Wind
Blue: reroll and fail attribute roll even if he went bust.
Legend: may use any Greater Reward for as many minutes equal to faith.
Doesn't mention a vexation.

> 4) If Simon is a Saint and his Blessing doesn't involve knighting new
> Templars, how should that ability be gained?


Tough one.  I normally wouldn't allow it.  see below.

I'm surprised you let a Stuart's radio reach all the way from Junkyard to
Boise.  At any rate, I'd say Templars on Banshee wouldn't work as there
isn't a close connection to the Hunting Grounds like in HOE.  However it is
your game.

Going with the assumption that you do place Templars on Banshee, I'd say
give the guy a very difficult task of setting up a Templar base in Banshee.
At first, his group will not have powers (aside from the main guy) but after
completing something significant and difficult, have this "Blessing" be his
coup reward.  His march out of the Unity's crash site and into civilization
should be part of it--as I recall, the Unity crashed on some unexplored
continent.
>

Jeff S