Adventures
Background/History
Character Creation
Combat
Doomsayers (and Doomsayer powers)
Edges
Fear
Geography
Grit
Harrowed
Hindrances
Junkers (and gadget creation)
Metagame
Monsters (and anything not human)
Mutations
Radiation
Rulebooks, general
Rulebooks, Junkman Cometh
Rulebooks, Last Crusaders
Rulebooks, main
Rulebooks, Radiation Screen
Rulebooks: Road Warriors
Shamans
Skills
Sykers (and Syker powers)
Vehicles
Weapons
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Adventures
Adventures: Deadlands, going to the Weird West
Q) What would the effects e on a group of pcs from HOE time traveling
back to the Weird West? Would certain powers not work? (Syker, Templar,
Doomsayer?) And just what is the Fortress of fear? Im trying to work out
a big huge campaign where the pcs eventually go back in time to stop
Stone. Not KILL stone people, STOP Stone. You CAN stop the villian
without killing him. - scott_henry
A) Syker powers would work just fine in the Weird West, they've just
found a new, more efficient way of channeling energy from the Hunting
Grounds. Templars, Doomsayers, and Junkers, however, are out of luck. In
the case of Templars, many of the Saints are still alive or haven't been
born yet, so their powers won't work. Likewise, Doomsayers don't have
the high background radiation level they need to perform their miracles.
There are very few "free" tech spirits in the Hunting Grounds
during the Weird West period. so the TN of all junker tool tricks and
powers are increased by a whopping +8. As for the Fortress o' Fear, I
couldn't really tell you. That's one of the Weird West products with
which I had absolutely no contact during its production, and I haven't
got around to reading it yet. The best person to ask would be Hal
Mangold (Peghal@aol.com), the Weird West brand manager. He wrote the
second adventure in that series and did much of the layout work on
Fortress. Sorry. [John Hopler, HoE listserv, 6/14/99]
Adventures: Hell or High Water
C) Could be pretty tough for a new posse, so keep that in mind, but
overall a fun read.( I loved the contents of the candy and soda
machines, but I can't help but feel I missed a joke there.) - Ryan
Wilson
A) It was a Seinfeld reference. If you've seen the episode, it'll
make perfect sense! - [John Goff, HoE listserv, 1/20/99]
Adventures: Junkman Cometh, lack thereof
C) Yeah, finally no adventure! I'm sorry to say this, but the
included adventures in HOE sourcebooks haven't been nearly as good as
the ones in Deadlands sourcebooks. Probably because Goff didn't write
any of them. The only HOE sourcebook adventure thats seemed useable so
far was the one in Road Warriors. All the others were "Go
somewhere, find something out, kill a tough undead version of whatever
the sourcebook's about." We've gone to a
"no-adventure-all-of-the-time" policy with sourcebooks. Both
Junkman Cometh and Cyborgs had way too much material to cram into the
book to fit one, and as it is a lot didn't fit. We decided to scrap the
adventures altogether so we could fit more reusable game and source
material in. [John Hopler, HoE listserv, 6/2/99]
Adventures: Something about a Sword
Q) Yep - Ritter's actions and the faith of the townsfolk in him
created a "Sanctify" effect. So what's the big deal? If you're
perceiving this as some sort of game mechanics issue, don't. - grifflik
A) Yup, that's how I see it too. And yes, Templars *are* supposed to
wander, but they can certainly have a base of operations. Law Dogs are
also supposed to wander, but can also "base" themselves
somewhere so that they can be contacted. I'd read it as "I'll check
in at Tucson every couple of weeks." [John Hopler, HoE listserv,
8/13/99]
Background/History
Background/History: Disputed Lands
Q) What exactly are the borders of the two nations? Are the Disputed
Lands from the Weird West still disputed? I can't find that information
anywhere. Who's side of the Dixon wall is Kansas on? Or Utah? -
Knighte336.
A) There were no disputed lands by the time of HOE. Deseret was
independent. KS was taken by the Confederates. [Shane Hensley, HoE
listserv, 2/1/98]
Background/History: European Alliances
Q) However on page 58 it states: "... Germans staged a massive
counterattack through Belgium and deep into the heart of France. Russia
came to the Frenchies' aid and all Europe erupted in Flame." So why
is a Southern Alliance Country helping a Northern Alliance country. Was
France listed in correctly in the Alliances chart? Just trying to figure
out who is on which side.... - anderson
A) We didn't go into much detail, I know, but the alliances switched
several times in the early days. [Shane Hensley, HoE listserv, 1/22/99]
Background/History: Political division of the States
Q) Can you reval your vision of history in the Deadlands world? do
any of these ideas make sense? - J23junior
A) I understand your question, but it's just not something I care to
get into. We could postulate all day on what might have happened if the
South had won. Things are the way they are because that's the way we
want them. Want rationalizations? I could give you plenty but I'm afraid
I really just don't have the time to get into such a detailed discussion
on what would invariably come down to differing opinions. [Shane
Hensley, HoE listserv, 1/25/99]
Background/History: Unity
Q) In Wasted West it says that there are still survivors on the Unity
and that Pinnacle will go into it in the future. My question is--is
there any idea of when the information/adventure will come out. In
Brainburners it reads that one of the Unforgettable Fifteen left the
Unity and more will be put out about it later. My question is--is there
any idea of when the information/adventure will come out. - Fuzyn9feet
A) Hey, it's your game, but I'd stay away from the Unity. It has a
BIG role to play just before the release of Lost Colony in 2000, and you
have no idea what. That's really all I can say. If you really want your
HOE characters blasting into space, I'd give them another ship to find.
[Shane Hensley, HoE listserv, 1/20/99]
Character Creation
Character Creation: Archetype, Chamber Initiate
Q) Question #1--In the 'Chamber Initiate' Archetype is listed a
hindrance of 'Obligation: The Chamber -2', but it's not listed as a new
Hindrance in the book. In the Edge 'Chamber Initiate' it talks about the
'down side' of being a Chamber member but it don't say you have to take
a Obligation or Oath Hindrance. So is this an over-site in editing or am
I just dense and it's right under my nose? - Fuzyn9feet
A) The Chamber Inititate Edge implies that all members have an
obligation when it says "all Chamber members are sworn to further
the group's quest for knowledge and to obey the Chamber's leaders."
It should have been explicitly stated however, because all members do
have a 2-point obligation to the group. [John Hopler, HoE listserv,
6/28/99]
Character Creation: Archetype, Gunslinger
Q) Then when I look at the Archetypes I see the Gunslinger has them
written as Concentrations, but the Templar (Speed-Load) and the Law
Dog(Quick Draw) have them listed as regular aptitudes. The combat
section seems to write them as regular aptitudes and not concentrations
as well. So are they concentrations or am I just crazy? - redbf
A) Speed load is a regular skill, though it requires a concentration.
- [Shane Hensley, HoE listserv, 8/31/98]
Character Creation: Archetype, Initiate
Q) The Initiate has a faith of 3, but under the description of the
Initiate edge, you can only have a maximum begginning faith of 1. Which
is correct? - ?
A) The Edge description. [Charles Ryan, HoE listserv, 2/19/99]
Character Creation: Archetype, Lector
Q) The Lector and the Outcast both have the miracle Aegis, but under
the description of the miracle Aegis can only be possesed by those with
a faith of at least 6. But then the example in the body of the miracle
uses a character with faith 4. So my question is, do you have to have
faith 6 to have Aegis? - ?
A) Yes. [Charles Ryan, HoE listserv, 2/15/99]
Character Creation: Archetype, Outcast
Q) The Lector and the Outcast both have the miracle Aegis, but under
the description of the miracle Aegis can only be possesed by those with
a faith of at least 6. But then the example in the body of the miracle
uses a character with faith 4. So my question is, do you have to have
faith 6 to have Aegis? - ?
A) Yes. [Charles Ryan, HoE listserv, 2/15/99]
Character Creation: Archetype, Syker
Q) Am I dumb, or is the Syker archetype all f'ed up? First of all, it
has fortitude as a 2-point edge (the chapter says its a one point edge).
The strain listed for him is also waaay too low (its like 6 or
something). Am I wrong? - toadpooka
A) Yup. It's snafued. Fortitude costs 1 point as described in the
Syker Chapter. His Strain and Pace are reversed. [Shane Hensley, HoE
listserv, 8/24/98]
Character Creation: Deadlands archetypes
C) According to my GM at Gencon, Jay, all the character types in
Deadlands are still runnin' around in HOE, with the notable exception of
Mad Scientists. - cyberzombie
R) Actually, mad scientists can exist as well, though they could not
make new devices (but they could still have a passel of their own). They
could also learn occult engineering and start "junking" as
well. [Shane Hensley, DL listserv, 8/16/98]
Q) A friend of mine asked if Hexslingers are still around in HoE.
Now, I know that Hucksters are around and we can use the stuff in Law
Dogs. However when he asked me this he mentioned the fact that
Hexslingers have the hexes to "create" bullets (ed. note - the
hex Ammo Whammy). That seem pretty powerful in the HoE setting.. - ?
A) Well, depending on how you run your DL campaign, it can be equally
as powerful there, too, but I see your point. Even though the bullets
aren't permanent, being able to create them is mighty helpful. But I see
no reason Hexslingers wouldn't be around in HOE. In fact, they'd
probably have developed a lot of new hexes to deal with the advances in
military technology and such. [Steve Long, HoE listserv, 9/1/98]
Character Creation: Deadlands archetypes, new arcane backgrounds.
Q) I was just going over the Veteran of the Wierd West edge for HOE
and I noticed it said that the Vet. couldn't be something like a syker
since they didn't exist in the Wierd West. Can this be ignored if a
character has a specific reason why he/she may have a "new"
arcane background? I.E. -an old harrowed who joined the army in the last
war and was given some heavy cyborg tech -an alchemist who developed a
youth elixer and after losing his manitou muse became a junker -a hero
that crossed the stone path to the future a few months ago, only to step
into a nasty rad storm and later become a doomsayer Do these examples
seem reasonable exceptions to the rules? - J23junior
A) Sure. All rules are made to be broken. There are always *special*
circumstances. [Shane Hensley, HoE listserv, 3/31/99]
Character Creation: Faith for the non-religious
Q) What effect does Faith for anyone who isn't a doomsayer or a
templar? The rulebook seems to imply that people possessing it have some
kind of power over creatures of the Reckoning. Is this true? If so, how
does it work? - bloopy40
A) A soft and fuzzy answer. It doesn't *work* by and large. But
occasionally, a spell, power, or other effect will pit some evil
creature against another character's faith. Is it worth jacking up? From
a rules lawyer point of view, only if you know you're going to fight a
vampire, a cult, or some other varmint likely to test your faith. From a
roleplaying point of view, of course. [Shane Hensley, HoE listserv,
10/19/98]
Character Creation: Hucksters
Q) (snip a lot of argument about hucksters being weaker in the Wasted
West - ed note.) At best, it seems like there should be some kind of
_benefit_ for the three additional handicaps that HoE Hucksters pick up.
The entry states that the manitous are more powerful: shouldn't that
mean the Hex effects become more powerful as well? *shrug* It just seems
like the Hucksters got kinda...neutered in Junkman. Why would anyone
want to play them giving the revisions made? - Steve Crow
A) Well, it really wasn't meant to be that attractive a
proposition--there's a reason hucksters are rare in the Wasted West. I
included it primarily for the sake of completeness. Since I had
mentioned that many early junkers were hucksters (and the main rulebook
refers to them getting there power from manitous) I felt I should
include the option (or I'd get e-mail asking me where it was :) ). I
also wasn't aware of the revisions being made to the hucksters when I
wrote TJC. Given the new system makes things easier on hucksters, I'd
change the penalty in TJC to be only the +4 to all Backlash rolls. [John
Hopler, HoE listserv, 6/28/99]
Character Creation: Mysterious Pasts
Q) I have a question about mysterious past when you pull the red
joker during character generation. After you draw the red joker your
suppose to pull another card and if you pull a 9 you get an Arcane
Background (pg196). It refers to chapter 9 to pick a power and assign it
a level 1. Chapter 9 is the Sykers and they don't have levels. OK I
guess this is the question. Is it correct that it refers to chapter 9
and the level is wrong, or is it the wrong chapter and refers to the
Templars? - jyster007
A) Hey, check the errata on the HOE web page (I think it's been
posted already.) The answer it you get "blastin'" at level 1.
It is a syker power. Our bad. - [Shane Hensley, HoE listserv, 9/14/98] -
(Ed. Note, as of 9/17/98 - this ruling has not made the errata)
Q) One of my posse drew a nine after drawing a joker which gives him
one power from the sykers section of the rules. I was wondering, does
this also give him the Blastin' skill or should I just treat whichever
skill I give him as a separate skill, meaning that if I were to give him
Fleshknit would I just give him levels in that and make him roll based
on knowledge just as a real syker would with the Blastin' skill? I know
this is a little hard to follow but i thihnk you get the picture. Any
help would be appreciated. - holtman.4
A) A hero who gets this result is a one-trick pony. Since he can only
do that one power, he doesn't get the blastin' skill, just a level in
the power. This is based off Knowledge just like Blastin' though. If the
hero got Fleshknit, he starts out with 1 level in a special fleshknit
skill. [John Hopler, HoE listserv, 7/16/99]
Character Creation: Renegade Black Hat
(ed note - first part of this conversation referring to whether the
chipped weapons would still work for the Renegade Black Hat.)
A) Btw, as for the renegade Black Hat, his chip does still work! Of
course it won't do anyone else any good. [Shane Hensley, private email,
12/9/99]
R) doesn't that give the archetype one hell of an advantage ? your
saying he can use chipped gear - sounds pretty hot to me ! then again -
he's got one hell of an enemy too - & Throckmorton ain't gonna take
too kindly to a renegade running around. cue Raptor hehe - Pete
R) Yes, it is powerful, but again, he has to kill Black Hats to make
it work, and renegades would definitely be high on the hit list for
local platoons. [Shane Hensley, private email, 12/9/99]
Character Creation: Syker Starting powers
(See Sykers: Starting Powers)
Combat
Combat: Armor and Strength
Q) How about it Charles? Do we check if an attacker has damage dice
for this purpose before or after armor reductions? - ?
A) It so happens that I had a close-up encounter with this issue in
our game just last night. Reno (my character--a Templar) whacked up on
this bizarre junker-made critter with his sword: STR+2d8. Turns out the
thing was AV4, which reduced the 2d8 to nothin'. Hence no damage, even
from his Strength. A little while later, in another fight, Reno's dog
Snakebite chomped down on another critter, doing STR+1d6. Turns out that
this one had AV2, which was enough to reduce his 1d6 to nothing. So he
did no damage either. So, in answer to the question, if armor reduces
damage to Strength only, there is no penetration; the attack does no
damage at all. [Charles Ryan, HoE listserv, 3/1/99]
Q) If Snakebite had a Str of xd8 (or greater) Strength and NO
additional damage from his bite, when chomping down on AV 2 he would
still get damage from his strength. Throw in some sharp pointy teeth and
all of a sudden the armor stops it all. A) No. Any creature doing STR
only =cannot= penetrate armor of AV1 or better (p. 97 of the rulebook).
[Charles Ryan, HoE listserv, 3/1/99]
Combat: Called Shots
Q) Pg. 88, under Drawing a Bead The rules say you can *never* draw a
bead or make a called shot when firing bursts. Pg. 91, under Automatic
Weapons The rules here say you can draw a bead/make a called shot on the
first burst only. So, which is it? - DarrinBrig
A) P.91 is right. You can draw a bead and get the bonus on your first
burst only. [Shane Hensley, HoE listserv, 10/4/98]
Combat: Double Tap
Q) In Wasted West it says if you declare a double-tap and hit and get
a raise, it means the 2nd shot hits the same location as the first. So
if you hit and don't get a raise, the second shot misses? Hits some
other location? - Draxus
A) If you don't get a raise the second shot misses completely. It
also says each double-tap after the first suffers a -2 penalty. [John
Hopler, HoE listserv, 7/22/99]
Q) How do you do more than one double-tap in a round? - Draxus
A) You can do a double-tap on each action your hero has, so if he has
multiple action cards, he can do multiple double-taps in a round. [John
Hopler, HoE listserv, 7/22/99]
Combat: Double Tap vs Full Auto
Q) Double Tap: A PC has two action in the round. He double taps on
the first action. He then double taps again on his second action. From
my understanding of the rule, his second double tap would be at a -2
penalty. Full auto: Same PC with two actions in the round. On his first
action he fires off three bursts. He does the same on his second action.
From my understanding of the rules, his second and third bursts of his
first action would be at recoil penalties (-2 and -4 respectively).
However the first burst on his second action would be at no penalty
while his second and third would be at penalties (again -2 and -4) Am I
interpreting the rules correctly? - Sandy Addison
A) Yes, you are. The rules are correct, the statement "just like
firing full-auto" is misleading. Obviously, it's similar but
different. To be completely clear,
double-tapping applies over each action of the round, firing full-auto
applies only within one action. [Shane Hensley, HoE listserv,
1/19/99]
Combat: Feint
Q) The Templar book, Page 62, "Way of the Sword" talks
about the Feint maneuver. Basically, you add your _opponent's _Fightin'_
skill level to your roll to hit, but subtract the same skill level from
his roll to damage. But according to the basic rulebook (pg. 93), when
you roll to hit in HTH, against an opponent with a HTH weapon, you add
the appropriate Fightin'/Aptitude level to your TN of 5. So if he's got
a Fightin'/Sword 4 and he's defending with that sword, your TN is 9.
Maybe we're missing something, but doesn't the Feint simply cancel out
the penalty your opponent applies to your roll-to-hit? The Feint entry
seems to be worded a bit awkwardly, so we weren't sure if this was the
case. Wouldn't it have been simpler to simply say, "Your TN to hit
is no longer modified by your opponent's Skill Level - subtract a like
amount of damage." or words to that effect?
A) You are 100% correct. [John Hopler, HoE listserv, 6/28/99]
Doomsayers
Doomsayers: Altered States
Q) Can a Doomsayer cast Altered States on himself? And if so, is it
still an Opposed Spirit roll? The answers would seem to be Yes and Yes,
but wanted to make sure... - - crow_steve
A) As you surmised, the answer is yes and yes. [John Hopler, HoE
listserv, 7/15/99]
Doomsayers: Atomic Blast
Q) Do supernatural attacks like Atomic Blast/MIRV get additional dice
for hit locations? It doesn't say one way or the other. Can it be
assumed that all damage types are treated equally unless otherwise
stated (eg. massive damage)? Or is an Atomic Blast treated differently
from a gun due to its supernatural origin? - tysonium
A) Yup. They sure do. Blast away! [Shane Hensley, HoE listserv,
5/19/99]
Doomsayers: Blue Note
Q) I 'm not sure the story implies that Blue Note does the
storytellin', since Mad Jack doesn't mention it while telling his story.
But...Blue Note doesn't _have_ Tale-Tellin'. So there aren't any of
"his stories" to pass off. But assuming us Marshals fill in
that gap and move right along... As far as the story-spreading itself,
one wonders why Blue Note even needs to be a heavy-duty rad-type, if
he's counting on his stories to convince people and he's the one using
the added-on Tale-telling. "Yeah, the Kid wasted 'em with a half
dozen MIRVs. Bodies? Eh, we dumped them down a canyon - didn't want them
polluting up the countryside.." Okay, so he's apparently got the
powers to convince other storytellers, and witnesses, that the Kid has
Rad-Powers. Fair enough. That raises the question our group's Doomsayer
has had for a while anyway. How stealthy _are_ Doomsayer powers? I mean,
Blue Note is using some heavy duty stuff like Atomic Blast and Nuke(!!).
But he's apparently using these in such a way that (at worst) observers
can't tell where the power originates. Now, the relevant pictures in
CotA show folks using powers like these with big glowing balls of energy
shooting from their hands and stuff. It sure looks like A) these kind of
rad powers are pretty obvious in use, and B) it's pretty obvious where
they're coming from. Needless to say, enterprising PC Doomsayers want to
know. Blue Note doesn't seem to have anything to support such
sneakiness, so the mechanic here (if any) isn't very clear.
A) I agree that the character's stats don't match up exactly with the
story in the player's section. Blue Note should have tale-tellin' 5
(he's already got a decent sneak). As far as the stealthiness of
Doomsayer powers, they're not. The story implies that Blue Note used his
quantum leap power to pop in, nuke someone, and pop out. Mad Jack
noticed it, and I'm sure others did too. But as you suggested, the
reality really doesn't matter, Blue Note can spin the story anyway he
likes, and at least this way there are some real bodies and battle
damage to back up the story. Sure, there'll be some people saying,
" Well...that's not really how I remember it" but as with most
legends, people will believe want they want to believe. [John Hopler,
HoE listserv, 7/16/99]
Doomsayers: EMP
(See Monsters: Black Hats and chipped weapons)
Doomsayers: Grundies
Q) Can Grundies take the Omega Man mutation? - darrin
A) Nope. [John Hopler, HoE listserv, 7/16/99]
Q) I'm pretty sure Grundies can't take minor or major mutations as
edges/hindrances. What if they get caught in a radstorm, or poke around
some ruins too long... can they acquire mutations that way? If so, what
if they wind up with one of the age-related mutations? - darrin
A) Correct, Grundies cannot take mutations as Edges or Hindrances.
I'd have to say that Grundies are immune to mutations in general, even
those of supernatural origin. Their hyper-accelerated metabolisms and
immune systems simply squash any mutated cells before they can grow into
full-blown mutations. [John Hopler, HoE listserv, 7/16/99]
Q) Can Grundies become Initiates and learn Doomsayer powers? How
about Hekants? - darrin
A) Nope, they just aren't able to grasp the concepts needed to tap
the Glow.[John Hopler, HoE listserv, 7/16/99]
Q) It seems obvious enough a Grundy wouldn't have enough time to
become a normal Syker. Can they be Greenies? - darrin
A) Since a greenie's abilities usually manifest on their own, and
require no study, Grundys can be greenies. [John Hopler, HoE listserv,
7/16/99]
Q) I think its safe to say Grundies can become Companions, but how
about Templars, provided the Grundy has the necessary skills or goes
through the year or service as a squire? - darrin
A) They can become Companions, but not Templars. Grundies are far too
emotionally immature to administer the Templars test of worth, and Simon
would never make one a full-fledged Templar. A Grundie Templar would
likely protect a band of cutthroats who treated him nicely and gave him
candy and turn his back on a settlement that yelled at him for breaking
something. [John Hopler, HoE listserv, 7/16/99]
Q) Next... what about Grundy Junkers? Don't seem to be any major
requirements for Junking, other than Academia Occult and such. - darrin
A) Nope, as with Doomsayers, junker magic is too complex a subject
for Grundies simple minds. The thing to remember with a Grundy is that
you are dealing with someone who at best is the mental equal of a
6-year-old. That's the official ruling, but if your Marshal wants to
allow a Grundy who's a prodigy, he can allow the character to take any
arcane background he wants (of course this holds true for every other
rule in the book). From a game balance stand point combining Grundy with
most of the arcane backgrounds is simply too powerful. [John Hopler, HoE
listserv, 7/16/99]
Q) And... of course... if the serum were available, could Grundies
become Super Soldiers? - darrin
A) No, the syndrome has already cranked their body's performance up
as high as it will go. [John Hopler, HoE listserv, 7/16/99]
Doomsayers: ICBM
(See Edges: Rad Baby)
Q) Do supernatural attacks like Atomic Blast/MIRV get additional dice
for hit locations? It doesn't say one way or the other. Can it be
assumed that all damage types are treated equally unless otherwise
stated (eg. massive damage)? Or is an Atomic Blast treated differently
from a gun due to its supernatural origin? - tysonium
A) Yup. They sure do. Blast away! [Shane Hensley, HoE listserv,
5/19/99]
Doomsayers: Initiate
Q) Does an 'Initiate' Doomsayer (CotA page 50)need to take the
'Enemy: Cult of Doom' Hindrance, or the 'Oath: Joan's Pact' Hindrance
like regular Doomsayers? - James Cook
A) Yes. [Shane Hensley, Direct email, 4/27/99]
Q) Does an 'Initiate' Doomsayer automatically gain a mutation?- James
Cook
A) Yes. [Shane Hensley, Direct email, 4/27/99]
Doomsayers: Mirv
C) Again, I think most of what John said is correct. Nuke is an easy
power to restrict, for the reasons he and I both stated. I don't think
MIRV is quite so easy without some revisions, and I tend to agree with
the other gentleman who noted that, pound-for-pound, it's far more
"broken" than Nuke is. - ?
R) You know, I thought the same thing about MIRV when I first read
the description. However, after watching it in action with our Doomsayer
(who of course has 5d12 in Faith), I've come to the conclusion that
looks might be a tad bit deceiving in this case. Atomic Blast might be a
tad weak compared to Brain Blast, but 5 Atomic Blasts for only 3 Strain
appears to be somewhat "thrifty." However, after nearly a
solid year of play, I've yet to see a MIRV really shake me up--and it's
the Doomsayer's weapon of choice. 5d10, or 10d10, seems like a
good-sized can of whupass, but the real limiting factor is that each
bolt does its damage separately. So, the average MIRV does about 1 wound
per hit--as long as the Doomsayer has to choose his targets before
rolling for the miracle, it doesn't seem like a game breaker. [John
Goff, HoE listserv, 7/30/99]
Doomsayers: Nuke
Q) on the Doomsayer power Nuke, is the blast radius 10 yards per d20
of damage? The Doomsayer, Clyde, was nuking the Black Hats at one
hundred yards out and rolled a 38! Needless to say he got the TN of 15
with 4 raises. 7d20 damage at ground zero with it spreading out a total
of 70 yards getting less with each 10 yards. Did I do this right? He
nailed almost all of the Black Hats with that one. - WastedDave
A) The raises for damage is actually based on the miracle's TN which
is 5, the TN of 15 is just to see if it's on target. With a roll of 38,
the Doomsayer got 6 raises (38 - TN 5 = 33 33/5= 6 raises) so the Nuke
would do 9d20 and would affect an area 90 yards in radius. That's why
they call it Nuke! [John Hopler, HoE listserv, 7/22/99] Doomsayers:
Starting Hindrances
Q) Does the player get the points for Enemy: Cult of Doom and Oath:
Joans Pledge? - WastedDave
A) Yes. - [John Hopler, HoE listserv, 6/28/99]
Doomsayers: Touch
Q) Can Doomsayers use Touch on themselves? If they can (or if they do
it on another Doomsayer) does tolerance help them avoid the radiation
burns? - tbet1
A) Yes, and no. It can't "avoid" damage, it can only cure
it. [Shane Hensley, HoE listserv, 9/17/98]
C) Whooops! Sorry. Yes. Tolerance could be used to avoid the
scarring. The truth, however, is that the Doomsayers proably would not
want to avoid the scarring. Remember, "mutation is the key to
salvation." [Shane Hensley, HoE listserv, 9/17/98]
Edges
Edges: Additional Powers/Miracles
Q) In Brainburners it looks like you buy the Additional Powers edge
for 2pt and then can buy each power at 2pts each. Example: My Syker
wants more than the 1 power per point of Blastin' so he buys the edge
for 2 pts and then spends 4 more pts on 2 additional powers. 6 points
total are spent for two powers. In CotA it looks like you buy the edge
for each additional Miracle you have. Example: My Doomsayer wants more
than the 1 miracle per point of Faith so he buys the edge 2 times for
2pts each and gets 2 additional powers. 4 points total are spent for two
miracles. Since they are both very similar system I would assume that
they actually function the same but the Archetypes in one book are in
error. Which is the correct example? Or are they both correct? - ?
A) Your CotA example is in fact the correct one for both Edges. I
think the Edges are not clearly written in either case--I would be
inclined to use your Brainburners interpretation for both of them on a
cursory reading. However, the CotA example is actually the way it
works... [Charles Ryan, HoE listserv, 2/22/99]
Edges: Deadlands
Q) Can I use a lot of the new edges out of Law Dogs, such as the
Crossdraw edge, or the other supplements for my HoE characters? - redbf
A) Absolutely! [Shane Hensley, HoE listserv, 8/28/98]
Edges: Dinero
Q) Can you, using the numbers from the Weird West book, use the
function of "finding" cash for your character? - redbf
A) No, use the numbers for finding cash in the HOE book. [Shane
Hensley, HoE listserv, 8/28/98]
Edges: Knacks
Q) Hey Charles!! Do Knacks exist in HoE? - ?
A) No, they don't, at least not at this point. [Charles Ryan, HoE
listserv, 2/22/99]
Edges: Rad Baby
Q) The range of an ICBM is 100 yards per level of faith. Most players
will put a 5 in faith, so that puts the range at 500 yards. If a player
gets the edge Rad Baby, this increases the range to 1000 yards. However,
the range increment is only 20. Does Rad Baby also increase range
increments? - ?
A) Yes. [Charles Ryan, HoE listserv, 2/19/99]
Q) Would a shot at extreme range actually be at a minus -25 (or a -50
for a Rad Baby?)
A) Absolutely (to the -25 part, at least). Hey, just cause it can
travel a long way doesn't mean it's easy to control... [Charles Ryan,
HoE listserv, 2/19/99]
Edges: Super mutant
Q) Can someone take both the 'Mutant' Hindrance (CotA page 48) and
'Super Mutant' Edge (CotA page 50)? If so, do they get multiple
mutations? - James Cook
A) Sure. [Shane Hensley, Direct email, 4/27/99]
Q) Can someone take 'Mutant' or 'Super Mutant' more than once to gain
multiple mutations? - James Cook
A) Sure. Wouldn't recommend it, but. . . [Shane Hensley, Direct
email, 4/27/99]
Q) With the SuperMutant edge, does the new mutation take the place of
the characters original mutation or does the player get both mutations?
- wastedDave
A) The super mutant edge gives you a an additional mutation in
addition to your regular one. [John Hopler, HoE listserv, 6/28/99]
Edges: Super Soldier
Q) Okay, someone replied to my first message saying that the player
should lose the two points for the step down in knowledge. - Gregg Gargano
A) Okay, here's my (thoroughly unofficial) take on it: You don't lose
the points because they've already been determined. Changes after the
point determination don't retroactively alter character creation points.
However, I personally wouldn't allow a character to take super soldier and
syker--the two just don't work in my square peg-round hole world. Both
represent a significant investment of resources and time for the military.
Both have fairly different missions, so I doubt the military would put its
eggs in one baskets in such a fashion. Besides, although the super soldier
drug will give the syker a few extra Strain, it actually lowers the
effectiveness of the syker's blastin' skill, making it less likely the
powers will be employed in the first place. Thus, the military-industrial
machine actually hampers a rare and powerful talent for the sake of making
a "super-grunt"--not too probable a course, since the military
is responsible for providing the training and other resources necessary to
become a syker in the first place. [John Goff, HoE listserv, 2/28/99]
Edges: Veteran of the Weird West
Q) I was looking through The Wasted West, and on the table for vet of
the weird west it says that you should look on page 151 for rules about
becoming a nosferatu, but it doesn't give any details there, does anyone
know anything about it? - ?
A) This book was out before I was the HOE Brand Manager, and the guy
who did edit it (Hal, the DL Brand Manager) is out of the office today,
so I'm going to have to wing the answer on this one... You can find a
profile for Nosferatu on page 155. To convert a character into a
Nosferatu, raise his Strength die type two steps, his Quickness die type
one step, and give him the Special Abilities listed in the profile. And
welcome to the world of bloodsucking freakdom! [Charles Ryan, HoE
listserv, 2/19/99]
Fear and Terror
Fear and Terror: Making Checks
Q) are a number of times, through the various source material, when
it is stated that veteran characters don't have to make Terror Checks at
all against certain Fear-type opponents. Looking at the Brainburner
book, there is an encounter with walkin' dead in a morgue where it notes
that these are scarier than usual, so even Veteran Characters should
make a Terror Check. Since Pinnacle more or less states this officially,
rather than leaving it to the Marshall's discretion, what are the
"official" guidelines for this? This seems to go beyond simply
having a higher Grit as a more experienced character, and becoming
complete immunity to certain "low level" Fear-types that the
character may have fought on many occasions and become innured to (Dogs
o' War, Walkin' Dead, etc.). - crow_steve
A) There are no set rules on this because it all depends on the
heroes' backgrounds and the Marshal's particular game. The Marshal's
decision to require, not require, or possibly reduce the TN of a guts
check depends on a hero's familiarity with the thing causing the guts
check. A hero who was a Texas Ranger before the war and helped put down
a walkin' dead outbreak in Nacogdoches probably isn't going to blink
when he encounters another zombie. On the other hand, if the thing
lurches out unexpectedly from a darkened corner, that would require a
check due to the "boo" factor of the scare. As another
example, I usually don't require checks for heroes who see dead bodies,
unless they've obviously been killed in some horrible and terrifying
way. Most people who have survived the Last War have seen enough dead
people that a simple corpse isn't going to spook them. [John Hopler, HoE
listserv, 8/13/99]
Geography
Geography: Alaska
Q) Who owned "Alaska" before Judgement Day? - bshurd
A) Alaska was owned by the US, just as in traditional history, before
the War. [Shane Hensley, HoE listserv, 1/5/99]
Geography: Space
(Okay, so space isn't technically a field of geography :-) ed. note)
Q) I was just wondering if Earth had any colonies in our solar system
before the Reckoning occurred. You do mention mining the asteroid belt,
but no colonies. - ripper
A) Yes, but there are no plans to explore them at this point. [Shane
Hensley, HoE listserv, 12/21/98]
Geography: Sybaris.
(See Radiation: Radius of effect)
Grit
Grit: Maximum level
Q) Has anyone else noticed that there is now a maximum level of grit?
To wit: "Every time your character defeats (or takes part in the
defeat of) a fearmonger, his Grit goes up by +1 point to a maximum of
+5." Oh, Shaaaane... care to share yer thought process on this one?
- B. D. Flory
A) Hey, you can only get so "gritty." Really, there just
ought to be. No matter how tough you get, you shouldn't be walking
around with a +1000 Grit. 5 points still lets a Deadland affect you at
-1. [Shane Hensley, HoE listserv, 9/8/98]
Q) On the whole, I like the idea of keeping Grit to a sane level, I
just think this is not the best way to institute the policy. - B.D.
Flory
A) I can't argue with you if you've kept things under control. I'd
rather not put a limit on it. We only did it because we get a lot of
bizarre email from guys with +50 grit. Something about one bad apple. .
. [Shane Hensley, HoE listserv, 9/9/98]
R) Also, with a Grit of 5, you can still be affected by a Deadlands
(net -1 to guts checks). As for the DL 10 grit events, Shane didn't
answer, but I'm going to use something akin to colored grit from the
Ghost Dancers book. Basically, the "effective" grit (grit
which counts towards making Guts checks) is capped at 5. Any other Grit
earned by the posse gets marked down as a different color, both for
tracking when the 10 grit events kick in, and to help offset my house
rule that anytime you go bust on a guts check, you lose a point of grit.
- Darious
A) Poifect. [Shane Hensley, HoE listserv, 9/23/98]
Harrowed
Harrowed: Arcane backgrounds
Q) In Brainbusters we see that a syker who becomes Harrowed retains
all his or her syker abilities. Does this hold true for templars,
junkers, and doomsayers as well? - Draxus
A) Yes. [John Hopler, HoE listserv, 7/22/99]
Q) And for those that it does, can they continue to improve those
powers as well as their Harrowed powers, or are the powers they had in
life frozen as of their time of death? - Draxus
A) They can continue to improve all of the powers they had while
living as well as their Harrowed powers. [John Hopler, HoE listserv,
7/22/99]
Harrowed: Arcane Protection
Q) Lets say some Green robe with an attitude problem sends MIRV or
ICBM at him. Lets say he has Arcane Protection. My questions (before
this comes up) does good ol' Sheol have to roll for Arcane Protection
vs. every missile of MIRV, or does one roll cancel the one roll made for
the miracle. then I thought, well, what if good ol' Sheol was not the
sole target of MIRV or ICBM...lets say some ravenite he has not driven
off yet is also being offered a get out of life free. would Sheol's roll
cancel the miracle at all? only what was fired at him? does dividing it
prevent him from being able to roll?- baron11
A) As long as the Harrowed is a direct target of the spell he can
cancel it. This would save the other targets of the spell as well. [John
Hopler, HoE listserv, 6/14/99]
Q) Lets say our new Friend Sheol has some purple robes and Nuke. Lets
say he tries to use this on an anti-Templar that he is not overly fond
of at the moment. now if said AT used Deflection. Good Ol' Sheol decides
to Vamoose to Arcane Protection. can he AP his own shot he just fired?
I'd say yes, but looking for opinions. - baron11
A) I'd have to think that Arcane protection wouldn't work in this
case. When it works, it prevents the spell from being cast, it doesn't
absorb it or nullify it after casting. In this case, for the anti-Templar
to deflect it, the spell has already been successfully cast. [John
Hopler, HoE listserv, 6/14/99]
Harrowed: Mutations
Q) My real point of contention was that, if I remember, harrowed
ignore the effect of radiation with regards to wind. Why would mutations
be any different? - Chuck
A) It's supernatural radiation. Harrowed are affected. [Shane
Hensley, HoE listserv, 3/1/99]
Hindrances
Hindrances: Ailin'
Q) The Panacea miracle can be used to heal someone with the ailin
hindrance. This contradicts this the (albeit new) rule in HoE that
basically states that a character with ailin has already tried all
natural and magical means to cure the ailin. Which is correct? - Patrick
Phalen
A) HOE is newer than F&B, so it seems at least as far as HOE is
concerned, Ailin' can't be cured by Panacea. Of course, remember blessed
aren't a staple character in HOE and thus are very, very, very, very
rare. [John Goff, DL Listserv, 9/15/98]
Hindrances: Mutant
Q) Can someone take both the 'Mutant' Hindrance (CotA page 48) and
'Super Mutant' Edge (CotA page 50)? If so, do they get multiple
mutations? - James Cook
A) Sure. [Shane Hensley, Direct email, 4/27/99]
Q) Can someone take 'Mutant' or 'Super Mutant' more than once to gain
multiple mutations? - James Cook
A) Sure. Wouldn't recommend it, but. . . [Shane Hensley, Direct
email, 4/27/99]
Hindrances: Oath of Unity
Q) On page 38 (Brainburners, ed note), there are three new
Hindrances, all related to the Oath of Unity. While the book doesn't
explicitly say this, I'm assuming that all Banshee sykers MUST take one
(and only one) of these three Hindrances. My reasoning is that unless a
Banshee syker made it back some other way than on the Unity, she falls
into one of three mutually exclusive categories:
1) Took the Oath and has kept it = Oath of Unity Hindrance
2) Did not take the Oath = Apostate Hindrance
3) Took the Oath and broke it = Oathbreaker Hindrance - James Cook
A) Yes, unless the character did somehow come back before the Unity
(there were always a few shuttles). So while most Banshee sykers
*should* have one of these Hindrances, she wouldn't necessarily
*have* to. [Shane Hensley, Direct email, 4/27/99]
Junkers
Junkers: Agility
Q) I want to build a power armor device with junkman rules. if i use
the locomotion power and create a 2 legged walker, do i really need the
agility power for the suit?There is a pilot driving the thing after all.
if i need the agility power, whoose stats d i use when i want to perform
maneuvers? the suit's or the character? - regret
A) No, if the device is worn it doesn't need the Agility power. [John
Hopler, HoE listserv, 7/22/99]
Junkers: Ammo
Q) When you roll your instability check, are you checking for the
whole batch, all the bullets in the gun, or for just that particular
bullet? Having to roll for instability every shot would get pretty
annoying. Also, for reasons listed under general comments, I think each
die level should be 1.5 times the cost of the previous level rather than
twice the cost. - ?
A) Since ammo is created in batches, it also makes instability checks
in batches. Just roll for the batch the first time a bullet from it is
fired each day. If it becomes unstable, the effect applies to the entire
batch. I made the die level cost double at each level for two reasons:
One, to make the components costs higher for larger ammos. Ammo is
scarce in the Wasted West, and we didn' t want junkers to be able to
make it by the truckload. Two, to keep the ammo size balanced with
powers like gunsmith and Flash Gordon. Reducing the cost reduces the
size and lets a junker cram huge amounts of ammo into some weapons.
[John Hopler, HoE listserv, 6/2/99]
Junkers: Armor
C) This is a problem I've had ever since the new armor rules came
out. Under the current rules, there is no advantage to having high die
types for your attacks. With the current junker rules, 4d4 costs just as
much as 2d6, does more damage, and resists armor better. The die type
used to represent shot penetration, so I'm suggesting that after the
dice reach d4s, each armor level subtracts two dice rather than one, or
reduces damage by half. This'd make it a lot more representative of
penetrative power, and prevent all those enterprising players with 20d4
bullets for the same price as 5d8.
R) I like the old armor rules myself, but I did try to prevent people
from abusing the new ones with the ammo power. At the bottom of page 65,
under Ammo Size, it says, "No ammo may have more dice than its due
type. Four dice is the maximum number for a d4 ammo, for example."
[John Hopler, HoE listserv, 6/2/99]
Q) a junker builds a vehicle using the locomotion rule, it states
that a junker can add armor on using the rules in Road warriors. My
questions are, 1: does the armor take up slots on the frame and how do
we calculate it? - regret
A) No. Once you've designed a vehicle using the Locomotion power,
simply apply any modifications to the vehicle as if it were a car of
equal Frame size. [John Hopler, HoE listserv, 8/13/99]
Q) What happens if the vehicle gets overloaded from armor bought?Do
we reduce its stats as per Road Warriors for overloading. - regret
A) Yes. [John Hopler, HoE listserv, 8/13/99]
Q) How much armor can the vehicle carry without overloading? - regret
A) The Locomotion power lists a Load Limit for various Frame sizes.
Use this to calculate overloading. [John Hopler, HoE listserv, 8/13/99]
Junkers: Associated Spirits
Q) When deciding which powers get the bonus, do we use the associated
spirits listing for the power, or the associated powers table for the
spirit? If the latter, why have associated spirits? - regault
A) Use the associated spirits listed with the power. [John Hopler,
HoE listserv, 6/2/99]
Junkers: Batteries
Q) In The HOE source book, it says that you can build a 50 charge
battery for 5 oz ghost rock and 5 struct, however, it says it takes 1
pound (16 oz!!) to recharge 50 charges, no where else in the book does
it say lbs instead of oz, i hope that this is a mistake. Is it? - ?
A) It isn't. Spirit batteries recharge at the rate of 50 GR per pound
of ghost rock. The 5 oz. of ghost rock that you mention is a component
of the battery; necessary when the battery is built (just like the G-ray
collector requires 2 lbs. of ghost rock to build). A newly-built battery
doesn't come charged, but must be charged up with a G-ray collector
before it's good for anything. Thus, the 5 oz. of ghost rock used to
construct the battery don't give you a "cheaper" charge
that the recharging cost... [Charles Ryan, HoE listserv, 3/1/99]
Junkers: Brains
Q) If you make your own dataslugs do you have to check instability
for them if they're used? What happens to data stored on them if they go
unstable? - ?
A) Junker built slugs do suffer instability. Unless the slug is
destroyed, any data on them is fine once it recovers from its
instability. [John Hopler, HoE listserv, 6/2/99]
Junkers: Browsers
Q) The following powers were mislisted under the browsers. Car:
flight (VTOL?) Appliance: Rotor Tool: Finish is a tool trick; Flow isn't
in the book.(Reactor maybe?) - ?
A) This was a fairly complex book to write and we were making changes
to it right up until the UPS man pried it out of our fingers. A lot of
powers were changed or cut. We thought we had caught all those, but
obviously we didn't. Originally there was a flight power for making
fixed-wing aircraft and a rotor power for making rotary-wing vehicles.
There wasn't enough room to include even a rudimentary set of flyin'
rules for these things so I cu them and replaced them with VTOL.
Finish was originally a power and flow got cut. [John Hopler, HoE
listserv, 6/2/99]
Q) When browser spirits are in junker devices how often do they
produce g-rays? - redurgam
A) The energy put out by a browser spirit is per round. [John Hopler,
HoE listserv, 6/28/99]
Q) Can browser spirits provide a bonus to using tool tricks? If so,
what is each tool tricks associated spirit? - redurgam A) Browsers don't
give a bonus to tool tricks because the junker actually contacts
individual tech spirits while casting them. [John Hopler, HoE listserv,
6/28/99]
Q) If we use a browser to power a vehicle, does the browser really
power the vehicle at its rating? Does a rating 5 browser give 5GR every
5 seconds to the vehicle?? - regret
A) Yes, this provides a lot of excess power which can be used for
other vehicle related systems. [John Hopler, HoE listserv, 8/13/99]
Junkers: Collectors
Q) I've always had a problem with the Gr output of collectors being a
bit too low. Now that there are so many devices with huge drains despite
being relatively innocuous (7 drain/hour for the joystick for a remote
droid?) available, I've decided that in my campaign, at least, ghost
rock will release 5 Gr and ounce, or 80 Gr a pound. This'll make the
math earlier, let people burn ghost rock scraps, and just make life
easier for everybody. - ?
A) Both Drain and component costs have gone up under the new system.
I considered upping the GR per pound, but I left it the same to keep
things expensive. Unlike all the other special character types, junkers
are the only ones who can create permanent objects, we didn't want the
posse to turn into a walking swap meet. 5 Gr an ounce does make the math
a lot easier though, and it's not a huge jump in power. I'll have to
give this one some thought and see what kind of feedback we get, but
more than likely, that'll become the new rule. [John Hopler, HoE
listserv, 6/2/99]
Junkers: Commo
Q) Does a signal type selection have to be made if the device is for
displaying device output only and does not receive outside radio
signals? (I.E. A readout for a computer made with the brains power.) - ?
A) Yes. [John Hopler, HoE listserv, 6/2/99]
Junkers: Energy Weapons
C) My idea: I would rule that weapons that do energy damage don't
need ammo. It just runs off the Spirit Battery. - Afterburner
C) I can't find it in the rules right now, but I seem to recall (or
maybe I just assumed) the same idea you have. Anyways, if that is not
the case, I may play it that way as it just seems to make good sense. -
Scott Mickelson
R) That sounds right, but it really depends on the game. If you make
something like a blaster, it might require energy *and* ammo. [Shane
Hensley, HoE listserv, 9/14/98]
R) I think some of the confusion is due to the cuts that were made in
the junker chapter. As originally written, it had more than twice the
powers it does now. Unfortunately, this made it three times the size of
any of the other chapters on special character types and much too large
to actually fit in the book. As a result a bunch of the powers got axed.
One of the powers that was cut is Shielding. This power allows Junkers
to build energy shield projectors which absorb damage. The basic Shield
works against physical damage only, making one that works against energy
damage is more expensive (and even more expensive to block spiritual
damage and magic). So the advantage of energy weapons is that they are
more likely to work against Junker-built shields which don't actually
exist yet (at least not until The Junkman Cometh comes out early next
year). Just to clarify the "creates its own ammo" modifier
some, this is intended for weapons like the junkgun that can process
some sort of raw material and turn it into ammo. Energy weapons which
create their damage directly from the energy drawn from the spirit
battery also fall into this category. Weapons which don't fall into this
category are those which require the junker to actually purchase or
spend time creating ammunition. A good example might be a rail gun type
weapon for which the junker has to actually sit around the campfire at
night creating metal slugs. Not all energy weapons necessarily fall into
the creates its own ammo category. A particle beam weapon would fall
into the energy weapon category, but it might require a reservoir of
stripped Helium nuclei as ammo for instance. It all really depends on
the player's concept of the weapon, how much trouble the character has
to go through to keep his weapon supplied, and the Marshal. The purpose
of the "creates its own ammo" modifier was to avoid giving
junkers a free ride. Non-junker characters are often going to run low on
ammo for their conventional weapons, so we wanted junkers to have to pay
a little more for weapons which weren't dependent on some sort of
physical ammo supply. Hope this helps. - [John Hopler, email,
9/23/98]
Junkers: Familiars
Q) Also, are Familiars supposed to be Frame size 4? It seems like an
awkward size for something chiefly used as a scout or companion, and all
of the Familiars pictured in the book are at most size 3.(A size 4 owl
would break your arm if it tried to perch on it.) Do Familiars need the
agility power in order to manipulate things? - ?
A) Actually, most familiars are size 2, about the size of a cat or
small dog. This was one we didn't catch when the Frame sizes were
adjusted. Familiars don't need the agility power, just the sensor power
to see, and locomotion power to move. Unlike most devices, the tech
spirit in the device does the rest. As it mentions on page 45, familiars
have all the stats of a regular character, but these don't require any
extra powers from the junker. [John Hopler, HoE listserv, 6/2/99]
Junkers: Frame Sizes
Q) Another thing that was confusing was frame sizes. I got the
feeling that frames were originally numbered from 1 to 19, than it was
decided to use them to determine TN, and all the frame numbers were
reduced by one. Unfortunately, several examples weren't adjusted
afterward. More importantly, the frame sizes need to be a little more
clear on exactly how big they are, the examples being unclear and
generally unhelpful if the device isn't a gun or a car. How small of a
refrigerator? Is it a mini fridge or just a short normal fridge? What
kind of large backpack? The kind my dad took on hikes was quite a bit
larger than a dog or a rifle. Saying that something is as large as a
cello case is only helpful if that person is in an orchestra. - ?
A) The Frame sizes actually dropped by 2. A bunch of the smaller
frames were condensed into Size 0 to do this. The main reason for this
was to make humans fall at Size 6, so junkers would be operating on the
same size scale as everyone else. As far as the size examples go,
hopefully things will become clearer as more junker devices appear in
other books. Space was really tight in this book, so I tried to include
fairly common items or ones which were most likely to be constructed by
junkers on the table. The exact Frame size an object needs is still
somewhat of a judgement call for the Marshal. [John Hopler, HoE
listserv, 6/2/99]
Junkers: Gun Spirits
Q) If a power is associated with both Gun and Computer like targeting
or gun and Car like Rocket man do I use the gun spirit rules for
creating it or not, does it depend on how it is used Like a surveillance
missile as opposed to a warhead? - decker
A) Any power which is associated with gun spirits uses the gun spirit
rules regardless of the purpose for which it is used. [John Hopler, HoE
listserv, 7/16/99]
Junkers: Locomotion
Q) I thought that I'd point out that VTOL is much more powerful than
locomotion and requires a lower number of slots even if the car's
acceleration is only 5 mph. - ?
A) You are correct. I'm not sure exactly what the
"official" fix for that is, but for now, I'd change the
locomotion power plant costs to 5%, 10%, 15% [John Hopler, HoE listserv,
6/2/99]
Q) Question #1--It states in locomotion that a normal person needs 70
slots of room to sit in something for doors and controls, this looks
like 6 slots (half or Frame size 6 slots equals 64) are needed for a
normal sized person to have controls & door. My Junker is has the
Scrawny Hindrance so his size is 5, does this mean if he custom made a
device for just his size all he would need is 49 (half of Frame size 5
is 43, adding 6 for controls). Does this sound right to you guys? -
Fuzyn9feet
A) Yup, it also keeps all his big friends from borrowing his car
unasked. [John Hopler, HoE listserv, 6/28/99]
Junkers: Normal tech
Q) It says in the man rule book that we can use regular tech in place
of junker tech. But I saw no mention of this is the junkman cometh does
this rule still apply or not. I'll give a few examples. (1) I am
building a car using locomotion. Now of course I want the car to have
headlights so that I can drive at night. Do I have to have the light
power or can I just scrounge up some old working headlights to put in.
(2) It says in the commo power that I need an audio sensor to build
walkie-talkies. Does that mean I must have the sensor power. What if I
already have and audio sensor like from an old cell phone or something.
To sum up what I want to know is what would be the rules for using
regular tech in a device. (if it can be used at all) Like slot space. or
power requirements. Thanx in advance. - calabim69
A) You've raised a very good point. Yes, you can using existing tech
in junker devices. in fact, this actually makes the junker's and the
tech spirit's job easier because they don't need to adapt similar
components into the "right" components. Unfortunately, due to
the large number of possible powers and devices, it's hard to give any
hard and fast rules for doing this. In general, I'd say each component
of a specific nature like headlights or a phone mike counts double (or
maybe more if it's really large or crucial) toward the component cost of
the device. They can also negate the need for additional powers if the
component fulfills the right role. In this case the mike negates the
need for the sensor power and the headlights negate the need for the
light power. As far as slots go, I'd use the Frame Table as a guide. A
phone mike for instance is smaller than a mouse (Frame size 1 slots 2),
so I'd say it takes up 1 slot. In the case of the headlights I'd say
they're about a size 3 Frame and take up about 5 slots. In the end
though, it's up to your Marshal. These items, because the tech spirit is
able to instantly meld with them, don't cost any additional drain. Now,
this might tempt people to try and build devices by saying, well I've
got all the original pieces, all I have to do is put them together and I
have a device which requires no Drain. That's true, but you've basically
just repaired a standard device which still needs conventional
batteries, gasoline or whatever--it won't run off a spirit battery.
Using specific components doesn't reduce your Drain, it just doesn't
increase it. [John Hopler, HoE listserv, 7/15/99]
Q) So does this mean figure final component cost and the half it????
- Calabim69
A) No, what I meant was that each one of these components would count
as two components (or more if the Marshal allows). [John Hopler, HoE
listserv, 7/16/99]
Junkers: Origin
C) I am considering allowing techno-wizards, probably making them
more of a techno-priest (similar to the Doomsayers). But maybe make the
magic a bit more difficult to reflect the general lack of magic in the
apaocalypse. I do not know yet, but I am thinking about it. Any ideas...
Jay
R) Junkers are what the techno-hucksters became. [Shane Hensley, HoE
listserv, 9/24/98]
R) Hmm. The impression I got from the Junker section in HoE (which I
understand had some really essential stuff cut for space... any chance
we could see the cut bits on the list?) was that they were basically
redirected mad scientists. Let me try to state that a bit more
lucidly... Mads and junkers both use manitous to get ideas for
inventions, but hucksters and huckster/mads can make manitous do that
and a whole bunch more. It looks to me like either a) junkers descend
directly from mads without any real input from huckstering, or b) for
whatever reason, the secrets of how to *really* get results got lost. I
know that You Are The Law (tm), but why would junkers lose the real meat
of thaumaturgic diffusion once they had it? - Joe
R) I should have elaborated. It was the thaumaturgical diffusionists
who first gave rise to junkers when the manitous stopped cooperating. As
for *exactly* how all that worked out, you'll need to wait for the
junkers book. I don't want to step on John's toes prematurely. [Shane
Hensley, HoE listserv, 9/25/98]
Junkers: Reactors
Q) Anyone else notice that even the smallest reactor is about 12,500
times more efficient processing energy from IGR than an Atomic
Collector, and outputs energy 11 times more quickly? Sure there's more
chance of irradiation, but I think it'd be worth the risk. - ?
A) Yup, reactors are much more efficient than Atomic Collectors.
Besides the increased risk of G-ray exposure from instability (which
Atomic Collectors don't have to worry about), reactors must be
fully-fueled to before they will fire up. This got garbled a bit in
editing.The line which reads "Ghost-rock reactors require a number
of pounds of IGR equal to twice the reactor's Frame size," should
have the words "to activate" tacked on. This is the critical
mass that a particular size reactor needs to jump start the reaction.
That means a junker has to come up with 8 pounds ($8000) worth of IGR
just to flip the switch. And once the reactor's been running, if the
junker switches it off for some reason, he must replace any depleted
fuel before he can restart it. [John Hopler, HoE listserv, 6/2/99]
Q) Question #1--In the power Reactor is states that the minimum Frame
size the Irradiated Ghost-Rock Reactor can be is 4, but in the example
said that frame size 4 has 16 slots making it a size 2 in the new table.
Now I know you changed the Frame sizes before printing and some things
made it through editing that shouldn't have, so should the minimum size
be changed to Frame size 2? - Fuzyn9feet A) The minimum size for a
Reactor should have been dropped to 2 when the Frame size's were
adjusted. [John Hopler, HoE listserv, 6/28/99]
Q) Question #2--Lets say you have a Reactor with a Frame size of 4
and puts out 16 G-Rays a round. Then someone builds it into a car that
only has a 27 Drain an hour. That means the car has a .03 Drain a round,
or you can say the reactor puts out 11520 G-Rays an hour, but ether way
that's a lot of power going unused. My question is can a reactor be set
to a lower power output? If it can't be turned down is the excess power
wasted or what? - Fuzyn9feet
A) I didn't address this in the book because I figured most people
wouldn't want to get involved in the extra bookkeeping. A fully fueled
reactor has 365 days of fuel. Assume that a reactor has a half and
quarter power setting. Each day spent at a lower setting burns an
equivalent amount of fuel, i.e. a half day's at half power, and 1/4
day's at quarter power. This still wastes some power, but the math gets
way too ugly once you get below 1/4 power. [John Hopler, HoE listserv,
6/28/99]
Junkers: Reflexes
Q) Question #3--Replace the word Strength with Quickness in the last
question (as well as the power from Super Strength to Reflexes) [See
Junkers: Super Strength for previous question] and that's another
problem I had. - fuzzy9feet
A) Here I'd also use the device's base Quickness based on Frame size.
However, this Quickness is only used for actions taken by the device
while operating on its own. The hero inside would use his own Quickness
for operating the device. [John Hopler, HoE listserv, 6/28/99]
Junkers: Reinforce
Q) Device Traits: Vigor makes reference to the reinforce power, which
isn't listed anywhere else in the book.- ?
A) Again, this is something that was cut and we failed to remove all
evidence of. There was a lot of material that didn't make it into this
book for space reasons. A lot of it will appear in later books and in
the Updates sections. [John Hopler, HoE listserv, 6/2/99]
Junkers: Rocketman
Q) have a question on the power of Rocketman from the Junkman Cometh.
Uhm. What's the power's TN? It's not listed. - nightchilde
A) Good catch. We'll make sure this gets added to the errata. The TN
for Rocketman is 5. [John Hopler, HoE listserv, 6/14/99]
Junkers: Sensors
Q) First, what'd be the difference between a passive and active
spirit sight sensor? Would a passive only detect ghosts and manitous?
Could you use an active in conjunction with some seismic sensor to
detect ghost rock? Second, what'd be the game mechanism behind using a
natural sense ECM? For example, would a cloaking field add the dice roll
to my character's sneak roll, or would it be used instead of sneak? I
also noticed that it's a lot cheaper to hide a device from natural sight
than it is to hide it from radar. - ?
A) Passive spirit sensors are an enhancement to normal vision, they
don't entirely replace it. This means that they can only see spiritual
objects which are in plain sight. A manitou behind a door is just as
invisible to a passive spirit sensor as it is to the un-aided eye.
Active spirit sensors beam out powerful rays of spiritual energy which,
like spirit weapons, can penetrate objects in the physical world. This
gives these sensors a kind of x-ray vision which can see spiritual
objects unblocked by physical ones.Use the sensor's ECM rating or the
character's sneak, whichever is higher. This means that unless you build
a sophisticated sensor with a high rating, most heroes are better off
without it--at least against natural senses. [John Hopler, HoE listserv,
6/2/99]
Q) Sensor I am a little dense on the difference between passive and
active sensors. Do Passive sensors only detect other things giving off
the thing that it senses, whereas an active sensor can build a picture
of its surroundings? Could someone give me a couple of examples of
different sensors please? Is there such a thing as a passive touch
sensor, or sound sensor? or are all sound sensors passive since they
just detect sound? how bout smell sensors? - decker
A) As you said, passive sensors can only detect things which are
giving off the type of energy it is built to detect. A few examples
would be: the human eye detects reflected light, the human ear detects
sound waves, the remote sensor on a TV or VCR detects the beam from the
remote, and the guidance system on a Sidewinder missile detects the
infrared waves coming off of hot objects like a jet exhaust. Active
sensors detect objects by beaming out their own energy and detecting
what is reflected back at them. The most obvious example is radar, it
beams out radio waves which bounce off solid objects in the path of the
beam and are reflected back at the radar set. Sonar and laser
rangefinders work in the same way, but they use sound and focused light
instead of radio waves. A passive touch sensor would be something like a
pressure pad. The human ear or a sonar set used in listening mode are
both passive sound sensors. Smell sensors are normally passive--they
wait for the smell causing molecules to touch them--but it is possible
to make active smell sensors. These normally use a very high-frequency
laser beam and detect molecules in a gas by the frequencies of light
which are emitted by molecules struck by the laser. - [John Hopler, HoE
listserv, 7/16/99]
Q) It says all active sensors must have a range but that passive
mainly depend on the range of the active sensors they are listening for.
Does this means that they don't buy ranges or that they have ranges, but
the thing they are sensing for must sense within the passive sensors
range? - decker
A) The ranges listed for passive sensors are there as guidelines for
the Marshal. It really depends on what the sensor is detecting. A
passive sound sensor, for example might be unable to hear a whisper 100
yards away, but it can hear the sonic boom of a supersonic jet from many
miles away. A radar detector might detect a handheld police radar unit
from a half mile or so away, but it could detect the traffic control
radar of a major airport from a long way off. There's not really any way
to give hard and fast rules for this. The best guideline to use is if
the detector is within the active sensor's range, it can probably detect
it. When in doubt, roll the sensor's rating versus a TN set by the
Marshal. [John Hopler, HoE listserv, 7/16/99]
Q) Also it says the Sensor powers have max ranges enhanced senses 5
miles and spirit Sight 5 miles yet when you look at the chart for Range
p89 it lists 1 mile and 10 miles but no 5 miles. Shouldn't there be a 5
mile range?
A) The sensor ranges listed for the various types is for passive
sensors. The range table on pg. 89 is for active sensors. The 5-mile
range was skipped on this table to condense it slightly and to keep the
slot costs down at the high end of the table. [John Hopler, HoE
listserv, 7/16/99]
Junkers: Shield
Q) "Your garden variety shield projects a dome-shaped field over
the object within it." This is worded a little confusing to me. It
sounds like it projects a dome completely around the object, just maybe
not under it, but does this field just project around the object it is
built on, or does it go a little further. I was thinking of making a
bird type companion that would have a shield, and could sit on my
shoulder and project the field around us both if need be. If I made the
bird size four, and gave it a size seven shield, could it sit on my
shoulder and project a field around both of us?- decker
A) Yes. [John Hopler, HoE listserv, 7/16/99]
Q) would I need the spherical variant? Also since i'm on the subject
could a size 7 shield be run at size 4, perhaps with a 1 slot selector
switch? - decker
A) You wouldn't need to make it spherical. As long as the bird's
shield is large enough to cover you, it gives normal protection. A
shield can be run at any size between 1 and it's maximum rating. Like
most variable setting devices a 1-slot selector switch is needed. [John
Hopler, HoE listserv, 7/16/99]
Junkers: Slugs
Q) In particular Slugs... . "He can also make slugs containing
original programs if he knows the science:computer programming Aptitude.
The slug creation time doesn't include the time it takes for the junker
to write the program." My question is how does this work? Do you
make a slug with a TN 9 and a science:computer programming roll set
against a TN set by the marshal for what you want to create? Also
can you create a blank slug, and then using a computer programming
roll create a program for it? Provided you have a makeshift computer? -
decker
A) The TN for the creation of the program is set by the Marshal. The
junker doesn't have to have a computer, he just needs to record the
program on something--toilet paper, stone tablets, whatever. Once the
program is done, the junker just makes a slug using the TN of 9, and the
program is automatically encoded on the slug. If all you have is a blank
slug, the junker has to do it the old-fashioned way: put the program in
a computer and download it to the slug. [John Hopler, HoE listserv,
7/16/99]
Q) Similar Question, can you take a program that's in storage and
transfer it to a blank slug? - decker
A) Yes. [John Hopler, HoE listserv, 7/16/99]
Junkers: Super Strength
Q) Question #2--While building a Battle Suit I found a few snags. I
want to use the power 'Super Strength' to give anyone using the suit +2
steps of strength, but the way it works assumes that the added strength
is fixed and of the device. The slots are the same for raising the
strength by two steps but the drain is based off the 'final' die type.
So my question is should I go with my gut and say that average person
has a d6 strength and use it as a base, or just use the device's
'strength' given by it's size as the base (Frame-6; strength= 3d6 so +2
steps is 3d10, Drain 3), or just say the +2 starts at d4 (raising the
strength to d8) and give the device a drain of 2.
A) I would use the device's base Strength based on its Frame size. If
you want to cheat a little and squeak in an extra die type, there's no
reason why a battlesuit couldn't be slightly larger than man-sized
(Frame 7), this would let you start at 2d8 and bump it to 2d12. [John
Hopler, HoE listserv, 6/28/99]
Junkers: Tech spirits
Q) How often do tech spirits produce g-rays when built into a
device?(ex. Bus spirit in a scooter) - redurgam
A) The amount of energy produced by over-sized spirits is also per
round. [John Hopler, HoE listserv, 6/28/99]
Junkers: Tool
Q) When casting a tool trick the book say to roll Spirit/science:
occult engineering. What does that mean? - redurgam
A) This means to use the number of dice equal to the junker's level
in science occult engineering, but use the junker's Spirit die type
instead of Knowledge (which is what that skill is normally associated
with). [John Hopler, HoE listserv, 6/28/99]
Junkers: VTOL
(See Junkers: Locomotion)
Junkers: Weaponsmith
Q) Question #1--I was looking at Weaponsmith and noticed that the
Energy Weapon slot requirement it probable way to much. For the example
to work (Str+4d6) with 24 slots it wouldn't fit an anything smaller than
a rifle sized thing (unless you can roll a 26 on the Miniaturize Tool
Trick). That would be extremely too unwieldy. Even an energy pocket
knife with 1d4 wouldn't fit in a pocket knife body. Is this a mistake or
is it right? - Fuzyn9feet
A) The slot requirement for this option should be half the listed
amount. The Drain remains the same. [John Hopler, HoE listserv, 6/28/99]
Junkers: Weight
Q) One of my players asked me this question and the both of us cannot
answer it. Besides armour, how do you calculate the final weight of a
finished product? Do we use common sense or is there a system around
that we missed? - regret
A) Figuring the weight of a finished device is up to the Marshal,
using the Frame size examples as general guidelines. [John Hopler, HoE
listserv, 7/22/99]
Metagame
Metagame: Arcane Backgrounds, setting atmosphere
(Ed Note. This is a response from John Hopler regarding the HoE
setting in general. It was just too good to not include somewhere, so
here it is. Including Bflory's initial post - which was also pretty
good)
Q) First and foremost are issues of game balance. I can say with some
degree of certainty that I am far to the left when it comes to schools
of role-playing. Storyline and character development are items that I
hold near and dear to my heart. As such, game balance between different
"classes" (in this case Arcane Backgrounds), usually matters
very little to me. However, when such a glaring disparity exists as does
in the HoE universe, I *do* notice. Fortunately (or unfortunately), this
problem seems to be restricted to HoE; I've never had a problem with
Hucksters, Mads, or Blessed overpowering the "norms" in the
party in a Weird West game. In all honesty, I do not expect to be able
to say the same of HoE in a few months. A primary factor in this concern
is the mitigation of the probability of backlash. In the Weird West,
power always comes with risk. Even Blessed- potentially the most
powerful AB in the setting- need to be wary of the Sinnin' table. In HoE,
I cannot say the same. For the most part, the backlash rules in HoE seem
to be included strictly for form's sake, and do not present a real
danger to the posse. Sure, every now and then a Doomsayer is going to go
bust on his 5d12 faith roll. Maybe. A similar situation exists for
sykers. The Templars, OTOH, get off scot free, nary a naughty backlash
mechanic among them. The only AB that seems reasonably balanced under
the current rules are junkers. Sure they can build devices of incredible
doom, but there is risk involved. Risk of jury-rigged components falling
apart. Risk of the fickle tech spirits abandoning you at your hour of
need. The risk of being *burned* is very real. Thereby the junker is
perhaps the only AB that is roughly balanced with a non-AB starting
character. Kudos to you, Mr. Hopler, for including this aspect in
"The Junkman Cometh". Exacerbating the problem of overly
powerful ABs are some of the Edges and Hindrances (?) available. For the
best example, one need look no further than Children o' the Atom. The
hindrance 'Lifetap' is either ill-conceived, ill-categorized, or
ill-managed. In any case, it makes *me* ill. For those of you in the
dark, the Hindrance affects the way strain is spent by a Doomsayer. Half
of the strain a Doomsayer spends on any spell is instead (not in
addition to) lost from the Doomie's wind total, with any odd point
distributed as the Doomie sees fit. For example, he would cast a Nuke
for 2 strain and 2 wind, with an additional point lost from either
strain or wind, player's option. Can you say "broken"? Good, I
knew you could. In my experience a Doomsayer is largely limited in the
long term, when it comes to strain. Normally, low strain issues will not
come into play until the end of an adventure, forcing the Doomie to make
some hard choices on when and which spells to cast. By subbing Wind for
Strain (which, I might add, requires a
*minute* to recover, as opposed to an *hour*), the problem of strain
management is essentially removed. Barring property and posse damage,
the Doomie may now cast nuke with abandon. Ah ha! But I could make
individual encounters more difficult, yes? Perhaps. But what about the
gunfighter? The old soldier? What about all the other characters that
can't dole out destruction on a massive scale? To use a D&D frame of
reference for a moment, it's like plopping a 20th level character into a
party of 1st level characters. One of two things is going to happen:
tailor to the low-levels, and have the high level clean house. Bored
low-levels. Our other option is to challenge the high level, and to hell
with everyone else. Because that's exactly where they'll go. They won't
have the firepower to stand up to the punishment they'll take. Further
complicating matters are additional edges such as Child o' the Atom
(extra strain). It's no wonder the days of AB-lite posses have passed us
by. Rather than being a rare, mysterious, and sometimes dangerous gift,
players often must take an AB simply to keep on an even keel with the
rest of the party. Feh. Finally, I come to the last (and possibly most
important) complaint: Killer Tomatoes. The complaint is more general
than that, but I find killer tomatoes are the symptom most emblematic of
the underlying disease. Stuff like this simply does *not* belong in Hell
on Earth. Right about now, I can hear many of you cracking your
knuckles, ready to lay into me for making a blanket statement like this.
I'm sure I'll receive plenty of messages along these lines: "Who do
you think you are, coming in here and telling us what does and doesn't
belong in the HoE universe?! We'll play the game however we
want!" Guess what, kids? You're welcome to it. But Killer Tomatoes
and other assorted silliness are not out of place just because *I* say
so. I'm just another guy who plays Deadlands. Killer Tomatoes and such
are out of place because they're inconsistent. Because until now, the
Deadlands universe has not been a Saturday morning cartoon. And with a
dime novel entitled "Killer Clowns" coming down the pipe, it
looks like it's going to get worse. I realize that any and all of these
complaints can be fixed by Marshal caveat, and in my campaign, most will
be. But every game needs a baseline. Every game needs a style, a genre,
and a substance that is indelibly linked with said game. Looking at Hell
on Earth as a whole, the universe seems to be slowly sliding into a
mish-mash of ideas- a patchwork quilt of style and substance. I only
hope it can still be salvaged. - bflory
A) HOE was intended from the beginning to up the power meter a bit
from Deadlands. The chances of backlash and such were reduced to allow
magic-using types to cast spells more often and reliably. This was at
least partly in response to the gripe we often heard that hucksters (by
and large the most common AB in Deadlands) were underpowered and too
unreliable. (To those concerned that the recent changes may make
hucksters too powerful, don't be. The changes only reduce the huge
number of points hucksters had to sink into their powers, they don't
make them any more powerful other than allowing them to have a slightly
large selection of hexes available.) As for heroes with ABs totally
overshadowing norms in the posse, I have to side with Goff on this one.
I have run a HOE game for well over a year and I've also played a bunch,
and in my game the biker chick with the auto-loading shotgun and the
ex-special forces soldier generally deal out more damage than the arcane
weanies in the group. Sure, when ammo runs low or they're up against
some sort of supernatural threat, the posse has to depend more on the
arcane types, but the normals usually contribute just as much to the
group in combat. Non-AB heroes also tend to be more rounded characters
than AB heroes. The average character has roughly 20 points (plus any
Hindrance points left over from buying Edges) to buy skills with, 8
points for an AB and casting skill is 40% of that total. Non-AB heroes
usually have a wider range of skills because of this and tend to do
better in the social/investigation portions of adventures. In my
experience AB players tend to want to increase their power, so most of
their bounty points get sunk into more powers. At 5 points a pop that's
a lot of skill development they pass up. It also depends on how the game
is run. I'm not talking about slapping the arcane types with arbitrary
restrictions or using gamemaster fiat to keep them under control, I'm
talking about structuring an adventure to challenge the group's
weaknesses and considering the ramifications of the heroes' actions.
Take Nuke for instance. When writing an adventure for a posse with a
Doomsayer with this power, early on I'd throw in an encounter
against a mutant horde or a swarm of radrats. Something that seems
overwhelming. That way the Doomsayer can throw a few Nukes,
get it out of his system, and more importantly burn off a few Strain.
Then don't let the group rest, keep the action going so the ABs don't
have time to get their Strain back. "Complete rest and
meditation" does not mean simply that no one is shooting at the
hero. He has to be somewhere relatively quiet and
peaceful where he can relax. Bumping down a rutted fire road in a pickup
with broken shocks or pulling sentry duty in a
cold downpour don't cut it. There are a lot of ways to keep AB heroes
from getting their Strain back.Later in the adventure, I'd have some
of the action take place in close quarters or in some other area where
tossing a Nuke would be dangerous. If setting a large explosion off
someplace would be a bad idea in the real world , it should be a bad
idea in the game. If the Doomsayer throws one anyway, be creative. If
the area is much smaller than the spell's radius, but
pretty sturdy, intensify the power of the blast and make sure the posse
gets a good dose of it. If the area is rickety,
have the ceiling fall on the group, or maybe have a portion of the
building or mine tunnel completely collapse. If the Doomsayer
Nukes everything he sees, the posse's salvage potential should drop
accordingly. Nuke victims' equipment should be shattered, broken,
and useless, and just because a hero spends some chips to avoid damage
from a friendly Nuke, doesn't mean his equipment was unscathed.
After a few posse members lose some equipment to their Doomsayer's
extravagance, they'll be begging him to tone it down. In
short, if you make an AB hero feel the real effects of the power he has
unleashed, he'll quickly learn to only pull out the big guns when
they're really needed. This can be applied to any of the
ABs not just Doomsayers. If a syker uses Arson in California during the
summer, start a brush fire that rages out of
control for days and then triggers mudslides in the winter because of
the lack of foliage. Or it gets out of control and
burns down the building the posse's fighting in, killing some innocent
townspeople. Don't let players get in to the mode of thinking that
their powers are simply an arcane widget maker in which
they insert Strain X and get canned effect Y out the other end. The use
of their powers should have real consequences.
I do agree that Lifetap should not be a Hindrance, since
it gives the Doomie extra Strain with no added chance of Backlash. It
should be an Edge. I'd put at 2 points (between
the cost of Fortitude and Overkill) because the Wind loss is mandatory,
not an option, and the Wind loss makes it more
likely for a hero to get put down in combat. As
far as tone and atmosphere go, I'm with you on the Killer Tomatoes. They
don't exist in my game. Obviously, Marshals can selectively edit the
material however they want, but as a company Pinnacle has a
responsibility to try to cater to what the audience wants. As the third,
and hopefully last for awhile, HOE line editor,
one of my goals is try to establish a more consistent mood for the line.
I want to keep the humor, but make the world a
little darker and grittier. Since the vast majority of the writing for
the coming year is going to be done by myself and Mr. Goff,
I think between the two of us we can come up with a consistent
atmosphere. As for Killer Clowns, I've played it (and survived, I don't
know why everyone keeps whining about Goff's adventures).
It's both very creepy (I hate clowns) and very deadly. Sincerely,
John Hopler [John Hopler, HoE listserv, 7/30/99]
Monsters
Monsters: Black Hats and chipped weapons
Q) Could a Doomsayer use EMP on these chips, and if so, what would
happen? Would they all immediately explode, or have the chips been
shielded from EMP effects? - DarrinBrigA)
A) They're shielded. Just boost the TN by +4 or so. That's my
"quick" ruling. Use that until John gives you the
"official" answer. [Shane Hensley, HoE listserv, 9/25/98]
Q) Buffy the Doomsayer wants to use EMP on some black hats. The Black
Hats have chipped brain bombs, chipped assault rifles, and are riding
around in a chipped HMV. Will EMP work on them, what's the TN, and do
their brains automatically explode? - darrin
A) EMP does work on Combine equipment. If a Combine chip is shorted
out by EMP, the attached charge detonates immediately. Throckmorton has
taken steps to prevent this, of course, so the chips have some degree of
hardening against this. The chips in individual soliders and small arms
are considered military computers (TN 11). Combine vehicles and large,
crew-served weapons have more shielding, requiring a TN of 13 to short.
[John Hopler, HoE listserv, 6/14/99]
Monsters: Black Hats Template
Q) On pg. 210, under the Black Hat description, a large knife is
listed with a damage of STR+1d4. Damage should be STR+1d6. A) Oops! I'm
forwarding this on to Matt Tice so he can post the errata on the web
site. My bad, friends! [Shane Hensley, HoE listserv, 10/4/98]
Monsters: Bloodwolf
Q) What happens when say a bloodwolf takes killing damage from a
normal bullet? Or the bloodwolf falls 100 feet onto a bed of wooden
stakes?
A) The bloodwolf is undead, so it's not immune to normal bullets.
Killing damage to any place other than the heart (its focus)
simply racks up wound modifiers, but the thing keeps on coming. In
vampire form, falling onto the stakes would do full damage and probably
kill it. In werewolf form it would take damage from the fall, but ignore
the stakes because it is immune to wooden weapons in this form. [John
Hopler, HoE listserv, 6/28/99]
Monsters: Counting Coup
C) What, even the redone counting coup? - ?
C) Well - afaik - that particular rule change hasn't made it to a DL
book yet. - Darious
R) Because that rule DID NOT change for Deadlands. It's an
after-effect of the end of the Reckoning. Let me be clear, ONLY Harrowed
can count coup in DL. In HOE, anyone can. [Shane Hensley, DL listserv,
8/20/98]
Monsters: Deadlands survivors
Q) Is it safe for me to assume as a Marshal that some of the
creatures from Deadlands have survived? I realize that is pretty much up
to me anyway, just curious as to whether or not there's an offical say
in it. Ryan Wilson
A) Absolutely. [Shane Hensley, HoE listserv, 10/5/98]
Monsters: Vampires
Q) How is a "true" vampire created? Are we looking at
possibly seeing "master" vampires (whose bite creates
"true" vampires) in a later suppliment? - Prince Nightchilde,
A) The Jersey Seven are indeed "true" vampires. There is no
need for a "master" vampire to create a "true"
vampire, any "true" vampire can do it. They have to take care
and perform a small bloodletting ritual which will birth their new
compadre into the unlife of the vampire. It is only when one of them
just kills someone (without the ritual) and leaves the body to be
forgotten that it turns into a nosferatu. [Zeke Sparkes, Direct email,
3/3/99]
Mutations
Mutations: Ace of Spades
Q) Is the player allowed to see the Marshal's action cards? If so,
what is the Rad Screen for? In discussing ways to handle combat with
mooks, the books say something along the lines of, "slap down a
couple cards behind the Marshal's screen." If not, what is the
point of the mutation's ability to effect the Marshal's cards? -
Frostbit
A) In general, no, don't let the players see your cards. A guy
with this special ability obviously presents an exception, so let him
peek. [Shane Hensley, HoE listserv, 2/1/98]
Mutations: Harrowed
(See Harrowed: Mutations)
Mutations: Missing cards
Q) Hey where are the 10 of Clubs and 10 of Hearts from the Major
Mutation Table? - ?
A) Durn gremlins. You can't set anything down around here without
them runnin' off with it! Looks like they took off with our 10 of Clubs
and 10 of Hearts. You'll have to draw again if you pull those cards.
[Charles Ryan, HoE listserv, 2/22/99]
Mutations: Omega Man
(See Doomsayers: Grundies)
Radiation
Radiation: Radius of effect
(Cut out is a lot of annoying stuff about how Sybaris is within 11
miles of the ground zero of a nuke - ed note.)
Q) But...according to the basic rulebook, page 103, everyone from
5-30 miles has to make a TN 5 Vigor check _every hour_ to avoid
radiation poisoning. So, everyone in Sybaris is making Radiation/Vigor
checks, every hour, to avoid rad poisoning?? In general, do people find
this 30 mile radius thing a bit...restricting? Or should I just take
Pinnacle's route, and ignore it, as the whole Sybaris thing seems to
suggest? - Steve Crow
A) The rad zone rules in the main rulebook were meant as very general
guidelines. The actual danger zone around any impact site is up to the
Marshal, and is very dependent on the particular terrain and weather in
question. A town only 5 miles west of an impact, but on the other side
of a mountain with strong prevailing winds blowing east, could be
perfectly safe while another town 50 miles away to the east might be
hotter than the inside of a microwave. Basically, the Marshal should use
whatever makes the most sense and fits best in his story. [John Hopler,
HoE listserv, 7/15/99]
Radiation: Vigor checks
Q) On a related note, has anyone figured out a way to...well, figure
out a way to speed up or compress Radiation-vigor checks? Making 24
rolls a game-day tends to really put a crimp in _role playing, although
it does wonders for roll_ playing. Given a group size of 6 people,
that's a big 144 rolls - more if I, say, compress
time. Or, by having my current adventure in a relatively small city, but
within a city that is 28-30 miles away, am I doing the wrong thing, and
for extended says, I should just set all adventures further out? - Steve
Crow
A) Hourly checks can mean a lot of rolls, but they
were intended to make players either take precautions against the
radiation or spend only limited stretches of time in hot areas. If you
spend a lot of time in a radioactive area simpy bump the TN up by +2 to +6
depending on how much time goes by. If the roll is made, the hero's fine.
Otherwise they take Wind equal to the amount by which the roll is missed.
[John Hopler, HoE listserv, 7/15/99]
Rulebooks, general
Rulebooks: General
C) As a rule of thumb, any time there's a conflict between a rule in
the book and an archetype, go with the rule. [Charles Ryan, HoE
listserv, 2/19/99]
Rulebooks, Junkman Cometh
Rulebooks: Deadlands Dispatch
C) I really could have gone without the Deadlands Dispatch. It just
seemed kind of useless and filled with stuff I already knew. Those four
pages would have been better filled with more example devices. - ?
R) As the author, I have to admit that I was pretty grumpy about
giving up those four pages. I was already having a hard time cramming
everything into the book as it was. However, even with those four pages
I wouldn't have been able to fit everything, and the Dispatch gives me a
place to put the stuff that got cut so it will eventually make it out
there. Also, once all of the main character books are done (which will
be as soon as Cyborgs hits the stores) the HOE story line will come out
of the holding pattern it's been in and things will start to happen. The
Dispatch is one of the places that players will hear about these things,
since many of them may have no relation to the topic of the book they
appear in. [John Hopler, HoE listserv, 6/2/99]
Rulebooks: Junkman Cometh
Gremlins love gizmos and a few of them managed to worm their way into
The Junkman Cometh. Most of these were spotted by diligent readers on
the listserv. Here are the corrections and a few clarifications.
*) Associated Spirits: There are a few spots in which there is a
conflict between the associated powers listed for a browser spirit and
associated spirit listed in the power's description. Where conflicts
exist, use the listing in the power description.
*) Non-existent powers: This was a fairly complex book,
and many of the powers were changed and/or renamed numerous times. We
thought we had kept up with all the changes, but we missed a few. Ignore
references to the flow, reinforce, and rotor powers. These were cut
(although they may appear in later updates). Any mention of the flight
power actually refers to the VTOL power.
*) Ammo Instability: Since ammo is created in batches, it also makes
instability checks in batches. Just roll for the batch the first time a
bullet from it is fired each day. If it becomes unstable, the effect
applies to the entire batch.
*) Page 37: The new device system has increased the Drain of many
devices. To help junkers out the power output of a conventional G-Ray
collector should be increased to 80 GR/pound. This wokrs out to an even
16 GR per ounce, allowoing junkers to burn whatever small scraps of
ghost rock they can get their hands on without killing themselves with
the math.
*) Page 45: Familiars are not the size of a cello case. The Framse size
of 4 listed for familiars is incorrect. They have a frame size of 2.
Just to clarify things, familiars don't need the agility power, just the
sensor power to see, and locomotion or VTOL to move. Unlike most
devices, the tech spirit in the device does the rest.
*) Page 81: the powerplant sizes for the locomotion power are too large.
Ten percent should be subtracted from each of the listed powerplant
sizes. [HoE Cyborgs book, errata in the back, 8/16/99]
Rulebooks, Last Crusaders
Rulebooks: Last Crusaders, source material
Q) I just had to delurk and ask this after reading Last
Crusaders...Shane are you an Oakland Raiders fan? :) - Mike
A) You know it. [Shane Hensley, HoE listserv, 5/9/99]
Q) I just started reading Last Crusaders, and want to confirm
something? The head Librarian's name is Liebowitz? If he's named
Liebowitz for the same reason I'm thinking he's been named Liebowitz.....
.. just freaking abso<bleeping>ing perfect. Just one of those
things that makes me go, damn I wish I thought of that. Also makes me
think that I should have thought of that long ago. - darious
A) (Grin.) It is. Canticle anyone? (BTW, I live for this stuff!
Thanks for catching it!) [Shane Hensley, HoE listserv, 5/10/99]
Rulebooks, Main
Rulebooks: Hell On Earth Main, Dr. Pepper (Hey, enquiring minds
gotta know)
Q) Chapter 4. The burning question, what's up with the Dr. Pepper? Am
I missing something being Australian or do you have some sort of weird
Ad campaign going with them? - tbet1
A) There's long been an "urban legend" that a certain
chemical in Dr. Pepper washes out radiation. Sheep supposedly have high
levels of the same chemical in their body, and are also particularly
resistant to radiation. I've figured out what the chemical must be, but
can't find any real proof. So we decided that since it was fun, in our
world, it's real (and it MIGHT be in the real world as well). I'll let
those who are smarter than me tell the real story if they know it.
[Shane Hensley, HoE listserv, 9/15/98]
Rulebooks: Hell On Earth Main, errata
p.58: The "Police Hellfire" SMG should simply read
"Police" SMG. The "Hellfire" entry was left-over
from a Hellstromme Industries weapon that appears in Wasted West.
p.58: The footnote for the Grenade and Rocket Launcher should be 5, not
4.
p.74: The syker archetype's Strain and Pace are reversed.
p.74: Fortitude costs 1, not 2 (the syker's chapter is correct).
p.91: is right. You can draw a bead and get the bonus on your first
burst only.
p.121: Atomic Blast: The last sentence should read: If the miracle
succeeds and hits the target, it inflicts 1d10 damage plus 1d10 damage
for every raise over the miracle's TN (not the TN to hit the target).
Example: The TN of the miracle is 5, the TN to hit your target is 7. You
roll a 15. That's 2 raises on the miracle causing 3d10 damage. That's
also a raise over the TN to hit, so you can adjust the hit location by
+/-1 (just like with a firearm).
p.196: In the Mysterious Pasts section it talks about a "Arcane
Background" the character gets at "level 1." This needs
to read, he gets "blastin' at level 1" and one syker
power.
p.210: under the Black Hat description, a large knife is listed with a
damage of STR+1d4. Damage should be STR +1d6. [Pinnacle Website, http://www.peginc.com/HOE/HOEOops.html,
8/11/99]
Rulebooks, Radiation Screen
Rulebooks: Radiation Screen, errata
Shootin' Thangs
A) The "Police Hellfire" SMG should simply read
"Police" SMG. The "Hellfire" entry was left-over
from a Hellstromme Industries weapon that appears in Wasted West.
B) The footnote for the Grenade and Rocket Launcher should be 5, not
4.
More Important Thangs
While it's not errata, the "Wounds & Chips" Table has
been misinterpreted. It has nothing to do with negating wounds, it's the
system for marking wounds on bad guys (see p. 180-181).
[Pinnacle Website, http://www.peginc.com/HOE/RadOops.html, 8/31/98]
Rulebooks: Road Warriors
Rulebooks: Road Warriors, similarity to Car Wars
C) If I were more familiar with the Car Wars rules, I'd do this in a
heartbeat. In fact, my current impression of the Road Warrior rules is
they are nothing more than a warmed over hack job of the Car Wars rules
anyway. The Car Wars rules are probably a lot more balanced, as they've
been around quite a bit longer, but then again the kludge work PEG put
together would go a LOT faster. If the focus of your game is going to be
arena duels, might as well micromanage the battles and cut down
roleplaying to a minimum. I guess the real issue is speed versus detail,
and all that really boils down to personal tastes. - darrin
R) As the hack who wrote the "kludge" work, I've got a few
bones to pick. First, I freely admit I've played Car Wars. When I was in
high school, my brother and I played lots of Car Wars (and that was back
in the "old days" when the game came in a little zip-lock
baggy). Was I influenced by the game? Sure, but show me a game designer
who says he wasn't influenced by other games he's played and I'll show
you a liar. Anyway, here's how the current rules in Road Warriors came
to be: My main goal was to create rules that would integrate vehicle
combat into the existing HOE initiative and skill system in a way that
was fairly realistic without significantly slowing down play. As anyone
who's done it can tell you, trying to integrate vehicles into a role-playing
combat system (which is essentially a man-to-man infantry simulation) is
a royal pain in the butt due to the huge differences in movement speeds.
Specifically to avoid charges that I copied Car Wars (which is pretty
much the standard by which other vehicular games are measured), I
started out working on abstract systems which didn't require counters or
measuring movement, or anything like that. None of these systems
satisfied me because they all lacked the detail which I felt most
players wanted and because they were bound to cause all sorts of
questions if a player wanted to do something out of the ordinary
(although these systems did give me some ideas that I used as the basis
for the chase rules in Road Warriors).
I eventually decided that I was going to have to do some sort of
tactical system. The first few systems I tried were aimed at being able
to use HOE minis, but trying to resolve vehicle movement at 25mm scale
either required an enormous playing area, or changing the ground scale.
Changing the ground scale caused all sorts of problems, because then the
figures and car counters were ridiculously over-sized and pedestrian
movement became almost insignificant. This eventually led me to the
conclusion that I was going to have to scale things down. I eventually
decided on Car Wars scale (1"=15 feet) for probably the same reason
Steve Jackson did: it's small enough to be playable on a tabletop and it
makes the math very easy--10 mph = 1" of movement (10 mph is 15
feet/second (14.6666...for you purists)). I also chose this scale for a
reason that has already been pointed out on the listserv (and which I
couldn't point out in a Pinnacle product): there are tons of car
counters, road sections, and maps available from Steve Jackson Games in
this scale. As far as the actual system goes, the details of moving the
counters around are similar to Car Wars for a simple reason: the physics
of vehicle movement are the physics of vehicle movement. I suppose I
could have come up with fancy, outlandish names for the maneuvers, but
that would have been a purely cosmetic change. The actual play mechanics
are pure HOE. The only real change to regular HOE mechanics was breaking
the 5-second combat round up into five 1-second movement phases for
vehicles. I originally had cars move on their driver's action cards just
like pedestrians, but this gave some pretty unrealistic results,
especially if a driver got a single high card. He could floor it and
pull out of sight in a single action before anyone could react. Adding
the phases put an end to this and gave much more realistic results. I
think the fact that the Road Warriors system limits a driver to a single
maneuver per second (two if he's got a sleeve card) is actually more
realistic than Car Wars, where a car can pull 1 maneuver for each
1" of movement it has per second. That means a car going 60 mph
could attempt 6 maneuvers per second (provided the driver doesn't blow a
roll). The next time you watch an action movie with a car chase count
seconds and see how long it takes to pull off some maneuvers. Hard turns
and bootleggers can take nearly an entire second for the one maneuver.
[John Hopler, HoE listserv, 7/22/99]
Shamans
Shamans: Existence
Q) All the shamans are gone (wiped out by the Reckoners &
others). - Gwydion758
A) Nope. They're still around and GD should have been in the list
(check the HOE errata posted on the new site later today). - [Shane
Hensley, HoE listserv, 8/24/98]
Q) You ARE planning a new source book. Gwydion758
A) Yes we are. It will cover the new "toxic shamans."
[Shane Hensley, HoE listserv, 8/24/98]
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