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HOE hunting grounds and stats?

 
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Marshalonwheels
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Joined: 04 Jul 2010
Posts: 58

PostPosted: Mon Jul 05, 2010 12:08 am    Post subject: HOE hunting grounds and stats? Reply with quote

any idea where i can find a geography for hoe hunting grounds a la Ghostdancers? more importantly stats for toxic spirits and tech spirits as encountered in the Hunting Grounds?

i have a game n 2.5 days and i've looked in the toxic shaman and junker book no luck

thanks
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ValhallaGH
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Joined: 25 Apr 2010
Posts: 4568

PostPosted: Mon Jul 05, 2010 4:27 pm    Post subject: Reply with quote

The hunting grounds have whatever "geography" the Marshall wants them to. A few of the 'permanent' areas are described in various books, but the path there is entirely up to the Marshall's whim.

Stats for Hunting Ground spirits are described (the epilogue of the Unity adventure). Short Version: Draw a card and use that for all the critter's stats. Give it the same for claw damage and a Fightin': Brawlin' of 5. Size 8. Append crazy abilities as needed.
I don't know if that's what you want, but maybe it will help.

One thing to keep in mind is that all Abominations are possible in the Hunting Grounds. So if you need something to fight, just pull it off the page and have fun.

Oh, and the Junker Book (or maybe the Mad Science stuff, I forget) mentions demon stats (for the mishap that summons a demon).

Good luck.
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Fuzyfeet
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Location: Gilroy, Ca.

PostPosted: Wed Jul 07, 2010 6:17 am    Post subject: Reply with quote

Hey Marshalonwheels, Val's right about the geography, but here is something I wrote up for my own use. Sorry haven't posted it before, I just wasn't ready and wanted to do more. Hope it helps.

------------><-------------------
In the Hunting Grounds, there are more types of spirits than there are living creatures on the face of Earth. Spirits of the various animals, insects, plants and people mix with spirits of other physical objects like water, rocks, and technological devices as well as concepts like sorrow, fear and happiness. The book Ghost Dancers list many that the Native Americans have interacted with for centuries, but in the wasteland of Hell on Earth, nature spirits are no longer at the top of the spiritual food chain.

Tech Spirits
Tech Spirits come in all shapes and sizes. Some are simple spirits that cannot put up much of a fight. The care and love they are shown before their destruction usually determine the spirit’s size, but as they make their way in the Hunting Grounds, they can become larger and meaner. This can be done in various ways, but the most effective and often is by defeating other spirits. Most Tech Spirits can be fit into one of five size levels, from smallest to highest: Mini, Compact, Economy, Jumbo or Extreme. Browser spirits fall into the last two depending on their browser level. Level 4 and 5 are normally jumbo sized but the most powerful can reach extreme size. Browser spirit less than 4 are usually Economy sized.
When they enter the Hunting Grounds, most tech Spirits start with the stats listed bellow. As they grow in size they gain several advantages. First their meta-physical size increase by one and they increase a Trait by one step. Second, the Tech Spirit’s can choose one power from the entries bellow, increase its natural attack damage by one step, add +1 to any two skills or increase an additional Trait by one step. Browser Spirits have access to their browser chip powers, but because of the time and cost of using these powers they only use them on behalf of their Junker as normal.

Special Abilities All Tech Spirits Have:
    Damage: All Tech Spirits have a natural attack that does Str+1d4. For some it’s a slam (like Car or Building spirits), for others it is a claw (like Gun or Tool spirits). Regardless the attacks use Fightin’: Brawlin’ and are melee attacks with a speed of 1.
    Gremlins: All Tech Spirits can influence the behavior of their fellow brethren. The spirit can use an action to make a Hard (TN:9) Mein check. If it succeeds, one item of the same type as the spirit stops working, plus an additional item per raise. Any item effected by this power stops working for 24 hours unless someone makes an Onerous (TN:11) Tinkerin’ roll, the Tech Spirit is defeated or releases the power.


Profile: Appliance
Corporeal - D: 3d10, N: 3d12, Q: 3d10, S: 3d8, V: 4d8
Fightin’: brawlin’ 3, Sneak 4
Mental - C: 3d6, K: 2d6, M: 3d8, Sm: 3d6, Sp: 3d10
Guts 2
Size: 3
Pace: 12
Terror: 0
Special Abilities To Choose From:
    Illuminate: The spirit can bath an area in a blinding light equal to its Nimbleness die type in yards. This light is so bright that anyone in the area gets -4 to all roll that involve sight.
    Mix: The spirit can whip itself into vortex of spiritual energy to attack its enemies. The spirit concentrates for one action invoking this ability. While the power is active, the spirit gains a number of advantages and disadvantages. Any melee attacks made by the spirit do STR+2d6. Any ranged attacks made against it are at a -4 and melee attacker take 2d6 damage when they attack the spirit. The spirit in this state is whirled into a frenzy and can do nothing requiring mental Trait or skill test even guts checks. The spirit cannot voluntarily exit this state. It must succeed in a Hard (TN:9) Spirit test to snap out of it. If there are no more opponents and the spirit cannot come out of it, it must make an Incredible (TN:11) Cognition test not to attack a friend.
    Pulverize: Like a shark with a surfer in its jaws, the spirit can chew the life out of its prey. The spirit gains a bite attack that does Str+1d8 damage. If the spirit gains a raise on the Fightin’: Brwalin’ roll, it latches onto the target. So long as it is attached, it deals the damage automatically on each of its actions without needing a new attack roll. The victim can try to free itself by succeeding in an Opposed Strength roll.


Profile: Building
Corporeal - D: 3d6, N: 2d6, Q: 2d6, S: 3d12, V: 2d8
Fightin’: brawlin’ 2, Sneak 3
Mental - C: 4d8, K: 4d6, M: 4d6, Sm: 2d6, Sp: 3d8
Guts 2
Size: 7
Pace: 6
Terror: 0
Special Abilities To Choose From:
    Cammo: Building spirits are good at hiding in plane sight. As long as the spirit does not move it gains a +6 to its sneak test.
    Pup-tent: The spirit can increase its size by puffing itself up like a blowfish. If the spirit succeeds on a Hard (TN:9) Mein test it increase its size by one, +1 for each raise. If the spirit takes a Critical wound to the guts it deflates instantly.
    Secure: By spending an action and making a Strength test, the spirit gains an Armor Value equal to 2 plus one for ever raise.


Profile: Car
Corporeal - D: 3d10, N: 3d10, Q: 3d12, S: 4d8, V: 4d8
Fightin’: brawlin’ 2, Sneak 4
Mental - C: 3d6, K: 2d6, M: 4d6, Sm: 3d10, Sp: 3d8
Guts 2, Overawe 3
Size: 7
Pace: 10
Terror: 0
Special Abilities To Choose From:
    Deer-in-the-Headlights: The spirit gains a Terror score of 3 plus two for each size step it is over Mini. The spirit can use its Overawe to force everyone within sight to make a Guts check or roll on the Scart Table.
    Nitro-Boost: By spending an action the spirit increases its Pace by x3 for a number of rounds equal to its size -4. It can only use this ability once every 24 hours for each size category above Mini it is.
    Overdrive: A Car spirit can increase one Trait by two steps. The spirit can change which Trait it is increasing as a Simple Task on any of its actions once per round.


Profile: Computer
Corporeal - D: 2d6, N: 3d6, Q: 3d10, S: 2d6, V: 2d8
Fightin’: brawlin’ 2, Sneak 4
Mental - C: 2d8, K: 3d12, M: 4d6, Sm: 3d6, Sp: 2d6
Guts 2
Size: 4
Pace: 6
Terror: 0
Special Abilities To Choose From:
    Blue Screen or Death: Nothing can make a computer spirit quake in fear like the dreaded Blue Screen of Death. That is unless it is dealing it out. The spirit must succeed on an Opposed Spirit versus Vigor roll. If the spirit wins, the victim loses an action card plus one per raise as they freeze up. If the spirit fails, it cannot try again on the same target for 24 hours.
    Overclocked: A computer spirit can increase one Trait by two steps. The spirit can change which Trait it is increasing as a Simple Task on any of its actions once per round.
    Virus: Computer spirits sometime carry a virus or two from their former life. If the spirit makes an Opposed test of Spirit against a target it can infect that target with the virus. The victim of a virus gains a -2 to all rolls for each raise the spirit got on the original roll. The victim can make a new Spirit roll on each of her actions to beat the infection. The TN to beat the infection is equal to 7, +2 for each raise on the original infection roll.


Profile: Gun
Corporeal - D: 3d10, N: 3d12, Q: 3d10, S: 3d8, V: 3d6
Fightin’: brawlin’ 5, Sneak 1
Mental - C: 4d8, K: 2d6, M: 2d6, Sm: 3d8, Sp: 4d8
Guts 2, Overawe 3
Size: 2
Pace: 12
Terror: 5
Special Abilities To Choose From:
    Sniper: The spirit gains a ranged attack. It still uses its Fightin’: Brawlin’ to make its attacks, but has a damage of 3d6, range 10 and speed of 1. The ROF is equal to 1 for each size category above Mini it is.
    Friendly Fire: While all Tech Spirits can make the spirits in objects in items of the same category to stop working, Gun Spirits have the ability to take it one step further. On a successful Hard (TN:9) Mein check, the spirit can talk the weapon into attacking on its owner or owner’s allies. Use the spirit’s Fightin’: Brawlin’ roll for the attack
    Kaboom!: A Gun Spirits can summon up their explosive natures when all else seems lost. Gun Spirits don’t like to use this one unless they have to as it is just as likely to damage them as it is their attackers. The spirit can use an action to trigger a detonation if spiritual energy doing 3d10 damage with a Burst Radius of 10 yards. While the spirit maybe at the eye of this explosion it does get a chance to soak some of the damage. If the spirit succeeds on an Onerous (TN:11) Spirit check it gain light armor equal to the difference of the roll for soaking the damage of the explosion only.


Profile: Tool
Corporeal - D: 3d12, N: 3d10, Q: 2d8, S: 3d10, V: 3d6
Fightin’: brawlin’ 2, Sneak 4
Mental - C: 4d6, K: 2d6, M: 2d6, Sm: 3d8, Sp: 4d8
Guts 2, Tinkerin’ 3
Size: 3
Pace: 10
Terror: 0
Special Abilities To Choose From:
    Droppin’ the Hammer: Tool Spirits know how to apply pressure and really stick-it-to-it. The spirit does Str+2d6 damage with its attacks, but can also nail someone or something in place. Alternately by making a successful Fightin’: Brawlin’ check, instead of doing damage, the spirit can force the defender to makes on an Opposed Strength check or be stuck in place. If the spirit succeeds, its victim is stuck in place and cannot move until it beats the spirit in a new Opposed Strength check. The victim can make a new test each on each of their actions.
    Helpin’ Hand: The spirit can aid someone that is trying to do a repair job. If the spirit makes a Fair (TN:5) Tinkerin’ roll it can add 2, plus 1 for each raise to the roll the character’s next Tinkerin’ roll.
    Stud Detector: The spirit’s ability to find what it’s looking for is so keen, it can add +2 per size category it has to all Cognition rolls. This allows the spirit to even see through powers that invoke invisibility or obfuscation.


Tainted Spirits
Damaged goods are tech spirits that have been warped by the evils they where used for. Creating one of these tech spirits is the same as any other. They tend to focus on the powers that do damage, or help them beat down on other spirits.
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Just my $0.02

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Marshalonwheels
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Joined: 04 Jul 2010
Posts: 58

PostPosted: Tue Jul 13, 2010 11:00 am    Post subject: Reply with quote

thanks so much these are right on target for my needs.

now i just need to have some time to sit down and stat the toxic ones i'll post here when they are done
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