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(HOE) A few setting questions

 
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Targetlock
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Joined: 26 Jun 2008
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PostPosted: Sun Feb 08, 2009 12:23 pm    Post subject: (HOE) A few setting questions Reply with quote

Just a few questions guys:

1. can harrowed get mutations?
2. which rulebook has a decent map of the wasted west?
3. what are Cyborgs in the game and which book are they in?
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Shawn
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Joined: 19 Aug 2004
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PostPosted: Sun Feb 08, 2009 4:55 pm    Post subject: Reply with quote

Yes Harrowed can get mutations do to the fact that ghost rock bombs kick out supernatural radiation. There's an alright map in the HOE worldbook (has a Stone esque figure on the front dual gunning it up with walkin' dead) but I just use a rand mcnally road atlas and draw a north south line through California. Cyborgs in the game are Harrowed fitted with a spirit fetter, a device that traps thier manitou and forces it to provide power for the various devices, armor, and implants in the cyborg. They are detailed in the HOE book Cyborgs. Hope this helps.
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ScooterinAB
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PostPosted: Mon Feb 09, 2009 12:29 am    Post subject: Reply with quote

For a good map, I'd check out http://hoe.1d6.com/. The creator has a fabulous set of large scale maps, although he never finished all of the states. In the far distant future, I plan to pick up where he left off.
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Targetlock
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PostPosted: Mon Feb 09, 2009 8:15 am    Post subject: Reply with quote

nice thanks Cool another question:

1. in the HOE main rulebook spook juice is mentioned twice but what is it? just confusing thats all Confused
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Sitting Duck
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PostPosted: Mon Feb 09, 2009 9:56 am    Post subject: Reply with quote

It's ghost rock converted into liquid form.
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Targetlock
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PostPosted: Tue Feb 10, 2009 6:40 am    Post subject: Reply with quote

nice Twisted Evil



thanks
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Edivdrone
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Joined: 22 Sep 2007
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PostPosted: Mon Mar 30, 2009 8:36 pm    Post subject: Reply with quote

Targetlock wrote:
1. in the HOE main rulebook spook juice is mentioned twice but what is it? just confusing thats all Confused



WARNING!!! SPOILERS IN POST!!!


To be specific, it is Ghost Rock mixed with rotgut, smells like a dead skunk, and tastes even worse. It is made by junkers using a special process. Thus it is technically a device. So why doesn't it have to check for reliability? Well, whenever the tech spirit involved starts to loss its grip, the Reckoners step in and give said spirit a helping hand.

Huh?

Well, you see, spook juice produces supernatural pollution when it is burned, settling into the Hunting Grounds, and warping them to produce Toxic Spirits. This fits the schemes of the Reckoners just fine, so they make sure no-one thinks to doubt this fuel source by making it completely reliable.


On a different topic, it is possible to get buzzed on spook juice. Feel like putting your soul on the line for a good night, brainer?
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R2Q2
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PostPosted: Tue Mar 31, 2009 8:29 am    Post subject: Reply with quote

The effects for drinking spook juice are covered in the HOE book Wasted West (and Toxic Shamans, if I remember it well. But it only covers specific effects for them). Spook Juice is also used for fuel, and there is also a dark and sinister secret about spook juice in the Iron Oasis book.
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King Snarf
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PostPosted: Tue Jul 27, 2010 8:23 am    Post subject: Reply with quote

R2Q2 wrote:
The effects for drinking spook juice are covered in the HOE book Wasted West (and Toxic Shamans, if I remember it well. But it only covers specific effects for them). Spook Juice is also used for fuel, and there is also a dark and sinister secret about spook juice in the Iron Oasis book.


Technically, the sinister, dark secret only applies to Spook Juice made in that area.
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ScooterinAB
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PostPosted: Tue Jul 27, 2010 9:49 am    Post subject: Reply with quote

I recall that drinking Spook (hey, pennies a glass) does some screwing things to Sykers. I don't remember what exactly, but something like increased blastin' or strain. My books are just packed up at my new house, so I can't check right now.
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King Snarf
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PostPosted: Tue Jul 27, 2010 11:00 am    Post subject: Reply with quote

I believe that any strain using caster can use spook juice to either recover strain or as bonus strain, I believe.
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ScooterinAB
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PostPosted: Wed Jul 28, 2010 1:01 am    Post subject: Reply with quote

I thought it was only Sykers (something about it screwing with your brain).
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King Snarf
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PostPosted: Wed Jul 28, 2010 1:34 pm    Post subject: Reply with quote

Checked Wasted West. Any arcane type gets a +2 to casting rolls while on spook juice.
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ScooterinAB
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PostPosted: Thu Jul 29, 2010 10:36 am    Post subject: Reply with quote

Really? Now I want to make a Mad-style Junker who drinks from his gastank while building device.
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ValhallaGH
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PostPosted: Sat Jul 31, 2010 10:45 am    Post subject: Reply with quote

ScooterinAB wrote:
Really? Now I want to make a Mad-style Junker who drinks from his gastank while building device.

A bit cliched for my tastes, but whatever works for you, man. Just have fun.
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