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[HoE] Junker Powers



After reader through the junker section a couple times, I found a
couple of new powers I think would expand the repatrois of the Junker:
Movement and Armor.  Movement obviously determines the movement of a
gizmo, how it moves, how quickly, etc.  It would also cover devices
that can move other things,  like a TK gun.  Armor would be any
ability that protects someone.  In the currrent rules (which I
understand are just a sampling of what are going to appear in the
Junker sourcebook), everything seems to revolve around killing/ not
being killed.  I understand this is a very important thing in HOE, but
something like a clean water generator would be of infinite value in
the poisonous wastelands that make up most of the west.
If anyone has any ideas to flesh these new powers please send them! 
I'm good at spouting out broad ideas, but I gots troubles wit' da
nitty-gritty points.






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Happy Roleplaying,
Cyberzombie
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