[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [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.
I felt that the Junker's abilities were the most lacking part of the book. I
think we should band together and think of idea's for powers and then put
them on a web page (I have space but nothing to put on it) until the
Junkers sourcebook comes out.
Sean "Who tried to make a junker that couldn't build anything he wanted them
to build" Goodroad
slugman@itis.com