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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