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[HoE] Re: More confusion on Junkers
Got this from PEGHopler in response to my question about junkers.
Answers some questions about Junkers but I'm still confused about the
difference between "energy damage" and "physical damage."
AB
>From: PEGHopler@aol.com
>Date: Wed, 23 Sep 1998 08:51:02 EDT
>To: afterburner@erols.com
>Subject: Re: More confusion on Junkers
>X-Mailer: AOL 3.0 for Windows 95 sub 18
>
>Howdy,
>
>I think some of the confusion is due to the cuts that were made in the
junker
>chapter. As originally written, it had more than twice the powers it
does now.
>Unfortunately, this made it three times the size of any of the other
chapters
>on special character types and much too large to actually fit in the
book. As
>a result a bunch of the powers got axed.
>
>One of the powers that was cut is Shielding. This power allows Junkers
to
>build energy shield projectors which absorb damage. The basic Shield
works
>against physical damage only, making one that works against energy
damage is
>more expensive (and even more expensive to block spiritual damage and
magic).
>So the advantage of energy weapons is that they are more likely to work
>against Junker-built shields which don't actually exist yet (at least
not
>until The Junkman Cometh comes out early next year).
>
>Just to clarify the "creates its own ammo" modifier some, this is
intended for
>weapons like the junkgun that can process some sort of raw material and
turn
>it into ammo. Energy weapons which create their damage directly from
the
>energy drawn from the spirit battery also fall into this category.
Weapons
>which don't fall into this category are those which require the junker
to
>actually purchase or spend time creating ammunition. A good example
might be a
>rail gun type weapon for which the junker has to actually sit around
the
>campfire at night creating metal slugs.
>
>Not all energy weapons necessarily fall into the creates its own ammo
>category. A particle beam weapon would fall into the energy weapon
category,
>but it might require a reservoir of stripped Helium nuclei as ammo for
>instance. It all really depends on the player's concept of the weapon,
how
>much trouble the character has to go through to keep his weapon
supplied, and
>the Marshal.
>
>The purpose of the "creates its own ammo" modifier was to avoid giving
junkers
>a free ride. Non-junker characters are often going to run low on ammo
for
>their conventional weapons, so we wanted junkers to have to pay a
little more
>for weapons which weren't dependent on some sort of physical ammo
supply.
>
>Hope this helps.
>
>Sincerely,
>
>John Hopler
>