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Re: [HOE] New Junker power



>Well, since my last homemade junker power didn't seem to rouse much
>interest, maybe this one will.  I just finished the second of my four
>planned junker powers, probably the hardest one I had to try and figure out.
>Fortunately, my muse seems to be hanging around frequently, so I finally got
>it cranked out.  This power has been mulling around in my head for over a
>year, and was inspired by a conversation here on the listserv.  It broadens
>the horizons of junkers and should warm the heart of any would-be alchemists
>out there in the Wasted West.  Enjoy, and please feel free to leave any
>feedback that comes to mind.

This is really keen. Ever since I read Smith & Robards I've been thinking that
there are junker powers to accomplish most everything that mad scientists can do
except alchemy. It seemed like a tall order to work up rules on my own, though.
I think you've done a pretty elegant job. One question: you list strength,
quickness, and deftness as physical traits that can be boosted. Did you mean to
leave out nimbleness? It seems logical.

Also, how much of a side effect penalty would you apply to drugs that penalize
stats? For example, a nervous system booster might increase strength, quickness,
and nimbleness, but reduce deftness and cognition due to jitters and reduced
attention span.

I did think Boost was cool, by the way, and quite useful.

--Robert Holland