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Re: [HOE] New Junker power
> I didn't really want to make Alchemy 2.0 when I designed this. Alchemy
fit
> with the thematics of the original Deadlands well; snake-oil salesmen
> promising elixers that would give you increased constitution, talk with
the
> dead, grow back hair instantly...stuff like that fit the kind of style
> Deadlands was aiming for.
>
> In HOE, on the other hand, it just didn't seem right for Junkers to be
> making pseudo-magical potions and stuff because that's just not (to my
mind)
> how Junkers work. They may USE magic to accomplish their goals, but they
> don't design with magic in mind; all Junker science IS science if only at
> the beginning. Stuff like magic elixers gives way to experimental combat
> drugs and the latest in superantibiotics. It's a whole different
paradigm.
I would agree with you but with peolpe like the Chamber and early Junkers
having once been Mad Scientist I think pushing the envilope and seeing if
they can build it better than it was before is the Junker's passion, while
building it to work and sell would be their bread and butter.
> Also, I figured it would make an already-long power even more unwieldy.
Ya but it's using the concept of Junkman Comith...it ain't long, drawn-out
and unwieldy them it would be a Templar power ;p
Christopher Merrill
A W.H.A.T.T. Member