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Re: [HOE] Junkman stuff



>I was wondering, is there any limit to what a Junkman can build?  I mean,
is
>he pretty much left to what he desires when constructing something, like a
>Mad Scientist?


The only limit I can find is that you have to be able to cludge it together
with the selection of powers that you have available.

For instance, someone once asked if a Junker could build a cloning device.
Technically, and most likely, they can't because there's no Junker power
that deals with making copies of organic matter.  If you really wanted to,
you could get creative with the application of the Healing power, but in the
end it all boils down to "what can I do with these powers?"  Junker
construction rules are more restrictive than mad science in this regard.

>To give you a 'fer instance,' would it be possible for a Junkman to build a
>EMP gun--something that shoots out a pulse to disrupt electronics, & can do
>so repetitively?  Be a great thing to have against cyborgs & automatons....

I actually tried to do this, and still wish I could.  The problem is that
when constructing energy weapons, you really only have two options for
damage: Wind or wounding damage.  Machines don't have Wind, and anything
that could damage them would damage people too.  The closest workaround I've
come up with is creating an energy weapon with a major side-effect of not
affecting anything but mechanical devices.  The problem is it still just
causes whatever it hits DAMAGE rather than stunning it/shorting it out.  I
think I might give this a shot as an entirely new Junker power later.

--Kai Tave