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Re: [HOE] creative player
Hey D?
I just thought of how you might pull off the Vampiric gun, no
specifics, but combine the Gunsmith power (or Flash Gordon) with the Healing
and maybe Spirit Weapon Power, mix it up for about 10 minutes on high heat,
stirring after 5, add a spirit battery, some parts, and marshal's approval.
Hmmmmm....I'll have to right up some details, thanks for the sick, ( I like
sick ) idea.
Jason Adkins
>From: Dirk <darklord@dark-sky.net>
>Reply-To: hoe@gamerz.net
>To: hoe@gamerz.net
>Subject: Re: [HOE] creative player
>Date: Mon, 05 Jun 2000 00:58:03 -0400
>
>OOoooohh, the junker in our party had the healing power, and we have been
>thinking of some stuff to do with it... like a thought that just crossed my
>mind... hmmm, a vampyric gun... somehow make it heal wounds in the user
>equal to
>half of what it causes someone... dangit, now I have to figure out how to
>do
>this? Well, post what ya got, I"m interested in seein' em... Junker tech
>has
>become my new best friend as of lately.
>
>--D
>
>
>
>calabim69@hotmail.com wrote:
>
> > >Sooo.... What did they do? Explosive? AP? Poisen Tipped? 10d20?
>What? I
> > >really am curious.
> >
> > Well This is a new player So he will not be doing the number crunching.
>But
> > if ya like I will post a couple of of the darts I am going to give him.
> >
> > Our group just made plans for an Assault Rifle with a shield
> > >generator built in. It's a little larger then your run of the mill
>assault
> > >rifle, but it provides Armor 3 to all locations. We were pretty proud
>of
> > >ourselves.
> >
> > This is very cool. The junker I am playing now in the game I don't run
>is a
> > docter and does not deal with gun spirts and he has made some very
> > interesting medical stuff.
> >
> > JJ
> >
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