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Re: [HOE] Some odd junker questions
>Alright, I was fooling around with my junker player today and we
>had some odd questions:
>
>* Should he want to (he knows better, but whether that is
>permanent I don't know) build something of a robot-suit, somewhat
>Battletech like, what power(s) would he use? I'd say that he uses
>Locomotion with legs to make it able to move, agility to give it
>arms, gunsmith/flash gordon to give it the other type of arms,
>armor to armor it (duh), shield for shield (duh), and then
>allocate about 100 slots for the method for him to get into it
>and sit during the use of it.
Personally, I'd be really careful about giving a player access to
serious hardware like this. Unless you're playing a high mortality rate
game, a robo-suit of greater magnitude than the one given in the books seems
to kind of diverge from the thematic tone of Hell on Earth. That's just my
opinion, though.
>* The harrowed of our posse - who still tries a lot to live as a
>living man - wants to know which power(s) a junker would use to
>build a bong (umm... if this word isn't appropriate for the list,
>please remove it from future repostings and just place "drug
>device" or some such for it).
Maybe I'm being dense here, but you wouldn't need a Junker to build such
a thing. A plastic bottle, some tubing and sealant, that's about it. I
think we've all seen the things before, and they're not complex.
>* Can junkers make ingestibles? I remember that Mad Alchemists
>could in the original, is there any way to make pills (etc) as a
>junker? I mean other than spook juice, but that would be cool
>also... :)
The books don't seem to really cover alchemy, but I don't think it'd be
that hard to apply the Deadlands rules to Hell on Earth.