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Re: [HOE] more Junker ideas



I dunno.

The only way I'd say he could "reverse engineer" Brain Drain is if his
device stole Strain directly from the Doomsayer/Syker/Martial
Artist/Whatever.  What he wants is something that can stop an Atomic Blast
in its tracks, then convert it into Strain, and while that sounds
cool'n'all, that's not quite how Brain Drain works.  If the, say, Doomsayer
casts an Atomic Blast, it's now an Atomic Blast, not free-floating Strain to
be caught.

Another question I had was this; if he DOES come up with such a power, it
seems awfully prone to open abuse.  It might cost some drain to use, but
successfully used, it gives you drain BACK.  Hmm...

My best compromise would be to create a seperate power that simply allows
the Junker to make mods to weaponry which cause Strain "leakage."

--Kai Tave


>>O.K., the player who wants to build the cloning device wants to also
somehow
>>come up with a way to build a device to take arcane energy (Nukes, Brain
>>Blasts, etc.) and at the very least ground it, optimally converting it
into
>>G-ray energy.  Can anybody think of a way to do this with existing powers,
>>or would he have to make a new one like he did with Tractor Beam (a power
he
>>made so he could make The Rig from the Playstation game Wild 9)?
>
>don't think he'd need a new power for syker absorption, just a new
application
>of brain drain, spirit weapon, and shield. (no reactor/generator, since
brain
>drain can already create g-rays). for doomie attacks you would need a new
power.
>i made one called Rad Battery for my last junker, similar to brain drain.
>
>--robert holland
>
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