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Re: [HOE] marshalls only
--- Nicholas Bouquet <nbouqu1@prodigy.net> wrote:
>
>
> Jim Burzelic wrote:
>
> >I think maybe spoilerspace is in order here.
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
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> >
> >>I have a question of my own for you all, tho. I
> have
> >>a Harrowed Junker in the
> >>posse
> >>whose player has just found out about what Mutes
> do.
> >>If I allow his character
> >>to somehow
> >>gain the Mute equipment (either finding a
> prototype
> >>set somehow on Earth or
> >>else after
> >>the group does the Unity thing), in what way
> should
> >>I restrict his Junker
> >>abilities? I'm
> >>partially tempted to find a way to make the two
> >>incompatible so he loses all
> >>Junker
> >>abilities, but I may allow some of the lesser
> Junker
> >>abilities to still be
> >>used.
> >>
> >>I'm just wondering what sort of restrictions
> should
> >>be in place given the
> >>nature of the
> >>Mute's abilities and the equipment that makes it
> >>run.
> >>
> >>Marshal Pat
> >>
> >
> >Well, spiritually, Tech Spirits will not only fear
> the
> >Junker but might even despise him. I'd probably
> treat
> >him as if he had Gun Spirit Taint, except even they
> >don't like being around him. I can't imagine any
> tech
> >spirits wanting to work with a guy who rips apart
> tech
> >souls to build another device. You could also say
> that
> >the Mute system somehow messes with the nodes and
> >folds and whatnot in the brain that allow the
> Junker
> >to communicate with the spirits. I'd lean towards
> the
> >first method mysle, however.
> >
> >Jim
> >
> in which case you are back to the origional method
> of Junker Magic....
> BEATING THE HELL OUT OF MANITUS
>
> Nick
>
>
Pretty much. But thems the prices you pay for trying
to have your cake and eating it too.
Jim
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