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Re: [HOE] marshalls only



I, personally, can't understand why a junker would WANT to become a total annihilation commander--err, mute.  Remember the qualifications for becoming a mute..
----- Original Message -----
Sent: Thursday, October 03, 2002 4:22 AM
Subject: Re: [HOE] marshalls only



Jim Burzelic wrote:
20021003012344.38006.qmail@web10410.mail.yahoo.com type="cite">
I think maybe spoilerspace is in order here.














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