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
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