[UA] What Mechanomancers built in my game (was Steampunk)
Greg Stolze
holycrow at mindspring.com
Mon Jul 23 06:36:44 PDT 2001
>Cassady Toles escribió:
>>
>> On Sat, 21 Jul 2001 23:29:54 -0500, ua at lists.uchicago.edu wrote:
>>
>> >However - OK, here's the real question - if Mechanomancers cannot create
>> >Machines capable of magical effects, then what kind of artifacts would
>> they
>> >build? (I love the artifact rules, BTW. Simple, elegant and sensible.)
>> >
>
>I am mostly in the no magickal effects, but I'd also allow a few eerie
>effects.
>
>I.E., somewhere in my HDD I've got a unfinished scenario with a
>clockworker afraid of the Sleepers. The guy owns a tow lot, and he has
>several defensive clockworks hiding among the cars. The clockworks can
>somehow communicate among themselves and coordinate efforts, but not by
>any normal means like sound, smell or gestures. They just can do it.
Why not smell? The idea of clockworks belching pheremones out of their
tailpipes has a certain appeal. Or the creak of their metal could be a
secret language...
-G.
If the reinstatement of capital punishment was clearly doing nothing to
reduce the number of murders in those states permitting it, it certainly
appeared to be cutting down on the number of confessions.
-Dr. Douglas Ubelaker
www.waylay.com
www.thehungersite.com
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