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[HoE] Junkers & MacGuyver



In a message dated 7/8/1999 10:52:36 PM Central Daylight Time, 
hoe-owner@gamerz.net writes:

<< I was wondering about this regular tech vs. junker tech question
 myself.  Anyone have any thoughts?  Also, one of my players asked if
 having a related trade gives bonuses to specific junker powers.  For
 example, if a character was building a car using locomotion and also had
 a trade:mechanic skill, would there be some sort of bonus (actually it
 came up as designing a gun using gunsmith while he also had
 trade:weaponsmith skill and he was looking for an extra couple of
 points, but its roughly the same idea)?  I'm thinking it's a bit
 munchkin-ish myself, but just to check, is there anything rules-wise
 about this already and I'm just missing it?
 
 Marshall Matt >>

Well, the only real problem in putting this "real world" tech with junker 
tech is that the junker tech is powered by G-rays and/or the browser spirit.  
"Real world" tech would need a "real world" power source.  So in the case of 
the car and headlights, you would probably need to find room for a car 
battery, as well, if you wanted it to work right.  On the plus side, it'd 
probably be more reliable, but on the downside, you'll probably need a 
helluva lot of batteries, unless you can find a way to power the alternator 
of the car, 'cause those suckers drain if you don't have the car "running" 
(and I don't think running on G-rays is quite the same...).

Always Confused,
"Crazy" Dan