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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