[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [HoE] Cyborg cold cuts
[various original text snippage)
>How high is the proliferation rate for cyborg bits? They were damned rare
>even
>before the war, when cans were still in construction. Now, the only intact
>parts you're gonna find are on other cans still lumbering around the west,
>and I
>doubt they'll be willing to sell. Also, a deader doesn't just "slap on" a
>cyborg arm to replace a lost one. A Spirit Fetter is required to power it,
>and
>that's some very intensive surgery. Look at the TN's for installing the
>stuff,
>besides the rarity of the equipment itself. It's not liekly that
>replacements
>are an option for most.
Well, maybe. Certainly, the only place that I understand that they're doing
new cybernetics add-ons is Junkyard. But...
...there doesn't seem to necessarily be anything to prevent a Junker from
building a "junk" arm that would fall under the Junker rules, rather than
the Cyborg rules. Which would also mean the device would be GR-powered,
rather than require a Spirit Fetter. Granted, you'd probably need to whip
up a new Power (would the "Strength" power cover it?). But still, it seems
vaguely doable...
Which bounces back to the question - why can't a Junker build a replacement
arm for someone that had their arm "magically" blown off/unhealable? And as
a Marshall, what kind of monstrous-type ability would I have to create (if
one doesn't already exist - again my question - I take it it doesn't...?) if
I want to make _sure_ this option isn't available to the character?
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com