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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/

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