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[HoE] Cyborg Cold Cuts [Hopler, remotely]



<<Well, maybe. Certainly, the only place that I understand that they're doing 
  new cybernetics add-ons is Junkyard. But...>>
That's stuff for the living.  The only actual Cyborg plants belong to
Throckmorton.

<<  ...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...>>
Junker/Cyborg parts can be powered by the Spirit Fetter...it's the same energy. 
Of course, one mount location in a can only equals 5 junker slots, so the stuff
would most likely have to be miniaturized.  As for the power to use, I don't
know exactly.  I was having a similar problem when designing a junker AI bot as
a sidekick: what if I want it to have 3 arms or something?  Should that take
slots or what?  
What I suggest is to make an arm with the Agility, Super Strength, and Sensor
(passive touch) powers, and use the lower of those ratings and the character's
own Nimbleness, Deftness, Cognition and Strength when rolling.  It can be no
bigger than Frame 3 without having to use miniaturize.  Divide the remaining
slots by 5 to get the number of Mounts available in the limb, install it as per
usual, described in Cyborgs, and your can has a brand new buddy that he calls
Arm.

<<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?>>
As of now, the reason your junker can't do that is that there isn't a junker
power that allows the device to be implanted in a living body.  Putting stuff
into a can is easy, because you don't have to worry about little things like
having the patient bleed to death.  I would devise a power, call it Interface or
something, that would allow a device to be implanted and controlled mentally by
the implantee.  Or, possibly it might be a subset of Commo, the ability to
interpret nerve signals.  In either case, installing the part will be a 100%
certified, all-American bitch, I'm sure.
But more answers to come in Iron Oasis, most likely...
If you're worried about justifying in-game something that resulted from a card
pull, remember that you're supposed to be creative with it anyway.  We could
argue for weeks over what kind of critter could make someone unable to spend
fate chips to negate wounds or make animals scared of him.  But we're not,
because it's something best done on a case-by-case basis.
Also remember that the character wouldn't necessarily know why he can't get his
arm fixed; he just knows everything has failed until now.  Voila!  A perfect
Marshal excuse and plot hook all in one.  The doc that was implanting the cyber
arm he saved up for just told him the implant didn't take, charged him for parts
and not labor, and dumped him in the alley while he was still recovering from
anasthesia.  As a Marshal, tell the player that something unique might be able
to heal the arm, but he'd have to find it in game.
-- 
From Whom It May Concern,
Richard Ranallo, The Man They Couldn't Hang

Your money talks, but my genius walks
Morticians wait with a shovel and a fork
As detectives trace my hands with chalk
Your money talks but my genius walks.
--They Might Be Giants, "You'll Miss Me"