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Re: [HoE] Junker Questions [Hopler, I believe]
>I've got a bunch of junker questions that I need
>answered. Official input would be most helpful, but
>any ideas the rest of you mooks have are welcome:
I asked some of these a while ago so I'll tell you what Hopler told me.
>1) Can junkers still use normal tech as part of a
>device like they originally could?
Yes just use the frame size of the normal device to deturmen how many slots
it takes.
>2) When determining the "ammo size" for Flash Gordon,
>should the no propellant modifier be applied?
From the Accumulated List Rulings:
<<<<<Q) It says in the man rule book that we can use regular tech in place
of junker tech. But I saw no mention of this is the junkman cometh does this
rule still apply or not. I'll give a few examples. (1) I am building a car
using locomotion. Now of course I want the car to have headlights so that I
can drive at night. Do I have to have the light power or can I just scrounge
up some old working headlights to put in. (2) It says in the commo power
that I need an audio sensor to build walkie-talkies. Does that mean I must
have the sensor power. What if I already have and audio sensor like from an
old cell phone or something. To sum up what I want to know is what would be
the rules for using regular tech in a device. (if it can be used at all)
Like slot space. or power requirements. Thanx in advance. - calabim69
A) You've raised a very good point. Yes, you can using existing tech in
junker devices. in fact, this actually makes the junker's and the tech
spirit's job easier because they don't need to adapt similar components into
the "right" components. Unfortunately, due to the large number of possible
powers and devices, it's hard to give any hard and fast rules for doing
this. In general, I'd say each component of a specific nature like
headlights or a phone mike counts double (or maybe more if it's really large
or crucial) toward the component cost of the device. They can also negate
the need for additional powers if the component fulfills the right role. In
this case the mike negates the need for the sensor power and the headlights
negate the need for the light power. As far as slots go, I'd use the Frame
Table as a guide. A phone mike for instance is smaller than a mouse (Frame
size 1 slots 2), so I'd say it takes up 1 slot. In the case of the
headlights I'd say they're about a size 3 Frame and take up about 5 slots.
In the end though, it's up to your Marshal. These items, because the tech
spirit is able to instantly meld with them, don't cost any additional drain.
Now, this might tempt people to try and build devices by saying, well I've
got all the original pieces, all I have to do is put them together and I
have a device which requires no Drain. That's true, but you've basically
just repaired a standard device which still needs conventional batteries,
gasoline or whatever--it won't run off a spirit battery. Using specific
components doesn't reduce your Drain, it just doesn't increase it. [John
Hopler, HoE listserv, 7/15/99]
Q) So does this mean figure final component cost and the half it???? -
Calabim69
A) No, what I meant was that each one of these components would count as two
components (or more if the Marshal allows). [John Hopler, HoE listserv,
7/16/99]>>>>
>3) I want to make a healing device that allows the
>injured person to make extra healing rolls instead of
>repairing the damage flat out. I would assume this
>would be a smaller device, but how much smaller?
>4) What powers would be used in the construction of an
>invisibility suit? I would assume Sensor; anything
>else?
I built one using Sensor twice. Once for sight and once for sound and that's
all I used. Look for the "Junker Press" post in a minute to see what I did.
>5) Is it possible to construct something using a power
>like Super Strength or Agility that modifies a
>player's attribute (increasing it a number of steps)
>instead of replacing it entirely? How?
From the Accumulated List Rulings:
<<<<Q) Question #2--While building a Battle Suit I found a few snags. I want
to use the power 'Super Strength' to give anyone using the suit +2 steps of
strength, but the way it works assumes that the added strength is fixed and
of the device. The slots are the same for raising the strength by two steps
but the drain is based off the 'final' die type. So my question is should I
go with my gut and say that average person has a d6 strength and use it as a
base, or just use the device's 'strength' given by it's size as the base
(Frame-6; strength= 3d6 so +2 steps is 3d10, Drain 3), or just say the +2
starts at d4 (raising the strength to d8) and give the device a drain of 2.
A) I would use the device's base Strength based on its Frame size. If you
want to cheat a little and squeak in an extra die type, there's no reason
why a battlesuit couldn't be slightly larger than man-sized (Frame 7), this
would let you start at 2d8 and bump it to 2d12. [John Hopler, HoE listserv,
6/28/99]>>>>
>6) Can the Targeting power be used to create a recoil
>system that negates the modifiers for burst fire? How?
>
>I think that's it, but I'm sure i'll find more at some
>point.
>-The Smiling Bandit <Strikes Again!/Ha-Ha-Ha>
Hope I helped...
Christopher Merrill
W.H.A.T.T. Member