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Re: [HOE] Junker Questions
In regard to storing power 'n' stuff.
I think the official word on oversized tech spirits is that they lower
the drain of that device. So, if a device has a Drain of 3/hour and you
put a spirit into it that makes 3 GR, it's Drain is now 0 with none to
spare. Likewise, if you make a gun that costs 3/shot with the same
spirit in it, the result is 0/shot, with none to spare. Therefore, there
wouldn't be any to spare.
As for moving charges to batteries, I've said in my games that only a
select few things can charge spirit batteries, and other spirit batteries
ain't one of them. Look at it this way: 2 9-volt batteries, even if they
are rechargable batteries, can't swap charges; it takes a battery
recharger (G-Ray collector) to do that.
Maybe there could be an option on the G-Ray collector that would allow
for switching charges from battery to battery; it would probably come at
a cost, say 1 GR for every 10 transferred.
Mainly, there's not much munchkinism to be had with recharging batteries
unless you've got a scrapper or cyborg in your posse. Having someone
that produces power with their soul (or a manitou's) makes for a host of
problems. My group has taken to using the recharge rates for cyborg
Spirit Capacitors for that sort of thing (after all, junkers can make
spirit batteries for their cyborg friends).
-Rich
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