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Re: [HOE] Alright, some rule questions for anyone in the know...



1). In Iron Oasis, it says that Scrapper Endo-Armor doesn't give any 
Nimbleness/Dexterity penalties when put on cyberlimbs. Should this apply to 
cyborg Endo-Armor as well?

Yes.

2). I know that toxic shamans have to pay differing costs for powers 
depending on which sphere they are and which sphere the powers they want 
are in. So, what are the restrictions for Insect Shamans? What spheres are 
opposed, if any, to Insect?

Insect shamans pay double the cost for non-general and non-Insect favors.

3). The Biomechanics power in Iron Oasis lets Junkers who have it make 
five-dose batches of Immunatrol. That's cool and all, but Biomechanics, as 
a power, requires not only Chemical components, but Electronic, Mechanical, 
and Structural as well. Now, it seems kinda silly to have to throw circuit 
boards and servos into the kettle just to make a drug, so what would you 
say the ruling is on this? A five-dose batch is only frame-size 2, which is 
16 slots. 10% Chemical components would be about 2 Components per five-dose 
batch. Is that legit, or should it be something different?

Just have the non-chemical components applied once - for the machine 
required to make the Immunatrol.  After that point the Junker just has to 
pay the chemical cost to create the drug.

4). If I, as a Junker, wanted to make an energy weapon that could be 
"charged" with power, how would I go about designing and paying for this? 
For example, the PAW in Brainburners has a damage of XD12, where X is the 
amount of Strain paid by the Syker who fires it. I'm trying to make a 
weapon similar in operation to the PAW, where [X Drain]=[X damage] (though 
the "X"s don't necessarily have to be equal), but the system doesn't seem 
to be set up to handle devices like that. Can you help me out here?

I would say to use the Wind selector switch, only to add the ability to do 
variable damage would raise the cost of the switch to three slots.
You would, of course, have to build the weapon based on the most damage you 
want to be able to pump out.  Though, as a house rule, I as the GM might be 
talked into letting a Junker pump more energy out - at a higher drain and 
with an appropriate loss of reliability.  :)