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




-----Original Message-----
From: Allan Seyberth <darious@darious.com>
To: hoe@gamerz.net <hoe@gamerz.net>
Date: Monday, January 15, 2001 4:28 PM
Subject: Re: [HOE] Alright, some rule questions for anyone in the know...




>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.  :)

That sounds good for a weapon like the LAPAT out of Cyborgs, but what I'm
trying do design is a weapon with NO upper limit to the amount of damage
that can be done.  While that might sound munchy, it's balanced by the fact
that most Junkers/Sykers only have so much juice to toss at a target, and
once it's gone it takes a while to get back.

My ultimate goal was to create a laser-based weapon using Flash Gordon and
Brain Drain and tweak the settings so that each die of damage cost five
drain, which would mean that, to a Syker, each die of damage cost one Strain
to charge.  A stability check at a reduced rating sounds like a good
side-effect to toss in there, as well as a balancing factor, but I don't
want to put an arbitrary limit on the amount of juice that can be pumped.
If the Syker wants to throw all 16 Strain into a single attack, that's fine
by me.