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Re: [HOE] Junker device help WAS: Lost in Space Armor (Was: Some questions)





On Wed, 25 Jul 2001 12:58:15 -0400 Darrin Bright <darrin@neobright.net>
writes:
> > Rocketman - to make the missiles
> 
> Not Ammo instead?

You'd need Ammo to make the warhead, and Rocketman to make the lil'
missile.

> Hrrrm... well, sensor is probably necessary but I'd try and drop 
> brains... actually, I'd probably use Trait instead, possibly 
> Cognition/Artillery or Shootin': Gyrojet. Or wait... isn't there a 
> Targetting power? Well, either way, once the gyrojet was fired I 
> guess 

Trait doesn't exist anymore; it's been replaced.  You need Brains to give
a machine the aptitudes, and, in this case, Agility to give it Deftness
to actually move itself.  The rules for making heat-seeking missiles are
very clearly layed out under Rocketman; really, they leave little room
for interpretation.

> I have a sneaking suspiscion the junker rules were just a wee bit 
> too  complicated to do proper justice to junker tech. I guess I would 
> have rather seen something done with some sort of "five dot rule" a la 
> White Wolf's Storyteller, which is basically: "If it can't be expressed
in 
> five dots, then it's too complicated."

Besides it being a dead 'orrible idea to choose such a hacked, backward
system when you're reasonably sure that all of your writers and most of
your players have some frontal-lobe activity, I'd say that, under
anyone's reckoning, this gun would be in the "impossible" range to build.

From Whom It May Concern,
Rich Ranallo

". . ."
-Ryu Hayabusa