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Re: [HOE] harrowed and spirit fetter
>From: jyates@primaryfunction.com
>Subject: RE: [HOE] harrowed and spirit fetter
>
>The hinderance refered to is Unfettered, IIRC. UnLife's still good, just a
>little crowded with the deader, his AI, and his Manitou all fighting for a
>chance to drive...
Thanks... As I said, I ain't got my book here. Is at home... I wish I was
with my book at home... It's BLISS!!!
Bah, what's another set of voices to listen to inside the head... They can
scream along with the rest of 'em!!! :-)
>However, if the fetter quits, the manitou goes away (dies or escapes I
>don't
>recall) and this means the dead body ceases to function. So I'd play it
>that if the junker fetter quits,even for a short time, the manitou gets
>away
>and the character is done.
>
>And the pre-war fetters didn't *HAVE* to have an AI, but all cyborgs except
>the very first few had AIs in them -- powered by the fetter, but not an
>integral part of it. Unless of course there's a bit in the book that
>escaped me, about how the AI is needed by the fetter to keep it
>monitored/tweaked for proper function. So while the AI isn't part of the
>fetter, the fetter won't work without it. I don't remember that part, but
>I
>forget a lot of stuff... That said, it would be totally evilly funny to
>roleplay the introduction of the AI to it's new deader!
I don't think it was mentioned... But it would make sense from an
overly-parinoid military mind sort of way. That way, if an "Unregistered
User" attempts to have the device installed (In other words, someone
decapitated the Can, and pulled the Fetter out, installing in into another
Deader), it would be able to prevent the secrets from being gleamed from it.
As well, if the AI ever dies completely (Hey, it might happen), *POP* goes
the Fetter, and that Ex-Con doesn't have access to SotA Military Gear!!!
Oh, sure, he doesn't have any memories of the "Bad Time", but bad habits die
hard and all that.
Just makes a bit of sense. *AND* keeps the game somewhat more balanced!
Sure, you got a piece of Pre-War Junker Tech that won't loose it's
Stability, but you gotta deal with "Cleetus, the Slack-Jawed Yokel AI"...
Or, go Post-War Junker Tech, and worry about having the thing fall apart in
your head. (Just pray that it doesn't drag your undead arse into the
Hunting Grounds!!!).
Still Uber-Powerful stuff, however... Oh well, there are still ways of
getting around it...
"HA!!! My Ghost Steel Re-Enforcement prevents me from being seriously
hurt!!! You can do *NOTHING* to me!!! NOTHING can do nothing to me!!!"
*Large Electromagnet goes over 'Borg, and picks it up* "You've never seen
X-Men, have you???" "Ghost Steel is magnetic?" "Oh ya."
And, if he gets picky about the powersource thing... Just have the crane
near a Ghost Rock Maelstrome, and have a Doombringer working inside it. :-)
Gotta love that "Powerup"!!!
Ray.
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