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Re: [HOE] Mad science and the last war(long)genetics



>>I think junkers are the most difficult and annoying of all the player classes. I can't read the book with out wanting to pound my head into the wall. Players, at least in my group anyway, avoid it like the plague.
 
 
 
 Personally if it wasn't for junkers I'd be playing Rifts instead since in that I can be cute and wear power armor.
But some mad science had to be involved in the war development. at least leading up to 2063 when the city buster was unveiled. Especially in the region of genetic engineering.
Things like the Shrak and Gallos terrible are to far beyond what I think our future expectations as far as gentics are conscerned(that and the fact they invariably turn on their creaors). 
The problem is that HOE blurs the line and in some cases contradicts itself between conventional tech and spirit tech(i.e mad sciend, junker, cyborgs, alchemy). Notably the description of Power armor using spirit batteries and that hover tanks run off ghost rock reactors in the wasted west book. BUt in Junkman cometh that's a no-no and in Denver it's stated again and then said they can be run off household current. Mr.Teller was kind enough to clarify though that'd I'd have to hook up to the lines leading into the fuse box rather than simply plugging into the wall sockets.
So while My armor and underwear(both HI tech) are safe for now I still wonder why things like ghost rock bombs and automatons among other things are capable of being made.
 
 
----- Original Message -----
From: SEAN HENKE
Sent: Wednesday, June 05, 2002 9:59 PM
Subject: Re: [HOE] Mad science and the last war(long)

 
 
>>This fun little thought process nearly started a fight in my group the other day(don't ask) but basically it revolves around what is and isn't mad science as far as last war tech goes.
 
>>Now one player who got the marshal smiling evily at me says ALL HI equipment, power armor, and things beyond our(i.e 2002 real life) tech is mad science since it was made by mad scientists before the last war. This would include hover tanks, portable fusion reactors, lasers, rail guns, power armor, VTOL fighters, assault striders, and even toasters are mad science and the manitous ARE talking to it.
 
 
I have to say this is the most ridiculous thing I have read. Good for a laugh, anyway. Not trying to be mean just that it sounds very funny. If the player truly believes that I would have to ask him where the stability numbers for all of those pieces of technology? Even if the massed produced versions where to be considered junker or mad scientist tech, which it is not, it would surely have one and it would probably not be a very good one since each one didn't have the loving hands of junker to make it. Regular technology is still in the game and most of it went into make real technology weapons. There is even a section on it in the junkers book if I recall.
 
If my game master told me I had to roll stability every time I used my guns or I guess in your players mindset a sword or my boots or swat tactical armor. I would throw the books out and play something else.
It sounds more to me like this player is just trying to be annoying. If you actually almost started a fight over it I don't blame you. If its not made by a junker then it isn't mad science.
 
I will part with this last example. Why would in the Iron Oasis have seperate costs for regular tech and junker tech for cyberware? Maybe cause its apples and oranges. Both are fruit but are not the same.
 
 
Well that is more than my 2 cents on the subject.
 
 
Thanks for reading
 
Sean