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Re: [HOE] calling all junkers!
Okay, I'm jumping into this late, but I wanted to throw my two cents in....
The main difference between Locomotion & Agility (it seems to me) is one is
gross motor control, while the other is fine motor control. Locomotion
would be used for me to pick up a baseball & throw it, Agility would be used
for me to actually ::HIT:: something with it. I'd have to say that a robot
would need both. The Locomotion would enable the robot to walk, but Agility
would be needed for any type of movement check, say climbing a ladder, or
walking a narrow ledge.
Jeff S
-----Original Message-----
From: Jim Burzelic <zombi_bobb@yahoo.com>
To: hoe@gamerz.net <hoe@gamerz.net>
Date: Monday, September 23, 2002 6:16 PM
Subject: Re: [HOE] calling all junkers!
>> Agility just provides the attribute Agility. It
>> doesn't provide any
>> inherent means of USING it (well, it does in a small
>> way, but not nearly
>> enough to provide locomotion on its own accord).
>> Locomotion provides the
>> structural and mechanical framework, but doesn't
>> have any inherent ability
>> to utilize it properly. Put the two together, and
>> everything works fine.
>>
>> --Kai Tave
>
>Alright, I was ready to accept this and get to
>designing when I realized something. If this were true
>than you would need some sort of power to simulate
>arms. As is, Agility seems to supply said arms through
>the application of a Deftness and Nimbleness combo and
>no other power creating these. You wouldn't really
>need a power like Locomotion to supply all that
>structural support because that is already supposd to
>be the job of the frame.
>
>So, unless someone has something I'm missing it seems
>that to make a robot (not a walking vehicle!) you do
>not need Locomotion to give it mobility, just Agility.
>
>The only reason I'm raising a stink about this is I
>would like to design some junker stuff using as
>official rules as I can so as to post them on the list
>and/or web for actual game use. As I do not ever get
>to play Deadlands, I would like to game vicariously
>through someone else and this is my method of doing
>so.
>
>Jim
>
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