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Re: [HOE] Some odd junker questions
* Should he want to (he knows better, but whether that is
> permanent I don't know) build something of a robot-suit, somewhat
> Battletech like, what power(s) would he use? I'd say that he uses
> Locomotion with legs to make it able to move, agility to give it
> arms, gunsmith/flash gordon to give it the other type of arms,
> armor to armor it (duh), shield for shield (duh), and then
> allocate about 100 slots for the method for him to get into it
> and sit during the use of it.
Using Locomotion for a thing like that is a bit too confusing and you can
get around using it, provided you're not trying to make a big robot. I
came up with some slight patches for armor creation, below.
The powers you might want to consider are thus:
Armor (duh)
Agility (see the explanation below)
Sensor, Commo, Targeting (having a target system built into the helmet is
nice)
Super Strength (because the end machine will be too heavy for your waster
to carry on his own)
Gunsmith, Weaponsmith, Flash Gordon (either build them into the suit or
mount them on as aftermarket parts)
Light ('cos everyone always forgets this one)
Basically, since you're only putting together something the user is
wearing, you don't need locomotion to make it move. The user makes it
move. The suit should do two things: weigh him down and encumber his
movement. So you count the weight against his strength (which can be
augmented by Superstrength, built into the suit). Also, the bulkiness
should restrict his movement, so the character uses the lower of his or
the suit's Quickness (I'd also count that rating as a cap on his
Nimbleness), which can be boosted by Reflexes or Agility.
Now, bigger devices have higher Strength, so they'll require less
Superstrength to pull their weight, but they also have lower Quickness,
so you'll need more Reflexes, etc, built in.
I'll post an example when I'm sober.
From Whom It May Concern,
Rich A Ranallo
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