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Re: [HOE] Power Armor stuff...



Technically, the harrowed power Jumpstart is restricted to cyborgs only,
so at that point, you may as well take one of the cyborg armor packages.
But for the purposes of converting stuff into charges, I'd probably do it
the way the junker power Brain Drain does: 1 Strain (or wind, for the
harrowed)=5 Drain per hour.  I'd use this for Doomies with Powerup and
Harrowed with Jumpstart.  This equals 3 Strain an hour to power the basic
functions of an X-Suit, f'rinstance.  The description of Jumpstart says
that a level 4 in the power can power a small house, which would probably
be equivalent in power to a robo-suit (certainly they wouldn't use as
much as a hovertank, which is the next step up), so I'd say you have to
have at least that level in the power to use it for one.
I'd still disallow using either power to directly charge the batteries on
a one-for-five basis.  Not only would that be unbalancing (I'll just
charge my batteries in downtime, so I can have full Strain and power when
the fight starts), but it's also unreasonable, kinda like charging an
empty battery with a full one.  Maybe I'd allow charging batteries at a
rate of 1:1, but that's just an intital number.

On Thu, 30 Aug 2001 14:14:00 -0500 "Frighty"
<frighty@corporatedirtbag.com> writes:
> Does anyone have any suggestions for this? Especially for the 
> harrowed power? Something like each level of the power provides one
point of 
> drain or so?

From Whom It May Concern,
Rich Ranallo, The Shogun of Harlem

"Rock and Roll will be the new planetary culture, believe it or not."
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