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Re: [HOE] Junkman Cometh
> First off, when you make a complex gadget, do you call up one tech spirit
or
> several depending on what powers you use? Like sya you got ambitious &
made
> a fighter aircraft; is that a gun spirit, car spirit, or a whole bunch of
> spirits that make the complex whole?
I believe you use the Spirit that matches the highest TN power you're
installing.
> Reading up on the tech spirit story made me wonder about a few things. It
> states when a gadget is destroyed, the machine "gives up the ghost" so to
> speak. So when is the gadget broken? I mean, they show pics of cars
> rusting in a junk yard with the tech spirits hovering around, & some dude
> who crashed his car with its spirit floating away, so when does the spirit
> go completely away & you have to start over again? Would a rusted out
> junker somewhere on an interstate still have its spirit, just looking for
> someone to fix it up?
If Junker tech gets destroyed, I believe the spirit just goes back off into
the Hunting Grounds to await another device to hold it.
> These spirits strike me as being ,well, vain. I saw the Finish trick in
> there; is there a bonus given to a gadget that has been spiffed up? I
mean,
> what tech spirit would allow its face to be seen in a piece of junk that
> looks like someone welded a bunch of rusted sheet metal together when it
> could be racing around in fully restored '65 'stang?
I think there IS something in the rules about taking your time, but then
again I think it might just be a Tool Trick. I know Flow will let you help
a spirit settle in, resulting in either higher Stability or (I think) lower
Drain. I remember that the book says Tech Spirits exist to serve people and
enjoy it, so I don't think they're terribly picky.
Nick Zachariasen
Editor Emeritus
Trojan Times