> Hi, > > How would you get the tech spirit to inhabit the > fried equipment in the gun? > Would the tech spirit move from the good bits to the > bad when the emp went > off? Gun spirits are techy at best. How would you > test that you wired it > together right? You might just end up with a > doomsayer pointing and laughing > at a greese spot on the wall :) > > Cool idea though. If you can answer queston like > this your half way to > getting it into the game. >
Aside from which the whole concept seems a little iffy. As a GM, I wouldn't allow it. Furthermore, I'd make a couple of alterations to the EMP and Powerup miracles to wit that:
EMP temporarily shorts out electrical power within its area of effect. Period. It's a kind of "attack" power. You don't see "Nuke" being used to fix things, do you? Neither should this.
Powerup, when used on depowered or EMPed devices will allow them to function for its duration. If used on a device currently under the effects of an EMP, the caster of the Power-up must beat the roll that was generated for the EMP effect. If he succeeds, the EMP ends. Otherwise, the device remains depowered.
As for defense against EMPs: use the Shield, Armor or Generator power to simulate "hardening" the device in question against EMPs. There's quite a few cyborgs out there with hardened Faraday cages built into them.
For that matter, any (non-1877) character with the Science: General or Science: Physics skills would probably know how to build one. Figure that such a contraption will increase the total slots of a Device by 1.5 times normal (unless it's already configured to carry enclosed passengers).
Here's a link to the site if you're interested: Faraday Cage
> Let me know how it works out.
>
> Cheers,
> James.
>
>
>
> ----- Original Message -----
> From: "Jeff Shoffner"
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