[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [HOE] Buildin' Borgs



----- Original Message ----- 
From: "Aaron Chusid" <aaron@to-the-point.org>
To: <hoe@gamerz.net>
Sent: Tuesday, December 16, 2003 1:55 AM
Subject: [HOE] Buildin' Borgs


> Hi all!
>
> My posse just made the transition from Weird to Wasted West (finally!),
and
> a couple of the Harrowed are already eyeballin' the Cyborg goodies.  Ok,
> all of the Harrowed are.  But there's one little bit of info I can't find
> in any of the books; what's it take to become a borg in play?  Starting
> out, fine, it gives the guidelines.  But assuming they can even find
> someone to do the operation, what will it cost and what's the minimum to
> install?  Can you be a 'borg without an AI?
>
> Thanks,
>
> Aaron
>

I'll try to avoid any spoiler specifics.  If my response is not so helpful
without the spoilers say so, and I'll be more specific.

In play borg-ification is mostly a roleplaying event.  There are definitely
gonna be some requirements, but those get set by the GM.  IIRC, there's only
one place outlined in the books that can possibly do the work (in the
Cyborgs book).  Those people are not easy to contact.  Once they are
contacted, they'd be expensive.  And they probably should only barter their
services for spare borg parts.  So your players are gonna have to have the
parts available.  I'd say some parts from defeated 'borgs, and some generic
components (which might not make the posse's junker happy, givin away HIS
components, if there is a junker).  Personally, I'd make it exhorbitantly
expensive, but you could use guidelines from the book.  Each starting
'package' has a set dollar amount on gear it includes.  You could use that
as a starting price point.

The minimum requirements to be considered a 'borg are:  you gotta be dead;
and you gotta have a spirit fetter.  I feel that you also need an AI of some
sort to control the SRU and such, and you'd be nuts not to get an SRU.  Now,
the AI could be lacking in rules of engagement if it's a custom job (more
expensive), or you get stuck with the rules left over in a salvaged unit
(less expensive).  So personally, minimum equipment is a fetter, an AI, and
an SRU.  Then get accessories until you run out of money.

And remember that pre-war parts are hard to find.  Your deaders may have to
use junker built parts, which look like heck and mean you don't get
infiltrator models.

Hope that's helpful.

Jeff Y.