Newsgroups: alt.games.torg



> > I will take a stab at it, but a disclaimer is perhaps in order first:
> > In a conversation I had with Ed Stark (of WEG, who is the gizmo-guru),
> 
> Tell him we want a gizmo book and we want it now!  8-)

This actually came up in our conversation -- Ed said he had been working
on it, but was pulled off onto another project. (Shatterzone, I believe).
He hoped to get back to it after this current project, but I'm not going
to hold my breath.  
On the other hand, Ed has been very good about clarifying stuff and responding
to my questions (fax'ed or otherwise).  As soon as a couple more details
are clear I would be real happy to write up what I have learned and post 
it to this group.  

> > Since there is no operating difficulty specified, any boosters attached to
> > any system must be properly compensated.
> 
> Although the -1 Dexterity penalty and the fatigue penalty could be interpreted
> as due to boosters that have not been compensated for.

This is a valid point, but given that the armor is fully enclosed and weighs a
fair amount, any penalties from uncompensated boosters I would add to the
normal dexterity/fatigue cost for armor.  But again, this is just my opinion.

> > System: Mega-Sight
> >    System Value: 10 (limit value)
> >    Booster:       +2
> >    Compensator:   +2
> >    Power Plant:  Possibility Capacitor -- 2 p_points per adventure.
> >                 (one as base cost for the Power, one for each booster).
> 
> It could be just an adventure cost of 1 if there is only one booster (with
> a +2 rating).

(?)  My reasoning for the adventure cost is as follows:
     Mega-Sight Power: System limit: 10,  Adventure Cost 1.   
      (Normal adv. cost is 3 if a player takes this power.  When in a gizmo,
       powers in a system cost 2 less, hence the cost of 1).
     Booster (+2):  adv cost 1.

  for a total adv. cost (for the mega-sight system) of 2.

My statement :
> >                 (one as base cost for the Power, one for each booster).

may be confusing.  This describes the rule for assessing p_point adventure
cost.  In this case, there is only 1 booster (the one with the +2 rating).

>  
> > Blueprint for above two systems:
> > 
> >   Each of the two systems above connect to the housing through a 3-way
> >   adaptor, but if I were building the gizmo, I would share the possibility
> >   capacitor between the two systems.  Since a fully charged p. capacitor 
> >   can hold up to 10 possibilities, one would be enough to power the suit 
> >   Powers for 3 adventures.  (The suit has an adventure cost total of 3 
> >   possibilities).
> 
> Reasonable, especially since Mega-Sight may not get used every adventure.

Right.  If the Mega-Sight system was not used for the adventure, the cost for
using the suit would only be 1 p_point (for the flight system).  Remember 
that the possibilities are "paid" the first time the system is used, not
at the end of the adventure.

> 
> 
> How does it work?  I guess I could always pull out my Handbook of the Marvel
> Universe and adapt their dissertation on how Iron Man's armor works...I'll
> just settle for it working without explaination though. 8-)

Would that all my GM's were as easy to please!   :-)
(I spend way too much time trying to convince certain recalcitrant individuals
*why* the gizmos work and how they produce their effects.  I tried:

"Its technical. Trust me, it works just like the book says..."  
but without much luck...


> Perhaps this is for striking at the Housing Toughness instead of the
> powered Toughness value?  Though I would personally rule such an attempt
> a Vital Blow myself....

This was my initial feeling for attacks targeted against gizmos in general
(ie attacks against the gizmo with intent to damage the gizmo). 
The Rules say  (pg 79, col. 3 and pg 80):

"Combat, Damage and Repair:
....
Use the following procedure to determine the difficulty number of a shot 
aimed at a gizmo.
1) If the gizmo has skills or attributes characters use in combat, such as
dodge, Desterity or melee weapons, use that skill or attribute for the 
difficulty number.

2) (stuff for vehicles)

3) If #1 and #2 do not apply and the gizmo is a hand-held item, the
difficulty number of the attack is equal to the Dexterity or defensive skill
of the holder."

Since the Rocket Ranger suit has no DEX or dodge type systems, I would guess
that rule #3 applies. (although classifying a R.R. suit as "handheld" may
strike some as odd. This could mean "used/worn by" a character as opposed to
a free-standing gizmo.)

I argued  that targeting a ray-gun in someone's hand *had* to be harder
than targeting the someone holding it (argued with my GM, not with WEG).
However, targeting something as big as the R.R. suit seems to fit rule
#3 above just fine.

Of course, Kansas Jim's point is targeting the suits *housing* toughness 
should be a "vital blow"
which is a different "system" than the suit's TOU system.  So, gizmos that
have both a housing toughness AND a toughness system seem to present a wrinkle.

I would be happy with the "vital blow" ruling, but if there is any interest,
I will add this to the list of pending questions for the over-worked Mr. Stark 
and see if he had anything in mind for this situation. :-)

The questions that were not asked (thanks!) which should be answered:

1) How much does it cost to *build* one of these suckers?
2) What is the repair difficulty?
3) How long does it take to build?

I would like to avoid addressing these until I have the last few details
of the system worked out.  When I post our "Gizmo Rule Summary" and
worksheets, I will include this R.R. suit as one of the examples.


Norman Gee
Newsgroups: alt.games.torg