(HOER) Junker Gadget Question

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Capnsmitty19
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(HOER) Junker Gadget Question

#1 Postby Capnsmitty19 » Mon Jan 14, 2013 12:20 pm

So I have a question..

A player of mine has made a cyber arm and has taken boost/lower trait for it, and my thought and his original idea was that it was just to boost his strength, but now he is curious as to why it doesn't do anything else, (ie boost his agility or skills like anything else the spell can do) my answer has been that it is just like a gadget, and that is the trapping he chose for it. It doesnt make sense that his arm would increase his Agility, or up his say... knowledge, like the spell can...

How would all of you handle this? Am I gimping him out of a power? Or does it seem reasonable that it only affects a boost of his strength?
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zarlor
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#2 Postby zarlor » Mon Jan 14, 2013 1:27 pm

Seems to me it would all have to be defined by his Trappings. In this case I can see saying that a cyber arm (is this a replacement or an enchancement for an arm?) might have trappings to increase Strength and Agility whenever the action requires use of the arm, but wouldn't do any good if the arms is not involved in the action (it doesn't help him to kick any better, for example.)

As to why it would only do Strength, that's pretty simple, it's the trapping he chose at creation. YOU didn't screw the character out of anything more, HE did! Now you might rule that he could make a Repair Roll, or something, to modify the arm to include extra trappings for boosting something else, as long as it makes sense that a cyber arm could do that. If he wanted all the other abilities maybe he should have taken a cyber suit for a trapping instead... of there are drawbacks to that as well... that's a lot more stuff to worry about and that can be shot and damaged, without making a called shot, etc.

That;s my view on it, anyway.
Lenny Zimmermann
Metairie, LA

ValhallaGH
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#3 Postby ValhallaGH » Mon Jan 14, 2013 1:39 pm

Does it boost his strength all the time? If yes then it is a perfectly viable trapping - he traded flexibility (boosting or lowering multiple traits) for a permanent benefit (increased strength with that arm) and greater stability (only malfunctions when making Strength rolls that include the arm - a fairly rare occurrence in most campaigns).

Is he having to use PP and make a roll to get the strength boost? Then it could reasonably boost any trait that relied upon use of that arm (strength, fighting, shooting, climbing, swimming, throwing, lockpicking, piloting, driving, repair, etc.), with the trapping of minor adjustments to the control motors for increased function at the relevant task. He still lost the Lower Trait benefit, and some of the boost flexibility, but his device is unusually difficult to remove, a compensatory benefit to his chosen trapping.

Good luck!
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zarlor
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#4 Postby zarlor » Mon Jan 14, 2013 2:22 pm

Which reminds me, I might recommend this post for some considerations how balancing out trappings to achieve certain effects. Some of those you'll have to wing it on (it's harder to hit an arm, and so on) but I think it gives a pretty decent way, much like for races, on how to balance out trappings.
Lenny Zimmermann

Metairie, LA


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