From: | belgambit <djdcrosk@******.UWATERLOO.CA> |
---|---|
Subject: | Re: Dikote Lab Improvements |
Date: | Mon, 11 May 1998 18:28:56 -0400 |
>Belgambit replied to a reply with:
>>>*******************************
>>>Location: Dikote Lab
>>>Cost: 5 Nuyen
>>>Description:
>>>
>>>Turn a Runner to visit Dikote Lab.
>>>
>>>X Nuyen: Place a Dikote counter on target Gear/Melee Weapon or Gear/Armor
>>Card, where X=target gear's deployment cost (Minimum 2)
>>>
>>>Remove a Dikote counter to give weapon's user +2/0 OR have that weapon do
>>AP damage until end of turn.
>>>Remove a Dikote counter to give armor's user (A+2) OR have that armor
>>become immune to the AP effect until end of turn.
>>>
>>>No more than 1 Dikote counter can be present on any gear card at a time.
>>>*********************************
>>>I changed the cost structure to reflect the fact that the Dikote process
>>>is both expensive and dependant on the size of the gear.
>
>*******************************************************************
>Josh here:
>
>I like it guys (I was the origional inventer) I have a few more ideas
>
>1. Any item with a counter is immune to discard to to die rolls.
I don't think this is right. Dikote makes weapons sharper and more
resilient, but not unbreakable. Perhaps requiring increasing the odds of
survival by 1/6?
>2. Only blade/blunt mele weapons (no Monowhips!)
Actually, only blade weapons really benefit, but Bows would also. However
this would make things just a little too complicated.
>
>Whatcha think?
>*******************************************************************
>"I'll have it all figured out by the time we reach the frontier...
><siren> What's that sound? The frontier."
>-Grig
>The last Starfighter
>
Belgambit
Rigger Extraordinaire!
djdcrosk@*********.math.uwaterloo.ca
belgambit@*******.com