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Old 09-13-2017, 05:34 AM   #2
John_A_Tallon
 
Join Date: Aug 2011
Default Re: [AtE] Unnatural Laser

It all seems rather dependent on the pre-apocalypse TL if you ask me. Even if your gadgeteer can find the parts and succeed at the invention rolls, you'll be at the mercy of having enough power cells of the correct TL available. In particular making the jump from the TL 9 flashlight lasers to the TL 10 high energy lasers will mean dealing with power cells of one TL or the other and facing the jury rigging rolls for that. You might not fail a roll at first, but you will eventually and then you're stuck making repairs to your weapon at best. Replacing it and dealing with an injury at worst.

It's probably better to treat everything in the gadget as being all of the same TL, which will either mean you can't get the TL 10 options or that you'll be paying a little more for the TL 9 ones.

Keeping enough power to keep your laser running is probably going to be a problem too. It's not like there's a power grid to plug into in most places, and I imagine most GMs will be fairly merciless about the prices NPCs demand for either intact cells or enough fuel to recharge one on the local generator (or time on their solar cell array).
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