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Old 12-03-2009, 05:15 PM   #17
AmesJainchill
 
Join Date: Jun 2005
Default Re: Security 'necessities' for Spaceships

Quote:
Originally Posted by Ubiquitous View Post
What you don't seem to get is that, if I don't have it with me, I might not have it at all. I have to base most of the equipment I have on me as BEING on me, because I know my GM and he'll probably give me Absent Mindedness to keep me from taking advantage of all the equipment I'd have.

If the AP magazine isn't on me, and I don't make the 'remembrance' roll, than I leave without the magazine. Or leave it in the safe. Or whatever.

Because you seem to not understand; I need a weapon that I can use for straight-up combat; AP bullets, a grenade launcher, whatever.

But I cannot, CANNOT, logically be able to mistake it as a weapon I can use on a spaceship, and it has to be significant enough to remember. The pistol and it's ammo are neither of these things. I take this seriously because my GM has no problem killing me if I do something stupid, even if I'm doing something because of Role-Playing.

Speaking of which, equipment I can wear at all times; are their rules for jamming electronics and if so, at TL...10, say, is there some kind of wrist-puter or whatever that can fix this? I'm picturing more subtle combat scenarios now, like Space Pirates that jam sensors and radios, which would make the doors on the ship hard to get around without it.
Unfortunately, as far as I can tell, your GM is using the wrong methods to enforce a genre convention the players may not buy into.

This, plus the fact that he's making characters for you, seems to indicate a mismatch of setting assumptions and playstyles.

I'd talk to him about this. He seems like a...hmmmm..."bad GM", we'll put it that way.
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