Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
The Port-a-Sci RNG Malfunctions
#14
Frank_Stein Wrote:There's got to be a less severe way to make the Port-a-Sci dangerous than violent critters.

How about using it can give you a dose of radition, or genetic mutation?
Either of these can be handled with 30 seconds at the chem console. That's the problem with putting obstacles in front of telesci - someone with full chem access can't easily be threatened by chem-curable effects. Telesci people usually arm up with lasers and shit too, though, so they're usually not that threatened by critters. The power thing sounds most appropriate, since it requires telesci to involve an engineer (or steal a stack of power cells from somewhere) if they don't want to bother conserving power.


Messages In This Thread

Forum Jump:


Users browsing this thread: 1 Guest(s)