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Re: [HoE] Junk rules and Marv's motorcycle




> 	To the next person who says 'the new junker rules aren't so bad', I say
> imagine this situation.  Your Junker is asked to jury rig something.  The
> party needs a lock-opener or Cabbage-launching machine in a pinch.  This is
> supposed to be RIGHT up the Junker's alley and.......
> 
> 	The party has to wait 45 minutes while you're doing the math.

Using my system that lockpick would use:-

Handheld Frame (2 Structural components, 4 slots for stuff)
Aptitude Trait (Lockpickin') at 1d6 for 2 mechanical 
components.
Increase Trait by one die step to 1d8 for 1 mechanical 
component.
Increase Trait by one die to 2d8 for 1 mechanical component.

So that needs 2S and 4M components.

There are no electrical components, so the device is Simple.

The junker rolls his OE against a TN of 5 and draws five 
cards for a success and two for each raise.  He needs a 
hand of Ace to get the gadget working.

The cabbage launcher would use:-
Heavy Frame (12 S, 24 slots)
Ranged Projectile Trait (2M for Speed 2, RoF 1, Range 5, 
3d6 damage, 1 Ammo)
Increase Speed to 1 (1M)
Increase RoF to 6 (5M)
Increase Ammo to 51 (10M) (it's got a hopper of old 
cabbages)

Our cabbage launcher needs 12S and 18M components.  It has 
no electrical components, so it's Simple.  Our junkers OE 
roll is against a TN of 5, he gets five cards and two per 
raise, and he needs a Pair to get it to work.
It's got the profile:-
Range  RoF  Speed  Damage  Ammo
  5     6     1     3d6     51

None of the math is big, no division, no multiplication, 
and not a percentage in sight.  

--

If our eyes ever have to meet for more than just one second
Then if you weren't already there I would tell you to go to hell
But if I spend my whole damn life trying to think of a curse for you
It would never be as bad as the curse that you dealt to yourself
--
Steve Wallace
http://www.cee.hw.ac.uk/~ceesrw
ceesrw@cee.hw.ac.uk