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Re: [HOE] Junker Veteran Table
Heh-heh. I like these! Only minor kibbitz--doe gremlins go after junkers?
I know they like mad scientists.... Also, with Stroke of Genius, I might
make that a +4 to Stability rather than extra slots.
Jeff S
-----Original Message-----
From: David R Goecke <mightygecko@juno.com>
To: hoe@gamerz.net <hoe@gamerz.net>
Date: Sunday, July 14, 2002 2:44 PM
Subject: [HOE] Junker Veteran Table
>
>I always felt the Veteran Table was a little lacking. But you can't cover
>everything. And no matter what you put on the table it just might not fit
>the character. So... i'm working on Veteran tables based around arcane
>backgrounds. My first offering is a table for Junkers who are Veterans o'
>the Wasted West.
>
> Junker Veteran Table:
>2: One-Armed Bandit: One of your junker devices turned out to be less
>stable than you had hoped and kind of exploded. It kind of took your hand
>with it too. You waste is a one-armed bandit as the hindrance.
>3: Rock Fever: Ghost rock can be dangerous stuff. Your junker has had too
>much contact with ghost rock without wearing the proper protection. His
>hands are permanently stained black and he has the ailin’: chronic
>hindrance.
>4: Gremlin: Gremlins have a strange attraction to you and your devices.
>Your devices all suffer –4 to their stability.
>5: Damaged: take the Slip Shod Hindrance
>6: Mutated: You’ve been poking around in those ruins for too long and now
>you’ve got a mutation to show for it. Have your marshal draw a card on
>the mutation table.
>7: Phobia: what kind of critters lurk in a Deadland? You wish you didn’t
>know. Your brainer has a minor phobia (loco –2). See the scart table for
>details.
>8: Limp: scroungin’ through the ruins of civilization can be dangerous
>work. You slipped and fell while scroungin’ and you leg has never quite
>healed right. Treat this as Lame -3
>9: Tech Shaman: Certain tech spirits respond to you better than others.
>Your junker gains +2 to his Occult engineering roll when contacting his
>chosen type of tech spirit (Appliance, Gun, Computer, Car, etc.)
>10: Stroke of Genius: A dash of inspiration and a lot on enthusiasm has
>allowed your junker to create an incredible piece of work. You may start
>play with a junker device with 20 extra slots for free, without
>increasing the size of the device.
>J: Scholar: You’ve had the opportunity to study science. Your junker
>gains +2 to all tinkerin’ rolls and one free level of any non-arcane
>science. This is assuming your brainer can read, of course…
>Q: Browser: Your work has attracted a browser spirit to help you out. The
>junker gains a beginning level browser. If she already has a browser,
>give it one free level. If it’s already as high as it can go… draw
>another card.
>K: It’s Nice to be Wanted: Some where along the way a Tale-teller must
>have gotten a hold of one of your devices and has been spreading the word
>about your work. You have Renown 2. On a Red card, your reputation is
>good and people trust your work. On a Black card, you’re known to produce
>sloppy work. Either way, it might not be true, but that’s what your known
>for.
>A: …it has a button…: after a wild night of too much spook juice and
>prewar whiskey, you woke up with a strange device. Trouble is, you have
>no clue what it does. It’s about the size of a beer bottle and has a
>large red button on it. On a red card, the results of pushing the button
>are beneficial to the user, on a black card, the results are quite bad.
>It’s up to you Marshal.
>Red Joker: Mother Load!: Your brainer stumbled into junker heaven! Your
>junker gets 2d12+10 structural components, 2d10+5 mechanical components,
>1d10+5 electrical components, and 1d8+4 chemical components. Enjoy.
>Black Joker: Unsatisfied Customers: While you were short for cash one
>time you whipped up some devices to sell to some of the less desirable
>elements of the Wasted West. Trouble is they all went ‘poof’ shortly
>after selling them. Now your customers want their money back… and your
>head on a stick. Treat this as Enemy -5
>