[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [HOE] Junker questions





Jim Burzelic wrote:

> Alright, nobody responded to any of my Junker
> questions. That’s okay, maybe everyone thought someone
> else would answer them, or maybe they just don’t care
> for Junkers or maybe they accidentally looked past
> them. Maybe I worded them badly. Maybe nobody here
> really cares about Junkers. It doesn’t matter, but I
> would really like some sort of feedback. Please. I
> will compile all my questions again here for easier
> reference. Thank you for your time, and I’m sorry if
> you don’t care to think about these things.
>
> 1.First off, I resolved my issue with the sensor power
> modifiers. I missed key details and I will let you all
> know what they were in case any of you have eyes like
> me.
>      A.There is an update to Sensor in Iron Oasis that
>
>        makes die types cheaper.
>      B.The issue with range and how it fits in the
>        equation of a passive sensor is moot. The
>        passive modifier and range modifier are
>        exclusive to each other. You only use range on
>        an active sensor, otherwise you use the
>        suggested ranges on the sensor type table for
>        passive sensors. Silly me.
>      C.So for algebraic clarity: bs=Base sensor,
>        r= rating, p= passive, R = range
>        Either:  (bs + r) + p   OR   (bs + R) +r
>        There ya go.
>
> 2.I want to create a vehicle that has more than four
> legs. The Locomotion power only has rules for four and
> two legs. It also has rules for more than four wheels.
> Should I just apply the extra wheel modifier to the
> legs for extra legs?
>

2 legs =15%
4 legs =30%
6 legs =45%

which is basically the extra wheel mod since 2=5% 4=10% 6=15%

>
> 3. To create a climbing device, which essentially is
> supposed to be a vertical vehicle, do I use Locomotion
> as that will give me necessary statistics, or is there
> something else I would use? If so, what? (My theory is
> to use Locomotion with a walker suspension, figure
> it’s base pace, and then use the climbin’ pace of
> humans to figure the difference and pace of the
> device. I realize the device would need Agility also.)
>

Sounds like a need for the brains skill slug. I would also add 5% to the
locomotion power to account for claws and hydrolics used to grip the
vertical surfaces.

>
> 4. Right now, Agility gives devices one rating for
> both Deftness and Nimbleness. If I wanted wither
> separate (thus different) ratings or just one Trait
> for my device, what would you suggest for that mod?
> Would I just install the device twice? This seems
> redundant. Would I halve the final totals for the
> power? This seems too much. I think if you just halve
> the percentage cost per slot, figuring each Trait
> separate, then add the percentages together, finishing
> out the power as written. This seems to work out if
> you want the same die ratings in both and any variant
> in between. What do ya’ll think?
>

This sounds good to me, but I would add the stipulation that you can't
buy one without the other and they must be within 2 steps of each other
(d6 and d10, d4 and d8...).

My two cents, hope they bought you something valuable.

--Dirk

>
> Jim
>
> PS – You can reference just one of my questions if you
> want, any answers will help out.
>