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[HoE] First Junker Creation Try: Energy Bow



     Ok, I thought I would give it a try and see what happens.  I was a bit
disgusted that out of 4 examples of devices, 3 were weapons and none used
the Trait power.  My first attempt however was the first thing that popped
in my head.  Yes it's a weapon but I thought I would go with the easy ones
first. I did set the cost at around 150 points so a starting Junker could
start off with this bad boy.

Energy Bow  (remember the old Dungeons & Dragons cartoon?)

1) CONCOCT A THEORY:  Made from a standard bow, it has been modified by
allowing channels of supernatural energy to flow through specially made
grooves along the bow's frame.  This coursing energy causes the wood to
give off an eerie green glow similar to the appearance of the HoE book
cover.  (insert more science gobbly-gook here).
2)  DETERMINE THE POWERS:  It's a typical weapon with a few modifications
so it is only going to need the Damage power.  Later, we could add on stuff
like infrared sights or maybe an artificial tracker that gives it its own
Shootin': Bow Aptitude.
3)  BUY THE POWERS:  Oy-vey.  Here's the tricky part.  Looking at the
Damage power, its description lists all the applicable modifiers to the
base cost under the heading "Mods."  How do we find the base cost?  I
decide that I want the base damage to be 3d8.  Looking at the chart, the
cost/die is 20.  3 dice so that's a base cost of 60 points.  Remember this
number.  It's going to be important later.  Now the rundown of all the
nifty things I want it to do going by the Mods.

Ammo:  It generates it's own ammo:               +50%
Area Effect:  Doesn't need one                        +0%
Armor Piercing:  I'll pass                                 +0%
Damage Type:  I choose Spiritual Damage       +50%
Duration:  I assume this refers to the "one use" weapon.  I want to use it
more than that so this bonus won't apply.  
Range Increment:  standard 10 yds                  +10%
ROF:  1shot/action outta do it                          +0%
Speed:  1 (no fitting an arrow to it here)             +20%

Now that pesky math:  Adding up the total percentages, I get +130%.  I
multiply this times the base cost of 60 points from above for 78 points. 
Add 78 + 60 for a grand total of 138 points.  Not too shabby.  You don't
have to worry too much about ammo and you can take out those evil-looking
spirits that try to possess your friends and loved ones, if you have any. 
Hey, they might have parts to trade to you.

4)ASSEMBLE THE COMPONENTS:  Now I thought I read somewhere that you were
supposed to round up during all this.  Now this goes against all that
Deadlands has taught me right from the beginning so I am going to ignore
that if it's the case and round down in all instances.  So there.  
Looking at the Damage Power description again, I look at the ratios of the
three types of components we need.

Structural components is 1 component per 20 total points.  20 into 138
(rounding down) makes 6 Structural components needed.  This means 18 lbs
and $12 dollars worth of stuff.
Mechanical components is 1 per 25 points.  This comes out to be 5
components needed for a total of another 5 lbs and $25 dollars net worth.
Electronic components is 1 per 50 points.  Here, it comes out to be 2
components needed for an additional 1 lb of weight and $20 cost.
We also take a moment to figure out the Drain of the Energy Bow.  It's a
form of ranged weapon so it goes by the shot.  It drains 1 GR for every 50
points the Bow has.  Round down here again for old times sake and you get
2GR Drained per energy arrow fired.

So finally we are going to attempt to make the Energy Bow that will weigh
24 lbs and be worth about $57.  I find this hard to believe but I am going
to assume that this isn't the overall net worth of the device but how much
it costs in parts to build it.  Sounds good to me.

5)BUILD IT:  Checking the Construction chart, we see what we have to do. 
Let's use the Junker Archetype and see what happens.  First we make a
Science: Occult Engineering roll using the Junker's skill in this case of
5d10.  We need to beat a TN of 11.  I roll the dice and get a 15.  I think
it's ok to add the Mechanically-inclined Edge for another +2 to the roll
for a total of 17.  A Success and a Raise.  Time spent building it is 2d20
hours (I roll a 30) minus the increment, in this case its the 2, for a
total time needed of 28 hours.
Finally, we need to draw the indicated number of cards listed on the chart
to see if a Manitou decided to pull a fast one over on us.  Draw 2 cards. 
No joker?  Everything works ok until the battery starts to drain.  Then
it's time for a recharge.


Sorry this was so long but this is how I understand the powers to work. 
The Junkers need more explaining than any other class in my opinion,
especially more powers to choose from.  As I see it right now, it would be
durn near impossible to build a vehicle unless you created new powers along
the lines of Movement and Durability with modifiers for Fuel Usage, Turn,
and Passenger.
In any case, I hope this example cleared up some things and didn't cause
more confusion.  Hopefully, someone can respond and say, "yep, that's how I
see it too."

Don S.