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[HoE] Justice to Junkerism?
My first try creating a junker device on paper for a
friend of mine. The only reason I'm allowing him this
device is because I know how to use 'em against him in
the first adventure. That, and he just became a
junker, he needs something to show that...
Andrew Randall's Rocket Boots: basically, boots that
can boost him up and allow him to fly a bit. Each has
a small missile in it just in case.
What I've done, let me know what I've done wrong or
should do otherwise:
Frame Size 2
Ammo: 5d8 Damage, 1 slot. 20% Chem, 10% structural. No
drain; TN is 5 per missile to build.
Rocket Man: 1 slot, 40% chem, 10% electronic, 10%
mechanical.
* Drain? TN to add?
Increment 10 Backblast 2d4
VTOL 6.4 slots 10% electronic 20% mechanical 10%
structural
Drain: 4 / hour TN: 5
+2 slots: 20 G-Ray powerpack (internal)
5.6 empty slots (assume for Andrew's feet?)
Total Req. components:
1 chem
1 electronic
2 mechanical
6 structural
And have him roll TN/draw cards/spirit (for first two)
for each power added?
=====
The perpetually backlogged Michael Shindler, ICQ #13820058
"Ok, so a priest, a huckster, and a kid walk into a saloon..."
http://members.xoom.com/martin_etc/links.htm
v3.12 GU d+(-) s+:- a--- c++ w++ PS+ R+ tv+ b++ DI++++, D, G, e-, r--
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