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Re: [HOE] Mechanics for mechanics (HOPLER)



Ah, but I was under the impression that Tinkerin' was all manner of repairs,
regular or otherwise. After all, you use Tinkerin' to clear a blocked gun
(although, admittedly, there's Trade: Gunsmithin' in DL), and it seems
rather more appropriate that fixing a car is an instinctual (Smarts) rather
than an intellectual (Knowledge) thang. Think of the way most auto mechanics
behave (sweeping generalisation? Me?)

Sam de Smith

> Don't have my books with me, but my gut feel would be that Trade:Mechanic
> allows for perfectly normal repairs on perfectly normal automobiles, while
> Tinkerin' is good for Mad Science/Junker/not-quite-normal devices
(including
> autos).  There is some overlap between the two skills, of course, but they
> are different.  For instance, you can't create a Junk Gun with
> Trade:Mechanic, but you could repair a pickup truck without incurring
> reliability rolls because a spirit might get away.
>
> Or, using the car engine and fuels topics you mention, a Trade:Mechanic
> skill would let you convert a normal car from burning gasoline to burning
> alcohol/ethanol mixtures.  Converting to something more exotic (gas to
spook
> juice, or spirit batteries from mundane electric) I'd think would be a
> Tinkerin' skill.
>