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Re: [HOE] Mechanics for mechanics (HOPLER)



[Date: Wed, 8 Nov 2000 08:22:21 -0000
From: sam.desmith@ntlworld.com
Subject: [HOE] Mechanics for mechanics (HOPLER)

I was leafing though Wasted West yesterday, and in the section on fuels
(page 27), it mentions modifying a car's engine with trade: mechanic.
But
surely that's what Tinkerin' is for? Please help, most confused.

Sam de Smith]

In my game, "Tinkerin'" is a persons general ability to work with machines.  
It's Practical, not Theory.

If you pull a "Trade" or "Professional" skill, you know both Theory, AND 
Practical.

For example...  A person with "Tinkerin'", and another with "Trade:  
Mechanic" both listen to a pick-ups engine which just don't sound right.  
The "Tinkerin'" fellow would have to practically tear the engine apart, 
doing one thing at a time, to figure out what it is.  The "Trade" dude takes 
a bit of time to check a few things out, and easily comes to the conclusion 
that it's just the timing belt (Or whatever), and is able to fix it quickly.

"Tinkerin'" is a JOAT (Jack, or Joan, Of All Trades) skill...  It means a 
persons natural intuitiveness with mechanical devices.  Now, Mad Science 
(And, later on, Junker Science/Shamanism) works with this easily...  
HOWEVER, Traditional Science doesn't do so QUITE as well.  Oh, you'll still 
be able to do it, it just might take a bit longer.

For game purposes, I usually cut the suggested time in half (Or maybe only 
1/3 if I feel like emulating Mr. Goff) if they use a "Trade" or 
"Professional"...  And sometimes, I just don't allow a straight "Tinkerin'" 
roll at all (Again, when I feel like emulating Mr. Goff).
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