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[HOE] New Junker power [Teller, you might be interested...]
*Whew*
Well, I FINALLY got it finished. After a great deal of nitpicking over
wording and details, I just decided to go ahead and get it set down. I'm
posting it here to get feedback from you folks. Let me know what you think.
Too complex? Can't understand something? Like it so much you want to send
me money? Share your thoughts.
This is the first of four new Junker powers I'm attempting to design, based
on ideas I've gotten from the listserv and various websites. I'm attempting
not only to make an interesting, balanced, and useable power, but to come as
close as I can to PEG's level of editorial and thematic standards. This
first power is something I thought was going to be included in the Denver
sourcebook but apparently was never even planned. I consider this the next
best thing. No special fonts or text types, because the listserv doesn't
like it.
* * *
Booster
Associated Spirits: Computer, Tool
TN: 7
Components:
Chemical: None
Electronic: 15%
Mechanical: 20%
Structural: None
Drain: Number of Steps raised/minute (per round for cybernetics)
While lots of folks like to let their machines do all the work, some
Junkers like to take a more “hands-on” approach. Booster allows Junkers to
create devices that augment the physical abilities of the user beyond that
of a normal human. If the Junker happens to know the biomechanics power, he
can use it to make cybernetic implants that can supercharge someone.
Unlike powers such as agility, reflexes, or super strength, booster
increases Traits by Steps rather than setting the Trait at a flat rate. A
brainer with a Strength of 2d6 might benefit from a super strength-built
device with d10’s in Strength, but the waster with 3d12 Strength doesn’t see
any improvement. A device that raises the user’s Strength by 2 Steps,
however, benefits anyone who uses it. Unlike super strength however,
booster can’t be used in unmanned devices; anything powered by booster has
to have a human operator to augment. Because of this, most gadgets made
with booster usually take the form of wearable objects, like suits of
powered armor or performance-enhancing exoskeletons.
Pumping Up
Booster can be used to augment four physical Traits: Strength,
Quickness, Deftness, and Nimbleness. Any Trait modified in this way
augments anything associated with that Trait as well. For example,
enhancing your Nimbleness will increase your Pace and all Nimbleness-related
skills accordingly. This power can only increase the die type of a Trait,
not the Coordination.
Each Step a Trait is raised requires 10% of the frame’s slots. Each
Trait can only be increased by a maximum of five Steps. After that, you’ve
pretty much reached the limit of how far the human body can be augmented.
The total Drain for this power is equal to the number of raised Steps per
minute.
Going to Pieces
Physical augmentation is a double-edged sword. If used improperly,
your newly enhanced body can tear itself apart. If your right arm is
powerful enough to lift a car, but the rest of your body isn’t, problems can
arise.
Normally, devices built with booster are designed to encompass the user
’s entire body, with the exception of the head (unless it’s imperative that
your brainer has a bite of steel). Partial devices can be built, but the
body becomes unbalanced. Each Step of difference between the boosted
Deftness or Nimbleness of the device and the rest of the body’s Deftness or
Nimbleness causes a -2 penalty to the user’s Quickness. Each Step of
difference between the boosted Strength or Quickness and the rest of the
body’s Strength or Quickness causes 1d6 Massive Damage each time the
operator uses his enhanced Trait. Also, boosted Quickness can only be used
for drawing Action Cards if the user’s entire body is augmented. If your
arm is lightning fast, but the rest of your body is slower than toxic sludge
in winter, you probably won’t be getting the drop on anyone.
“We can rebuild him…”
If your techno-shaman also knows the biomechanics power, he can use
booster to create performance enhancing cybernetic implants. Everything is
handled exactly the same, with two minor differences.
First, the enterprising Junker now has the ability to reinforce the
body against stresses caused by unbalanced augmentation. This internal
reinforcement takes up 5% of the frame’s slots for each location enhanced in
such a manner, and prevents penalties caused by using partial enhancement
(again, you can ignore the head). Everything else works just previously
described.
Finally, because the comparatively small cybernetic implants have to
put out the same level of enhancement as their larger counterparts, any
implants made with booster have a Drain equal to the number of raised Steps
per round.
* * *
Well, there it is. Feedback is appreciated.
--Kai Tave