Steve Posted May 4, 2007 Report Share Posted May 4, 2007 One of the players in my Traveller campaign wants to be really good at jury-rigging repairs under difficult circumstances, sort of the "Scotty Effect." The idea I can come up with to simulate that using a skill-basis is to use Penalty Skill Levels combined with skills like Mechanics and Electronics. Here are some examples I thought of. "You've got five minutes to get that jump drive running, not an hour" = PSLs vs. Taking Less Time Than Required "We don't have the parts" = PSLs vs Lack of Parts/Technical Gear I'm not sure how deep to take this. Are there other methods that anyone can suggest? I'm trying to keep things on a Skill/Super-Skill/Talent level. Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted May 4, 2007 Report Share Posted May 4, 2007 Re: Jury-Rigging One of the players in my Traveller campaign wants to be really good at jury-rigging repairs under difficult circumstances, sort of the "Scotty Effect." The idea I can come up with to simulate that using a skill-basis is to use Penalty Skill Levels combined with skills like Mechanics and Electronics. Here are some examples I thought of. "You've got five minutes to get that jump drive running, not an hour" = PSLs vs. Taking Less Time Than Required "We don't have the parts" = PSLs vs Lack of Parts/Technical Gear I'm not sure how deep to take this. Are there other methods that anyone can suggest? I'm trying to keep things on a Skill/Super-Skill/Talent level. Both of those sound great. I'd probably just top it off with a Power Skill (like Gadgeteering) for performing "power stunts" Quote Link to comment Share on other sites More sharing options...
MitchellS Posted May 4, 2007 Report Share Posted May 4, 2007 Re: Jury-Rigging PSL's are how I'd handle it. If I remember the chart correctly going from 1 hour to 5 minutes would be 2 time shifts and would require a -6 skill roll, so 5-6 PSLs should cover it. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted May 4, 2007 Report Share Posted May 4, 2007 Re: Jury-Rigging This follows several of the suggestions in The Ultimate Skill. It sounds like a great way to go IMO. Quote Link to comment Share on other sites More sharing options...
Metaphysician Posted May 4, 2007 Report Share Posted May 4, 2007 Re: Jury-Rigging In order to cover the many options, perhaps best to take +X Noncombat Skill Levels ( or more limited category ), with the limit "Only for Overcoming Jury-Rigging Penalties". Sort of a Universal PSL. Quote Link to comment Share on other sites More sharing options...
Rapier Posted May 4, 2007 Report Share Posted May 4, 2007 Re: Jury-Rigging I don't think that would be a problem. The penalties are not integral to the maneuver/skill so I believe that PSLs should work. If we were talking about regular Skill Levels, I'd use the 5 pters (a group of similar skills). PSLs don't break down very well, so I'd probably go with the tight group. My only concern is that I'm still not quite sure where PSLs are usefull. Can you use PSLs for non-combat related things? HD seems to want to specify and force you into assigning PSLs to combat related skills/maneuvers. Anyone seen anything in the FAQ etc regarding non-combat PSL usage? Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted May 4, 2007 Report Share Posted May 4, 2007 Re: Jury-Rigging I don't think that would be a problem. The penalties are not integral to the maneuver/skill so I believe that PSLs should work. If we were talking about regular Skill Levels, I'd use the 5 pters (a group of similar skills). PSLs don't break down very well, so I'd probably go with the tight group. My only concern is that I'm still not quite sure where PSLs are usefull. Can you use PSLs for non-combat related things? HD seems to want to specify and force you into assigning PSLs to combat related skills/maneuvers. Anyone seen anything in the FAQ etc regarding non-combat PSL usage? non-Combat PSLs are actually covered in The Ultimate Skill as an optional use for them. Personally I think it's a natural extension and am surprised the idea wasn't part of the core rules. Quote Link to comment Share on other sites More sharing options...
Metaphysician Posted May 4, 2007 Report Share Posted May 4, 2007 Re: Jury-Rigging I was more referring to the fact that PSLs have to apply to a specific type of penalty. For a MacGuyver type character, these could include insufficient equipment, quick action, probably a couple others. Maybe even versus the -10 "impossible action" penalty. Quote Link to comment Share on other sites More sharing options...
Checkmate Posted May 4, 2007 Report Share Posted May 4, 2007 Re: Jury-Rigging Another thing I would add (on top of the PSL's) is inventor. Not really inventing new things, but inventing new ways to use old things to get around the "Don't have the right parts" problems. Quote Link to comment Share on other sites More sharing options...
Steve Posted May 5, 2007 Author Report Share Posted May 5, 2007 Re: Jury-Rigging Another thing I would add (on top of the PSL's) is inventor. Not really inventing new things' date=' but inventing new ways to use old things to get around the "Don't have the right parts" problems.[/quote'] Hmmm... I'll have to check the math to see if it's worth it, but I wonder if buying PSLs with a Required Skill Roll (Inventor) might be the way to go? You'd be using inventing to get around problems creatively. Quote Link to comment Share on other sites More sharing options...
Rapier Posted May 6, 2007 Report Share Posted May 6, 2007 Re: Jury-Rigging non-Combat PSLs are actually covered in The Ultimate Skill as an optional use for them. Personally I think it's a natural extension and am surprised the idea wasn't part of the core rules. Ah, that explains it. I borrowed it for a week or so and paged through it but didn't actually READ it all the way through. Good to know its in there. Quote Link to comment Share on other sites More sharing options...
casualplayer Posted May 6, 2007 Report Share Posted May 6, 2007 Re: Jury-Rigging I had a super-engineer in a Firefly game, that alas died aborning, but he might help. Carson's abilities are very kit-bashed out though, rather than power stunty. Slot 3 of the EC sounds like what you were asking about. Carson Reyes Val Char Cost 15 STR 5 14 DEX 12 14 CON 8 11 BODY 2 25 INT 20 10 EGO 0 10 PRE 0 12 COM 1 6 PD 3 3 ED 0 3 SPD 6 6 REC 0 28 END 0 26 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 57 Cost Power END 5 Miracle Engineering: Elemental Control, 40-point powers, (20 Active Points); all slots Limited Power Power loses about half of its effectiveness (Only works on vehicles/machinery; -1), Requires An Appropriate SS Roll (-1/2), Concentration (0 DCV; -1/2), Restrainable (-1/2), Conditional Power Power does not work in Common Circumstances (May only use in immaculate conditions; -1/2) 5 1) Vastly Improved Efficiency: Aid All mechanical characteristics 1d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1), all [special effect] powers simultaneously (+2) (40 Active Points); Limited Power Power loses about half of its effectiveness (Only works on vehicles/machinery; -1), Requires An Appropriate SS Roll (-1/2), Concentration (0 DCV; -1/2), Restrainable (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Requires access to the engine room; -1/4) 0 4 2) Restored to Pristine Condition: Aid DEF, BODY 1d6, Can Add Maximum Of 39 Points, DEF, BODY simultaneously (+1/2) (40 Active Points); Limited Power Power loses about half of its effectiveness (Only works on vehicles/machinery; -1), Only Restores to Starting Values (-1/2), Requires An Appropriate SS Roll (-1/2), Concentration (0 DCV; -1/2), Restrainable (-1/2), Conditional Power Power does not work in Common Circumstances (May only use in immaculate conditions; -1/2) 0 4 3) Salvageable with a Little Work: Minor Transform 3d6+1 (Broken part into functioning one), Reduced Endurance (0 END; +1/2) (49 Active Points); Extra Time (1 Hour, -3), Limited Power Power loses about half of its effectiveness (Only works on vehicles/machinery; -1), All Or Nothing (-1/2), Requires An Appropriate SS Roll (-1/2), Concentration (0 DCV; -1/2), Restrainable (-1/2), Conditional Power Power does not work in Common Circumstances (May only use in immaculate conditions; -1/2) 0 Powers Cost: 18 Cost Martial Arts Maneuver Shaolin ch'uan-fa 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike Martial Arts Cost: 17 Cost Skill 10 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 14- 7 Electronics (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, FTL Sensors, Sensor Jamming Equipment) 14- 3 Mechanics 14- 3 SS: Aerospace Engineering 14- 3 SS: Drive Mechanics 14- 3 SS: Gravitics 14- 3 Security Systems 14- 7 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, FTL Sensors, Sensor Jamming Equipment) 14- 4 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles 15 +6 with all INT skills (30 Active Points); Limited Power Power loses about half of its effectiveness (Only in immaculate conditions; -1) Skills Cost: 58 Total Character Cost: 150 Val Disadvantages 0 Normal Characteristic Maxima Disadvantage Points: 0 Base Points: 75 Experience Required: 75 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
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