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[classic] Junkers and Conventional Repairs

 
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Zeb Rowe
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Joined: 07 Feb 2008
Posts: 52

PostPosted: Mon Oct 17, 2011 10:08 pm    Post subject: [classic] Junkers and Conventional Repairs Reply with quote

Hey all,

I know this has come up before but I can't find where it was discussed.

Isn't there a rule allowing a Junker to magically restore Durability on a conventional tech item? I see that there is a Tool Trick that does it temporarily, but I don't remember if the permanent repairs was canon or house rule.

Any help here? Thanks.
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Epitaph: Player Threatened by Pinnacle!

"...so I unwrap my brand new City O' Gloom box, and right there on the inside of the box bottom, I find the word "Die!!" handwritten in nice big friendly letters..."

What did I ever do to you guys?
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Zeb Rowe
Novice


Joined: 07 Feb 2008
Posts: 52

PostPosted: Sun Nov 20, 2011 1:35 am    Post subject: Reply with quote

Not finding an answer, I decided to make one myself.

My solution is this: The Junkers can use magic to effect conventional repairs if they use a new power, Popular Mechanics, which merges elements of the Junker ability to repair junker devices with those from the Healing power. I get to try it out in my game tomorrow, so some of the numbers may change a bit, but here's what I have so far, along with an example:

POPULAR MECHANICS
Associated Spirit: Tool
TN: 3+2/damage level
Components
Chemical: 10% per damaged subsystem (if applicable)
Electronic: 10% per damaged subsystem (if applicable)
Mechanical: 10% per damaged subsystem (if applicable)
Structural: 10% per durability level and 5% per damaged subsystem (if applicable)
Drain: 10 per Durability level+1 per damaged subsystem (if applicable)
"I had a 2079 Road Hog for a while. Sweet as sugar. Thad, a junker, kept the hog in tip-top
shape until he got wasted by zombies. Next time it broke down, I couldn't fix it. I doubt even
Mr. Freakin' Goodwrench could have figured out what Thad did."
- Jo Wales, Templar


In addition to creating new devices out of scrap, some junkers can also repair conventional devices that have been damaged. They do this by assembling one shot Patch Kits (very similar in concept to the Aid packs), and then charging them up with G-Rays. This converts the Patch Kit into replacements for the damaged parts, which are then magically installed into the device. Structural damage and damaged internal subsystems can be repaired with these Patch Kits.

Building a Patch Kit
The Frame Size of the Patch kit is 1/4 the Frame Size of the device it's repairing times the Durability Levels it will restore. The maximum is 4 (items with no Durability remaining are considered destroyed and are only good for parts).

Every level of durability the patch kit can restore requires 10% in Structural components.

If the device has damaged internal subsystems (for instance, a car that took critical damage to its engine and has a Cracked Case), the Marshal determines what additional components are needed for each subsystem (in the case of the cracked case, the junker is looking at Structural and Mechanical components).

To assemble the pack, the junker gathers the parts and uses the Popular Mechanics power on them. The assembled Patch Kit looks like a compressed melted-together bundle of parts molded around G-Ray power supply jacks.

Using the Patch Kit
All patch kits must be connected to a G-Ray power source to function. To use the Patch Kit, place it next to the damaged device and turn on the power. The parts in the kit flow into the device (in the case of our car, make sure no one is inside it when the repairs are underway or they will be shredded by the ribbons of flowing forming metal) and settle around the damage, repairing it in 1d4 minutes per Durability Level or subsystem.

After repairing as much Durability as it is capable of, the Patch Kit is discharged. Any excess repair capacity is lost.

A discharged Patch Kit cannot be recharged. Each repair is customized to the device.

Kludgework
A device repaired in this manner continues to be a conventional device. However, without skilled guidance from the Junker, the Tool Spirits will assemble the parts into something technically serviceable but not completely normal (we're talking more than just combining metric and imperial measures, bunky!). To keep the eager Tool Spirits in line, the Junker must make a repair skill (trade: auto repair, trade: gunsmith, etc) with a TN of 3+(Durability level). The junker can use the bonuses from being mechanically inclined or from the appropriate trade rag Tool Trick (car and driver, guns and ammo, better homes, consumer reports, popular computing, tool time or biomedical journal).

If this test fails, the unorthodox nature of the repairwork makes it difficult for conventional repairwork. Henceforth, any future repairs suffer a +4 tn. The machine runs fine, but no one will be able to figure out exactly how the pieces fit together.

Quote:
Example: Sister Amy and Zeke's LRRP
Sister Amy, a Gonzer priestess in Junkyard, has it in her mind that the Old Soldier Zeke is her Fated Hero and agrees to reconstruct for him a ruined LRRP ("It's his Holy Harness!" she sez) he recently purchased.

The LRRP suit has suffered four levels of Durability Damage, and has also taken subsystem damage to its Thermal Sights and Ripper.

She begins by putting together the Patch Kit. The LRRP is Frame Size 7 and has taken four levels of Durability Damage so the Size of the Patch Kit is (1.75*4=) 7, with 182 slots.


    - For the 4 levels of durability repairs, she'll need 40% in Structural components (72.8 slots; 10% for each of four levels).
    - For the Thermal Sights subsystem, the Marshal decides that will take Electronic as well as Structural Components (18.2 slots and 9.1 slots).
    - The Ripper requires Electronic, Checmical and Structural (18.2 slots, 18.2 slots and 9.1).


Combined, everything comes to a total of 145.6 slots. The total drain required is 42.

She assembles all the pieces she needs and works her magic on it: her TN is 11, so the construction time is 1d6 hours. At the end of the construction time, she has what looks like a large metal pod roughly the size of the LRRP. She wheels the Patch Kit up next to the LRRP, plugs it in to her G Ray outlet and activates it.

The magic effects the repairs, converting the material from the Patch Kit into the parts needed for the LRRP. The whole process takes 6d4 minutes (4d4 for the Durability repairs and 1d4 each for the Thermal Sights and Ripper).

Sister Amy monitors the entire process and guides the Tool spirits. While she enjoys the idea of Zeke relying only on her for future repairs on his Holy Harness, she knows that he may be far afield, so others may need to repair it as well, so she downloads and uses the trade: battlearmor repair aptitude. Her target number to keep the LRRP from turning into a Kludgework is normally 7 (3+4 levels of Durability) but she is mechanically inclined (+2 to her rolls) and she also just happens to have access to the Tool Trick futuretrooper concepts (for another +2 to her rolls), so her TN is only 3.

She succeeds, so the fully repaired suit is ready for Zeke to try out. All damage has been repaired and anyone else who might need to work on it later will be able to make sense of her work.


Well, that's pretty much it. I'll be trying it out in game tomorrow with a few more items, large and small, to see if the math adds up.

Hope this is helpful for someone.
_________________
Epitaph: Player Threatened by Pinnacle!

"...so I unwrap my brand new City O' Gloom box, and right there on the inside of the box bottom, I find the word "Die!!" handwritten in nice big friendly letters..."

What did I ever do to you guys?
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