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[classic] Junker % slots cost question

 
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PsyBomb
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Joined: 05 Jul 2011
Posts: 45

PostPosted: Tue Jul 19, 2011 9:52 pm    Post subject: [classic] Junker % slots cost question Reply with quote

This issue came up during play, and we're not sure exactly how it should go. Simply put, if you make something meant to be worn, do you exempt the 64 slots for a human-sized space from your power cost calculations?

For example, say I want to make a full suit of AV 1 armor for a size-6 human. Frame size 6 is 128 slots, 64 of which is the empty spot for the person. Does the armor...

A) Take 10% of 128 slots for a total of 12.8 slots
B) Take 10% of (128-64 empty) 64 slots for a total of 6.4 slots
C) Something completely different.

This is going to make a very large difference to my character, who is going for an "Iron Man" style getup eventually.
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Zombi Bobb
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Joined: 03 Jun 2003
Posts: 161

PostPosted: Tue Jul 19, 2011 10:28 pm    Post subject: Reply with quote

Option B. The rule for cargo and passenger space is that it needs to be subtracted beforehand. If you were to build into that space, the person wouldn't fit. I ran into this issue when I made Clime-Controlled Coveralls. In that case, I did not subtract the deadspace as that was the space I was trying to regulate.
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PsyBomb
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Joined: 05 Jul 2011
Posts: 45

PostPosted: Tue Jul 19, 2011 10:41 pm    Post subject: Reply with quote

What page and book would I find that rule in? It would make things WAY easier if we had that reference.
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Templar
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Joined: 10 Mar 2010
Posts: 266

PostPosted: Tue Jul 19, 2011 11:07 pm    Post subject: Reply with quote

PsyBomb wrote:
What page and book would I find that rule in? It would make things WAY easier if we had that reference.


It's shown in the armor example. Don't feel bad, I had to read it a few times before I properly understood it, I felt like banging my head against the wall while I tried to make sense of it the first couple times.
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