Junkers in Reloaded (possible rules solution)

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Junkers in Reloaded (possible rules solution)

#1 Postby ScooterinAB » Fri Jul 29, 2011 3:02 pm

I've been trying to come up with a non-Weird Science set of rules for Junkers in Reloaded. I just has a eureka moment. So far, I've relating everything to the size of the item. A size y weapon does Y damage, but you can reduce the size of the damage to X in order to make more slots for other features (more ammo, higher rate of fire, bigger battery, etc). The hang up was on multi-power devices.

Here's the eureka. Each frame size is twice as large as the last size. Not only does this put sizes in rough proportion of one another (the exacts aren't important; fast, furious, fun), but it also puts the slot sizes in proportion. For example, a size 5 slot (however large or small that is) is twice the size as a size 4 slot. Thus, a Junker could build a 2 size 4 slots into a size 5 device (note that devices will have a few slots to handle power source, base function of a power, and secondary functions).

This probably makes no sense right now. But I think I've just made a break through in the design principle. I'll try to punch up some powers shortly so that I can test this out. Maybe it will make more sense then (also, I'm at work right now, and my notes are not).
28/12/09 Scooter just bought a Deadlands book... In a Japanese Gaming store... And the clerk knew what it was. Awesome.

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