|
Here are some rule clarifications and suggestions from Patrick Boucher.
One of the problems I have is that a skilled Tinman will take as much time shaping things (except armor) as an unskilled one. I suggest that the time of shaping be reduced by one round for every 3 full levels of Hexite Shaping. Also, with an added difficulty, the shaping time can further be reduced (+5 difficulty for every bonus round). These bonuses don’t apply to extruding armor. With these new rules, the time of shaping cannot be less than a round. Once the shaping time is one round, a shaping can be instantaneous by adding 5 to the difficulty (but this means the Tinman will shape and do another action : a penalty of -3 to both actions should also be applied).
What happens to a Tinman that takes 5 rounds to shape a monoblade but failed his roll? During those 5 rounds, he tried very hard to shape a long sword with a very fine edge. I think that even if he fails his Hexite Shaping roll, he should have done part of the job (the sword is not that good).
n WEAPONS are less effective. Damage is reduced as per the final roll (5-9 : DC2, 10-14 : DC3, 15-19 : DC4, 20-24 : DC5). REF could also be reduced (less balance). A failed roll on an instantaneous attempt result in a useless blob of Hexite. The same goes for a gun.
n ARMOR is also less effective. AR is reduced by 2 and REF by 1 for every point the roll is failed.
n EXTENSION/TENDRILS/SHEETS : Failure means that the limb/tendrils/sheet has no composure (BODY 0) and collapses!
The rules for jumping and leaping with Tinmen are not consistent with any other rules of cybernetics (they are not as good!). I suggest that with no training (adult skill of Acrobatics) a Tinman should be able to make a leap (no running start) of 0.75 meters per BODY stat, a long jump (running start of 5 meters) of 1 meter per BODY stat and a high jump of a height of 0.5 meters per BODY stat.
Since the Tinman doesn’t feel pain, he should definitely have a bonus to shock rolls (but not stun rolls from tasers, gas and things like that). And since he doesn’t feel the pain, he will only go into shock if he’s too traumatized by the experience. My home rule for the Tinman is 1D10 less than COOL + Hexite Shaping - Damage of this attack.
Since a gun hand REQUIRES moving parts, I suggest that to do it, a Tinman will have to engage BOTH hands in the Hexite Shaping.
Also, I just cannot conceive a Tinman with that kind of leaping/jumping/kicking power with no bonus to MOVE. I thusly think that a Tinman should get a bonus of 2 to MOVE stat permanently.
Also, on page 129 of the second edition, it is written that when the nanites are used internally, they can be woven with the musculature and the skeletal system. « Reinforcement in this fashion can dramatically increase the performance..., increasing strength and resistance ». But no bonuses to BODY are given to the Tinman. I suggest that a Tinman can have +3 to BODY any time. As for the REF bonus of Scanners and Wizards, it should be obvious to anyone that something is special. Doing this takes 12 minutes - 1 minute for each point an Easy test is made by. And while in that state, the nanites are so busy that the Tinman gets a -5 penalty to the Hexite Shaping skill (this can be negative).
Could a Tinman with BODY 6 extend both his legs 2 meters and then both his arms 2 meters for an amazing reach of 5.5 to 6 meters?
What are the uses of the Tinman sheets and and tendrils?
Individual tendrils only have a BODY Strength equal to Body divided by number of tendrils. Put together, the tendrils get the full strength. What happens to a Tinman who uses both arms (turn in tendrils) to grapple something? Will he get twice his BODY Strength?
What do you think will happen if a Tinman receives so much damage in an arm or leg that his limb is destroyed (AR 6 and SDP 10 can be destroyed)? Will it grow back? On page 128 it is said that if the nanites are given enough time, they can theoretically regrow lost limbs.
On page 123 : « You can generally scan anywhere within a 10m area and be able to pick up impulses from any single target in that area, even if you can’t see him directly. The more people you try to scan, or the farther you try to sense, the harder it will be to pick up any meaningful signals ».
On page 137, table 1 : Raw emotion can also be applied to « sensinglife ».
On page 137, notes : can only scan one subject at a time.
First, some contradictions here. Can a Scanner scan more than one subject but with an added difficulty or is it simply impossible?
Is « sensing life » a kind of radar power that can go through walls (« even if you can’t see him directly »)? Will the Scanner pick up all the life in the area, or just one at a time (sounds weird)?
Also, with that thing of not necessarily seeing the subject, can a Scanner make all his scan while turning his back to a subject?
About the scanning powers, is it only applicable to actual thought of the target, or can a Scanner mind-scan a target for deep thoughts or memories?
On page 143, it is said that a familiar can run for IN function times 10 turns. And on page 144, this duration is equal to the IA x 2 turns.
WOW! What a contradiction here, first they’re talking about the IN function, and then about the IA function. And the difference between 2 to 10 turns is HUGE. What do I do with that?
Also, a Wizard can hear/see radio, TV and Virtuality signals (page 142, notes). On page 122 : « you can automatically perceive any type of communications around you, overhearing cellular and radio calls like you were dialed right in ». What can a Wizard do with those signals?
That’s all folks! Give me your answers/questions/comments at pat_bou@videotron.ca. Be sure that it will be very appreciated. Thanks a lot!
Patrick
|