Vexing
2016-03-04, 01:07 AM
Hello all! First: on the off chance that you're a player from "Mutiny on the Malheureuse", the Rogue Trader game in question, leap away from this page at once! I'd rather you not spoil the (potential) surprise for yourself.
Second: I'm hoping that folks who chime in have a little familiarity with the various 40k systems. Suggesting bonuses or benefits are all well and good, but it would help if those suggestions were grounded in an idea of what's usually balanced or enjoyable for the d100 40k roleplaying line; comparison and contrasting may help me come to a conclusion.
The Questions
1: As part of a dump of Archaeotech (old technology), I was rolling up one or two specific items for the group to find, either as a valuable discovery or in use by one of their nearby antagonists. One of my results on a series of tables in Stars of Inequity (a sourcebook for new systems/colonies/items) came back with some very interesting results, but left me a little confused on how to implement them.
The item in question is a Best-Quality Jump Pack...and I'm not certain what benefits to assign to a Best-Quality Jump Pack, in terms of what might be overpowered or underwhelming. Here's their entry from the Rogue Trader Core Book:
Jump packs are large backpacks containing powerful turbofan or rocket engines. The user triggers a jump pack to lift high into the air and then swoop down as part of their assault. Jump packs are also useful in leaping over high obstacles and reaching rooftops in a single bound, but without training most users will seriously injure themselves in crashes. Though bulky, loud, and somewhat dangerous to use, they are ideal for the maximum in personal mobility on the ground or even in the void.
Jump packs require the operator to have the Pilot (Personal) Skill. A standard jump pack allows for a safe, guided fall from any height and, with a thruster boost, make an unlimited series of short jumps (landing at the end of each Round's movement). Alternatively, the pack can duplicate the Flyer (12) Trait for up to a minute at a time. A jump pack's power supply will last for about an hour of strenuous operation before requiring a replacement.
I've put bits of the description in bold because those struck me as good areas to start picking at. Would providing it with an unlimited (or greatly increased) power supply cause more trouble than it's worth? Is an increase to the Flyer Trait worth considering, or would it be effectively pointless since little can match movement of 12 to begin with? If you were running, what would you think is reasonable to add to the device?
2: Second, the Jump Pack also provides a +15 to Skill Tests that involve it. Since there aren't any tests required to use its basic functions, I'm not sure how much use that particular boost will get. I figure it'll help with tricky maneuvering at the most, once in a blue moon, but I'm trying to think of other ways for a player to leverage that bonus. Perhaps the +15 can apply to Dodge Tests whilst using the Flyer Trait granted by the pack?
Any ideas, thoughts, or suggestions would be greatly appreciated. The item actually fits rather well with the area and potential wielder I may assign to it, so I'm happy to keep the result. I'm just trying to work out how best to make it a memorable and impactful piece of wargear with that tricky Best-Quality tag.
Second: I'm hoping that folks who chime in have a little familiarity with the various 40k systems. Suggesting bonuses or benefits are all well and good, but it would help if those suggestions were grounded in an idea of what's usually balanced or enjoyable for the d100 40k roleplaying line; comparison and contrasting may help me come to a conclusion.
The Questions
1: As part of a dump of Archaeotech (old technology), I was rolling up one or two specific items for the group to find, either as a valuable discovery or in use by one of their nearby antagonists. One of my results on a series of tables in Stars of Inequity (a sourcebook for new systems/colonies/items) came back with some very interesting results, but left me a little confused on how to implement them.
The item in question is a Best-Quality Jump Pack...and I'm not certain what benefits to assign to a Best-Quality Jump Pack, in terms of what might be overpowered or underwhelming. Here's their entry from the Rogue Trader Core Book:
Jump packs are large backpacks containing powerful turbofan or rocket engines. The user triggers a jump pack to lift high into the air and then swoop down as part of their assault. Jump packs are also useful in leaping over high obstacles and reaching rooftops in a single bound, but without training most users will seriously injure themselves in crashes. Though bulky, loud, and somewhat dangerous to use, they are ideal for the maximum in personal mobility on the ground or even in the void.
Jump packs require the operator to have the Pilot (Personal) Skill. A standard jump pack allows for a safe, guided fall from any height and, with a thruster boost, make an unlimited series of short jumps (landing at the end of each Round's movement). Alternatively, the pack can duplicate the Flyer (12) Trait for up to a minute at a time. A jump pack's power supply will last for about an hour of strenuous operation before requiring a replacement.
I've put bits of the description in bold because those struck me as good areas to start picking at. Would providing it with an unlimited (or greatly increased) power supply cause more trouble than it's worth? Is an increase to the Flyer Trait worth considering, or would it be effectively pointless since little can match movement of 12 to begin with? If you were running, what would you think is reasonable to add to the device?
2: Second, the Jump Pack also provides a +15 to Skill Tests that involve it. Since there aren't any tests required to use its basic functions, I'm not sure how much use that particular boost will get. I figure it'll help with tricky maneuvering at the most, once in a blue moon, but I'm trying to think of other ways for a player to leverage that bonus. Perhaps the +15 can apply to Dodge Tests whilst using the Flyer Trait granted by the pack?
Any ideas, thoughts, or suggestions would be greatly appreciated. The item actually fits rather well with the area and potential wielder I may assign to it, so I'm happy to keep the result. I'm just trying to work out how best to make it a memorable and impactful piece of wargear with that tricky Best-Quality tag.