2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />
Automaton has malfunctioned.<br />
For every 10 hits worth of damage sustained, add 1 to<br />
the roll.<br />
For every critical sustained, add the following to the<br />
roll: +1 (“A”), +2 (“B”), +3 (“C”), +4 (“D”), and +5<br />
(“E”).<br />
A Malfunction can be as minor as a simple jam of the<br />
gearing or a catastrophic explosion of a steam boiler. It<br />
can be localized to an “Empowerment” portion of an<br />
Automaton or affect the entire Automaton. GMs may<br />
choose a dramatically appropriate effect or roll on the<br />
tables below.<br />
First determine the malfunction’s location.<br />
TABLE 5.7<br />
MALFUNCTION LOCATION (D100 ROLL)<br />
01-60 ...................................... General Automaton<br />
Failure.<br />
61-80 ...................................... Subsystem Failure<br />
(choose one Empowerment to fail).<br />
81-90 ...................................... Dual Subsystem Failure<br />
(choose two Empowerments to fail).<br />
91-00 ...................................... Multiple Subsystem<br />
Failure (three or more Empowerments fail).<br />
If an Automaton is not Empowered, then any Malfunction<br />
covers the entire Automaton. For Empowered<br />
Automata, an Empowerment failure does not necessarily<br />
result in the failure of any capability provided by an<br />
Enchant spell or the mundane design of the machine.<br />
Secondly, determine the type of malfunction (GMs<br />
should adjust the description as appropriate for the<br />
Automaton).<br />
TABLE 5.8 MALFUNCTION NATURE (D100<br />
ROLL)<br />
01-10 False start (try another Operating Equipment<br />
maneuver in one minute).<br />
11-20 A mechanism has jammed somewhere (make<br />
a Light (+10) Mechanition maneuver to unjam<br />
(taking one minute) before trying to operate the<br />
Automaton).<br />
21-30 Grinding sounds suggest a multiple mechanism<br />
jam or something getting caught in a component<br />
(make a Medium (+0) Mechanition maneuver<br />
to resolve this (taking five minutes) before<br />
trying to operate the Automaton).<br />
31-40 Small tear or hole develops or a component<br />
comes loose. Fix with a Medium (+0) Mechanition<br />
maneuver taking ten minutes in the next halfhour;<br />
otherwise the fault worsens and serious<br />
breakdown occurs.<br />
41-50 Large tear or hole develops or a component<br />
breaks. If operation continues, Automaton suffers<br />
complete breakdown in ten minutes. If not, a<br />
serious breakdown occurs.<br />
51-60 Mechanism or subsystem becomes physically<br />
disconnected, causing an immediate serious<br />
breakdown.<br />
61-70 Mechanism becomes smashed, serious boiler<br />
leak or Leyden jar discharges, resulting in a total<br />
breakdown.<br />
71-80 Mechanism shatters (splinters do an “A”<br />
Puncture critical to all in 5’R), steam plume escapes<br />
(“A” Heat critical to all in 5’R) and boiler is<br />
damaged, or Leyden jar discharges (anyone touching<br />
Automaton receives an “A” Electricity critical).<br />
Total breakdown occurs.<br />
81-85 Mechanism shatters (splinters do “B” Puncture<br />
critical to all in 5’R), steam plume escapes<br />
(“B” Heat critical to all in 5’R) and boiler is<br />
damaged, or Leyden jar discharges (anyone touching<br />
Automaton receives a “B” Electricity critical).<br />
Total breakdown occurs.<br />
86-90 Mechanism shatters (splinters do “C” Puncture<br />
critical to all in 10’R), steam plume escapes<br />
(“C” Heat critical to all in 10’R) and engine is<br />
damaged, or Leyden jar discharges (anyone touching<br />
Automaton receives an “C” Electricity critical).<br />
Total breakdown occurs.<br />
91-95 Mechanism disintegrates (splinters do “D”<br />
Puncture critical to all in 10’R), steam plume<br />
escapes (“D” Heat critical to all in 10’R) and both<br />
boiler and engine are seriously damaged, or Leyden<br />
jar discharges and shatters (anyone touching<br />
Automaton receives a “D” Electricity critical).<br />
Total breakdown occurs.<br />
96-100 Mechanism disintegrates (splinters do “E” Puncture<br />
critical to all in 10’R), steam plume escapes (“E”<br />
Heat critical to all in 20’R) and both boiler and engine<br />
are very seriously damaged, or Leyden jar discharges<br />
and shatters (anyone touching Automaton receives<br />
an “E” Electricity critical). Total breakdown occurs.<br />
There are three methods of fixing an Automaton -<br />
jury-rigging, proper repairs, and spells.<br />
A jury-rig involves a temporary solution to the problem,<br />
using any available materials and tools. It is normally<br />
used when the proper spare parts are unavailable.<br />
It requires a Gimmickry maneuver with Difficulty Level<br />
and required time as per Table 5.9.<br />
36 CONSTRUCT COMPANION