kevinknight
Banded Mongoose
So my players need a new jump drive for their ship after an unfortunate incident destroyed their existing one. They will have to buy a used one and I was trying to come up with some quirks/issues with the new 'used' drive. Came up with some quirks and wanted to see if anyone else had any ideas. My thought was to roll 2D6 and spend those as points to buy the quirks (where the Max value comes in).
Potential problems with used jump drive
Potential problems with used jump drive
- Makes loud buzzing sounds the entire time it is powering up that can be heard throughout the ship – no game effect (max 1)
- Consumes a random amount of extra power (1d10%) each time it is used (max 5)
- Needs to be 10% further away from a gravity well than normal (max 5)
- After jump maintenance takes 25% more time (max 4)
- Improperly calibrated – apply a -1 modifier when rolling to activate (max 3)
- Cantankerous – any repairs suffer a -1 to the test (max 3)
- Glitchy – if a double is rolled when activating the drive, the jump aborts at the last second before consuming the fuel and 'after jump maintenance' must be performed on the drive before it can be used again (max 1)
- If not making a maximum jump (ignore of a jump 1 drive), the drive consumes 2d10% more fuel when it activates (max 5)