Publication:World of Warcraft: The Role Playing Game/Creating Technological Devices/Malfunction Effects

Malfunction Effects
A tinker maxim: “Two devices may be made from the same plans, but each fouls up in its own way.” Table 11–3 lists a number of possible malfunction effects. While constructing a device, players and the GM should choose an effect from the table that is appropriate to the device. The device sometimes produces this effect when it malfunctions. Alternately, you can elect to have the device produce a random result when it malfunctions. If you do so, to see what happens when the device malfunctions, you or the GM rolls 1d20 on Table 11–3. (Reroll inapplicable results.) Creating a device with a random malfunction reduces the device’s MR by 1 (to a minimum of 1, with the adjustment made after the device’s construction is complete).

Several malfunctions have permanent effects. In most cases, you can correct these effects by upgrading the device, as described above, returning it to its former capacity. In cases where this does not make sense (for example, the noisemaker or pain machine effect), you can repair the effect by following the normal rules for the Craft skill. (You therefore have to repair the device twice: once to get it working again, and once to correct the permanent malfunction effect.) Malfunction effects are cumulative.

Function Lock: For 2d6 rounds, rounds, the device continues to repeat the action taken during the round in which it malfunctioned. Weapons continue to fire and their direction cannot be altered; vehicles continue to move uncontrollably in the same direction at the same speed. All ammunition or fuel loaded into the device is consumed or destroyed in the malfunction.

Mangled: The device can be repaired, but it will never look the same again. For all purposes related to the device’s sale or appraisal, its market value is halved. If a device suffers this malfunction effect twice, it is ravaged beyond recognition and must be replaced.

Leaky: The device now requires regular applications of some substance in order to continue operating. This substance may be a lubricant to keep gears turning, phlogiston to replace that seeping out of a leaky boiler or something similar. If the substance is not applied daily, the device ceases to function.

Total Failure: Not only does the malfunctioning device fail, so do all its add-ons. They must be repaired individually.

'''Inhibited Function: Once the device is repaired, its Time Factor (determined in step four, above) is doubled.

Degradation: Even after being repaired, one feature (randomly determined) is decreased as if the feature’s TS were –1 lower (minimum 0). An armor bonus may be reduced by –1, maximum movement speed might decrease by –20 mph, and so on.

Balky: The device’s Maneuverability Rating decreases by –1.

Pieces Everywhere: The device falls apart into a multitude of tiny components. Craft (technological device) checks to repair the device have their DCs increased by +4.

Awkward Operation: The device is more diffi cult to operate after being repaired. All skill checks or attack rolls made with the device take a –2 circumstance penalty.

Backfire: All weapons on the device backfire, dealing their damage to the operator.

Frangible: Though it can be repaired normally, the device is more likely to malfunction in the future. Its Malfunction Rating increases by +1.

Kickback: The device somehow deals damage to its operator, by jerking her around violently, blasting her with steam or the like. She takes 3d6 points of damage.

Bulky: You can repair the device, but it needs extra components. Lots of extra components. For the purposes of repair, its market price increases by 25%. After you repair it, the device is one size larger — Tiny devices become Small, Small devices become Medium and so on. The device’s weight doubles, and its movement speed decreases by –20 mph (if applicable).

Critical Component: The malfunction destroys a critical component. You cannot repair the device until a rare or delicate component worth at least 10% of the device’s total market value can be replaced. (This requirement might spark an adventure if the component is not available on the open market.)

Self-Destructive: After you repair it, the device damages itself, taking 1 point of damage each time it is successfully operated. The device’s hardness does not protect it against this damage.

Noisemaker: The device immediately emits a loud and annoying noise that can be heard by any creature within 60 feet. Even after repair, the function makes the noise continuously during its operation and for a period afterward equal to its Time Factor (but not less than 1 minute).

Fused Function: You cannot upgrade the device and all skill checks made to repair it have their DCs increased by +3.

Fragile: The device’s maximum hit points are halved.

Pain Machine: The device can be repaired normally, but it deals 1d6 points of damage to its operator each time it is used.

Phlogiston Explosion: The device’s phlogiston boiler explodes, dealing slashing and fi re damage equal to (the device’s Technology Score)d6 to all characters and creatures within 15 feet. The Craft (technological device) checks required to repair the device have their DCs increased by +6.