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The System
Actually, the system has some interesting points. The basic dice mechanism is
D10X. This means that you roll two ten-sided dice and multiply them together.
This gives an interesting probability curve (a range of 1 to 100, but with the
bulk of the results clustered in the lower third) and avoids the problem of
having to "state which die is the tens."
And yes Bubba, I haven't forgotten your infamous answer of "it doesn't matter"
when asked this question mid-way through a session...
Metric Vs English (Imperial)
The aspect of the rules which gave us the biggest laugh is the way it handles
different measurement systems. It allows you to use either the metric system or
what it calls "English" measurements (which us English confusingly call
Imperial).
However, the character creation rules uses extreme approximations,
presumably to make the maths simpler. If only one system were being used this
would be no problem, but with two...
It goes something like this (this is from memory, so I might have the details
wrong):
You can lift either your strength * 10 in pounds or your strength * 5 in kilograms.
So if you choose to use English, a cyborg with a strength of 20 could lift 2000
pounds, but if you were using Metric he or she could lift 1000 kilograms (which
is about 2200 pounds). This is repeated throughout the system, from how fast
you can run to how far you can throw.
I know which one I'd pick.
Later on in the first scenario we were sent to walk to a base at the North Pole.
We had got the idea - wrongly as it turned out - that a team of European
cyborgs were racing us there. This of course was the cue for loads of jokes
about how they were going to get there first because they used metric and
could walk 1000 km a day to our 914 km.
The "Advanced" Game
There was an advanced option, which gave a much more detailed list of skills,
including - wait for it - sex!
You've had your brain removed from your body and implanted into the chest of
a metal robot body. What the hell would you want a sex skill for?
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