The Tinkerer's Thread

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GM: SNAFU
AGM: Ace of Spades

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Re: The Tinkerer's Thread

Postby Lahz » Wed Nov 29, 2017 9:50 pm

Image

Lahz wrote:Step 2: Fire-link the component cannons for synchronized firing, and include the cannon as a HUD window. Lahz should have fire-linking pretty much down, its even done on Hovercycles down at NG for 5k (See NG 2, Pg 159), and he had to pass a recent test on it to get his certification. He also should have the programming from the Splugorth tri-cannon turrets to use.

SNAFU wrote:Lahz's previous projects, and his thorough study of the Splugorth turret, have made Lahz a 'Fire-Link" expert. From now on he may apply an additional +10% bonus to his rolls when fire-linking or he may chose to re-roll one critical fail per session after the fact ;whichever he prefers at the time. (Must declare his intentions before hand.)

Give me 5 rolls each of the same skills as above. Barring critical failures this is done. I'm expecting at least 3 more steps. What's next?


Re-Roll Crit Fail ...

Weapons Engineer 78+30 (Gloves) +2 (DISCUS)= 110+30 (extra time) = 140%: 1d100 = 96; 1d100 = 65; 1d100 = 28; 1d100 = 3; 1d100 = 75
Mechanical Engineering 78+30 (Gloves) +2 (DISCUS)= 110+30 (extra time) = 140%: 1d100 = 2; 1d100 = 84; 1d100 = 85; 1d100 = 80; 1d100 = 94

Done
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Tinkerer's Thread

Postby Lahz » Wed Nov 29, 2017 11:10 pm

Image

Step 3 -- Power -- Lahz assembles the power couplings from the Solid Oxide Power, power packs from 2 of the Wilks-1000 Laser Pulse Cannon, and a pair of NG Universal Energy Links to create a power system capable of sustained fire matrix within a heavy triple-wide stock built of heavy-plated Splugorth hull-plating armor.


============

Install duplicate Dyna-Bot Skill Combat Programming into Tony the Tiger-Bot:
Computer Operation 103+30=133%: 1d100 = 8, 1d100 = 30
Computer Programming 83+30=113%: 1d100 = 23 1d100 = 24

Install duplicate Dyna-Bot Skill Combat Programming into Kit the Robosistant (he prefers Robo-Sapien)
Computer Operation 103+30=133%: 1d100 = 82, 1d100 = 79
Computer Programming 83+30=113%: 1d100 = 74, 1d100 = 8

Complete
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Tinkerer's Thread

Postby Erg » Thu Nov 30, 2017 6:32 pm

Previously
Erg wrote:Erg will also like to study/learn the following spells from the guild, ideally inside a time accelerated Time-Hole:

Lv2 - Cleanse - $20,000
Lv5 - Eyes of Thoth - $50,000
Lv5 - Mend the Broken - $50,000
Lv6 - Tongues - $180,000

Total = $300,000

18 lvs x 2Days per Lv = 36 normal Erg Time Days / 6 Time-Hole = 6 Merctown Days


SNAFU wrote:Done at the listed costs.


SNAFU wrote: where as study always succeeds after the correct time period.


18 Merctown days after shield with Vheld
+3 Merctown days for the 3 Schematics with Vheld
+6 Merctown days for the 4 studied spells
= Erg is up to 27 Merctown Days out of the 4 months.

- - - - - - -

Inside accelerated time Erg works on another project schematic:
TW Enhanced Vehicle Stopper Round:
12 hours / 6 Time-Hole = 2 hours Merctown Time.
Technowizard Construction Skill 98% + 30% (for 2x time) = 128%
-20% prototype Schematic = 108% Target
Rolled: 1d100 = 96

- - - - - - -

Step#1 = Determine Form
TW enhanced Vehicle Stopper Round

Step#2 = Determine Function
On impact a fire ball also hits the victim/target, in addition to the round's normal damage/effect.

Adding a single use TW effect per RUE-p.130
Limited to a single spell
1/2 the creation time
1/2 the construction cost
Zero Activation Cost
1/10 the PPE Creation Cost
1/4 the normal amount of needed gems

Intending to trade the normal 90ft range fire ball shot out for a 9ft Blast Radius of fire instead.

Step#3 = Spell Chain = Primary Spell = Fire Ball Lv 6 Normal PPE 10 BoM-p.111
As a single use item only 1 spell.

Step#4 = Required Gems
Fireball requires a Red Red Ruby
Normally $19,000 per carat
Normally Device level 7 / 2 = 3.5 Carats / 4 Single use = ~0.875 carats .. Gets rounded up to the minimum of 1 carat

Step#5 = Base PPE Construction Cost
Primary Spell PPE 10 x Device Lv 7 = 70 x 10 = 700 / carats 1 = 700 / 10 Single Use item = 70 PPE

Step#6 = Activation Cost = Skipped for Single use item

Step#7 = Construction Time
Creation PPE 70 / 10 = 7 x Device Lv 7 = 49 / 2 single use item = 24.5 hours Erg Time

Step# 8 = Construction Cost
Creation PPE 70 x 10 = 700 x Device Level 7 = $4,900 / 2 Single use = $2,450 + Gems $19,000 = $21,450

Erg already bought several of the rounds at $5,000 each .. so base cost + the TW add on , this will end up costing a total of $26,450 per round.

Erg makes 10 such modified rounds, only the 1st is a prototype. 24.5 x 10 = 245 hours Erg time / 20 per 24 hour cycle = 12.25 cycles = 13 days Erg Time / 6 Time-Hole = 2 Days Merctown Time .. and $214,500 in parts cost.

1 roll per IC Erg day = 13 rolls:
1d100 = 461d100 = 401d100 = 531d100 = 661d100 = 641d100 = 721d100 = 151d100 = 141d100 = 581d100 = 811d100 = 581d100 = 501d100 = 28

- - - - - -

Pending GM approval / review (of course) , it looks like all the rolls passed, and the 10 rounds would be made successfully.


Complete
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: The Tinkerer's Thread

Postby Lahz » Sat Dec 02, 2017 11:52 am

Image

Step 3 -- Power -- Lahz assembles the power couplings from the Solid Oxide Power, power packs from 2 of the Wilks-1000 Laser Pulse Cannon, and a pair of NG Universal Energy Links to create a power system capable of sustained fire matrix within a heavy triple-wide stock built of heavy-plated Splugorth hull-plating armor.

Weapons Engineer 78+30 (Gloves) +2 (DISCUS)= 110+30 (extra time) = 140%: 1d100 = 35; 1d100 = 73; 1d100 = 62; 1d100 = 38; 1d100 = 53;
Mechanical Engineering 78+30 (Gloves) +2 (DISCUS)= 110+30 (extra time) = 140%: 1d100 = 88; 1d100 = 49; 1d100 = 63; 1d100 = 66; 1d100 = 42

=== ===
Step 4 -- Sensor Integration -- Lahz assembles a contact-based uplink into the handle and trigger-assembly that will allow the Marauder to access the cannon's internal targeting and integrate for use in conjunction with the suit's radar and other sensors.

Weapons Engineer 78+30 (Gloves) +2 (DISCUS)= 110+30 (extra time) = 140%: 1d100 = 38, 1d100 = 12, 1d100 = 23, 1d100 = 64
Robot Electronics 71+30 (Gloves) +2 (DISCUS)= 110+30 (extra time) = 133%: 1d100 = 29, 1d100 = 99 --- EP CRIT SUCCESS, 1d100 = 67, 1d100 = 19

=== ===
Step 5 -- Testing -- Lahz takes the beam-cannon thing, he's not decided on a name for it yet, out to test-fire in the Merctown countryside


Complete
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Tinkerer's Thread

Postby Lahz » Sat Dec 02, 2017 3:22 pm

Install duplicate Dyna-Bot Skill Combat Programming into Ray the Droid:
Computer Operation 103+30=133%: 1d100 = 93, 1d100 = 18
Computer Programming 83+30=113%: 1d100 = 57, 1d100 = 55


Complete
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Tinkerer's Thread

Postby Echo » Sun Dec 03, 2017 12:53 am

I've talk the following request over with SNAFU and am placing this here to garner the initial idea.

I am trying to make the first step into bring technological invisibility into the game, think of a Predator's personal cloak from Predator or Alien Vs Predator.

This idea is difficult as almost any reference of invisibility in the game vanishes right after combat initiates so I am trying to find workarounds, to be fair I am not trying to build an 'Invisible at all times no matter what' device. The following device could revolutionize an assassin's trade and more specifically, the Spook Squad in general as this device has merit outside of Echo's personal use.

The idea is to combine Invisibility: Superior and Simple with Shadow Meld to provide the following effects.
1. Complete invisibility to begin with, allowing for unhindered access by anything that cannot see invisible, allowing for a clean first strike.
2. After the first strike, the device remains active but the power Shadow Meld, obscuring the target providing a - to be hit until the device duration ends.
3. If combat ends, or the character ceases hostile actions before the duration is over, Invisibility Simple takes over, re-cloaking the user with Invisibility Simple, Shadow Meld cease to be useful.

Clauses:
Device would need to be shut down and reactivated to restart the Invisibility Superior effect.
Device would need to be run on P.P.E., I.S.P., or (preferably) an outside source such as power core of a EBA/PA or E-Clips
Device timer would need to be extended from the standard spell use as it is being used in a focused manner.
--Figure Vheld, level 10 shifter grants the spells required
---Invisibility Superior duration: 30 mins
---Shadow Meld duration: 20 mins
---Invisibility Simple duration: 30 mins
Ideally, all three would last the full timed effect of 30 minutes.
Device costs to activate would need to be cost related and not times per use a day related
---Invisibility Superior cost 20PPE
---Shadow Meld cost 10 PPE
---Invisibility Simple cost: 6PPE
The total cost for all three spells is 36 P.P.E., figure 40 to allow Shadow Meld to run the full duration of the others (or higher, I do not know). A P.P.E. Battery built into the device would allow for the facilitation of this without the user needing to expend personal points. Ideally this cost could be reduced to allow for more activation uses or an additional P.P.E. battery of X amount included.
Each spell would use it's required PPE cost separately but the device would be designed that once it is triggered, Superior is active and then when Superior is cancelled by combat or hostility, Meld and Simple would be activated to provide their effects (the negatives and immunity to See Invisible, etc), when combat ends completely if duration is still applicable, simple runs its course unless the device is shut off.

The only spell not in the repertoire of either Erg of Vheld is Invisibility Superior which at base cost in the R:UE (Pg190) costs 90k, figure at least another 60k for safety is 150k to purchase and be used. Echo has 384k give or take remaining before he fully commits to the cursed crown and loses it so that can all go to this plus the 1.8mil he garnered from the ship salvage which Carl is holding for him.

Echo will be playing the "figure out" part IC since his knowledge on this depends on his new companion and her rolls.
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: The Tinkerer's Thread

Postby Erg » Sun Dec 03, 2017 10:11 am

Kinetic Quantum Bridge Einstein-Rosen Tunneling
Aka: K-QBERT

This is the work through for the building of a prototype of the Warp Space/Time Spell device to allow Vheld's client to move (kinetic) to a point in space-time (present or future never intentionally the past).

  • Form of the Device
    Large Semi-Spherical 'Ion Wind Generator' like shape.
  • Function
    A larger distance and scale worm hole device. By creating a flow of space-time, a worm hole / portal like transport between two points is created. Although it won't be as stable to hold open as the smaller scale QBERT was, this version will allow for things like greater distances, and possibly time delays.

    Object/person gets inside. Device is activated including all the needed coordinates for the intended destination. If successful they find themselves at the desired distance and later time in the future they targeted. Rolls and accuracy of a given transport subject to GM situation modifiers.

    This is a 'Single Use Device'. Destroys itself with nothing left to salvage.

    As a Single Use device RUE p.129
    Single Spell
    1/2 Creation Time
    1/2 Creation Cost
    No/Zero Activation Cost
    1/10 Creation PPE
    1/4 the gems
  • Spell Chain
    Warp Space & Time 15Lv Temporal Magic Spell Base PPE 800 BoM p.251
    Only a single Primary Spell per Single Use.
  • Gems:
    Device Level 1 x 1/2 Carat = 1/2 / 4 Single Use = 1/8 Carat rounded up to minimum of 1 carat
    I don't see this specific spell listed among those in the techno-wizard gem guide in RUE-p.133.
    The closest I see is for Teleport Superior , which is Lapis Lazuli listed for $5,000 per carat.
  • Construction PPE:
    Base Spell 800 x Device Level 1 = 800 x 10 = 8,000 / Primary Carats 1 = 8,000 PPE / 10 Single Use = 800 PPE
  • Activation Cost = None per Single Use Item
    Made usable by normal people.
  • Creation Time:
    800 Construction PPE / 10 = 80 x Device Lv 1 = 80 Hours / 2 Single Use = 40 Hours
    Erg would still do his normal double checking work and such for the +30% skill bonus , so 40 x 2 = 80 Hours
  • Creation Cost:
    Construction PPE 800 x 10 = 8,000 x Device Level 1 = $8,000 / 2 single use = $4,000 + Gems $5,000 = $9,000

Time: Always in the future , 1 minute , 1 hour, 1 day , 1 year, etc.
Maximum Range = 300 Miles
Maximum Weight = 1,000 Lbs all inside the original device radius.

GM Discretion .. If the odds of success are similar to conventional Teleport Superior BoM-p.153

80 hours / 20 per cycle with Sustain = 4 cycles x 24 hours per cycle = 96 hours Erg & Vhled time / 6 Hyperbolic Time Chamber = 16 hours Merctown Time.

Other than waiting for rare planetary alignments or organizing the mass ritual sacrifice of several hundred people .. Erg can't get 800 PPE like that on his own .. That is definitely something that is up to Vheld to gather/provide.

Erg's Base Techo-Wizard Construction Skill = 98%
+ 30% (2x time)
+5% per Device level (1) less than current PC lv (7) = 6 reduced levels = +30%
-20% Prototype
128 + 30 + 30 - 20 = 168% effective skill level.

4 IC days of work = 4 rolls
1d100 = 97 , 1d100 = 86 , 1d100 = 71 , 1d100 = 100

- - - - - -
always has a chance of failure, and the 100% roll is just that = Failed rolls = result is (of course) up to GM if there is defect performance issues of some kind .. or just an out right failure.

Some ideas for possible 'quirks' if not a complete failure of the prototype.
  • % penalties on use accuracy to go where and when intended.
  • Went over budget
  • Only does 1/10 the intended .. 100 lbs instead of 1,000 .. or 30 miles instead of 300 .. etc.
  • Only works to travel between two such devices.
Last edited by Erg on Sun Dec 03, 2017 11:00 am, edited 1 time in total.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: The Tinkerer's Thread

Postby Erg » Sun Dec 03, 2017 10:48 am

Flat Jack Surprise:

  • Form:
    A Techno-Wizard tent like cloth zipper door.
  • Function:
    Makes a Dimensional Envelope inside is 10ft x 10ft x 6ft
    Enough air inside for 2 people to breath for 2 hours.
    Because those persons and items inside are actually in a different dimension they will not be detected by conventional scanners and such while they are inside.

    A common use is as a type of trojan horse. The people or items spring out later after sneaking past check points, guards, scanners and such.

    As a Single Use device RUE p.129
    Single Spell
    1/2 Creation Time
    1/2 Creation Cost
    No/Zero Activation Cost
    1/10 Creation PPE
    1/4 the gems

    Destroys itself after a single use , nothing worth salvaging.
  • Spell Chain
    Primary = Dimensional Envelope Lv12 Temporal Magic Base PPE 60+
    Single Spell per single use.
  • Required Gems:
    I don't see this specific spell listed in the normal Techno-Wizard gem selection.
    If it uses the Onyx Gem $1,000 per Carat
    Onyx is the same gem used for Dimensional Portal, Dimensional Teleport.
    Device Level 1 / 2 = 1/2 Carat x 4 Single Use = 1/8 Carat = Rounds up to 1 Carat Minimum
  • Construction PPE
    Base PPE 60 x Device Lv1 = 60 x 10 = 600 / Primary Carats 1 = 600 / 10 Single Use = 60 PPE
  • Activation Cost:
    No Activation cost per Single Use Item
    Made usable by normal people
  • Construction Time:
    Construction PPE 60 / 10 = 6 x Device Lv 1 = 6 / 2 Single Use = 3 Hours
    Erg takes 2x time = 6 hours Erg/Vheld Time / 6 Hyberpoblic Time Chamber = 1 hour Merctown Time
  • Construction Cost:
    Construction PPE 60 x 10 = 600 x Device Lv1 = 600 / 2 Single Use = $300 + Gems $1,000 = $1,300

As per Device Level1 = Duration 3 hours

Techno-Wizard Construction Skill 98%
+30% taking 2x time
+30% device level is 6 levels bellow Erg's Level.
-20% prototype
= 168% Effective Skill

less than 1 day = 1 roll
1d100 = 57

Pending GM approval the good roll = successful prototype.
Last edited by Erg on Sun Dec 03, 2017 11:01 am, edited 1 time in total.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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Re: The Tinkerer's Thread

Postby Erg » Sun Dec 03, 2017 11:00 am

Pocket of Pockets:
aka = PoP

  • Form:
    A Technowizard enhanced pouch for a utility belt.
  • Function:
    Makes a Dimensional Pocket
    Can hold up to 30 lbs
    Duration 6 Months per Device Lv 1 = 6 Months.

    As a Single Use device RUE p.129
    Single Spell
    1/2 Creation Time
    1/2 Creation Cost
    No/Zero Activation Cost
    1/10 Creation PPE
    1/4 the gems

    Destroys itself after a single use , nothing worth salvaging.
  • Spell Chain
    Primary = Dimensional Pocket Lv10 Temporal Magic Long Term Base PPE 140
    Single Spell per single use item.
  • Required Gems:
    I don't see this specific spell listed in the normal Techno-Wizard gem selection.
    If it uses the Onyx Gem $1,000 per Carat
    Onyx is the same gem used for Dimensional Portal, Dimensional Teleport.
    Device Level 1 / 2 = 1/2 Carat x 4 Single Use = 1/8 Carat = Rounds up to 1 Carat Minimum
  • Construction PPE
    Base PPE 140 x Device Lv1 = 140 x 10 = 1400 / Primary Carats 1 = 1400 / 10 Single Use = 140 PPE
  • Activation Cost:
    No Activation cost per Single Use Item
    Made Usable by normals
  • Construction Time:
    Construction PPE 140 / 10 = 14 x Device Lv 1 = 14 / 2 Single Use = 7 Hours
    Erg takes 2x time = 14 hours Erg/Vheld Time / 6 Hyberpoblic Time Chamber = ~3 hour Merctown Time
  • Construction Cost:
    Construction PPE 140 x 10 = 1400 x Device Lv1 = 1400 / 2 Single Use = $700 + Gems $1,000 = $1,700

As per Device Level1 = Duration 6 months.

Techno-Wizard Construction Skill 98%
+30% taking 2x time
+30% device level is 6 levels bellow Erg's Level.
-20% prototype
= 168% Effective Skill

less than 1 day = 1 roll
1d100 = 73

- - - - -
Good roll .. so pending GM review , it should successfully make a prototype.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144)
•On Person Gear: Miniature PPE(180) Battery
•Utility Belt , Updraft TW-Shoes 8PPE 30m 50Spd Max altitude 1,000ft
•VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
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