The Tinkerer's Thread

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The Tinkerer's Thread

Postby Augur » Fri May 11, 2012 12:45 pm

My quick guidelines for Operator work
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Operator only knows the roleplaying factors of which he's aware (not at his shop, not working with full tool set, working under pressure, etc.)
3.) The Operator will receive a number of attempts per day equal to his Experience Level.

Indicates that an item has been destroyed due to gross incompetence; impossible to salvage.
Indicates that an item has been disabled/broken due to some mistakes; it's repairable though.
Indicates that an item has not been successfully altered, no harm done though.
Indicates that an item has been successfully altered to the desired effect.
Indicates that an item has been miraculously altered beyond the expected results.
Neither TGM nor Dreakon/Pieter will be altering your stats, do that yourself and check back here periodically for updates.

Players will be prompted to PM rolls to cover a specific time-frame periodically which the GM will use to determine the results of the character's labors.

Quick Guidelines for TW device creation
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Techno-Wizard only knows the roleplaying factors of which he's aware (not at his shop, not working with full tool set, working under pressure, etc.)
3.) The Techno-Wizard will receive a number of attempts per day equal to his Experience Level.
4.) Must Supply Form of Device, Intended Functions of the Device, Level of device (no higher than Level of the Techno-Wizard), whether it is a Ley Line Device or not, and Intended P.P.E. storage if any.

The GM will then PM the following to you.
1.) Number of spell chains and spells needed.
2.) Required Gems.
3.) Base P.P.E. Construction Cost.
4.) Activation Cost.
5.) Construction Time.
6.) Extra Components if any.
7.) List of skill rolls needed in addition to Techno-Wizard Construction Skill.

Building of the device should then be role-played.

Indicates that, due to gross incompetence, the spells misfired and destroyed all components used.
Indicates that device does something, though maybe not what was intended.
Indicates that the device was not successfully created, something went wrong procedurally, no harm done aside from wasted P.P.E.
Indicates that the device has the intended function, though it may have quirks.
Indicates that the device works exactly as planned, perhaps even better.
Neither the GM nor the Worker/s will be altering your stats, do that yourself and check back here periodically for updates.

Guidelines for assessing attempts per day

Assistant types & Limitations on type of work
Operators and other tinkerers receive a number of attempts per day equal to their experience level.
Assistants are assessed at the highest level of skill possessed.

Unskilled assistants (possess no applicable technical skills) can only assist in basic repairs. (+1 attempt per day)
Basically skilled assistants (possess limited technical skills) can only assist in basic repairs. (+2 attempts per day)
Skilled assistants (possess an engineering skill) can assist in technical jobs within their area of expertise. (+3 attempts per day)
Highly skilled assistants (engineers in more than one field) can assist knowledgeably in any endeavor. (+4 attempts per day)

Basic Technical Skills
☞ Aircraft Mechanics
☞ Automotive Mechanics
☞ Basic Electronics
☞ Basic Mechanics
☞ Computer Repair
☞ Cybernetics: Basic
☞ General Repair & Maintenance
☞ Jury-Rig
☞ Salvage

Skilled Technical Skills
☞ Bioware Mechanics
☞ Electricity Generation
☞ Field Armorer & Munitions Expert
☞ Vehicle Armorer

Engineering Skills
☞ Electrical Engineer
☞ Mechanical Engineer
☞ Robot Electronics
☞ Robot Mechanics
☞ Weapons Engineer
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Re: The Tinkerer's Thread

Postby Major Arcana » Fri May 11, 2012 1:13 pm

The Tinkerer's Assistants

Sir Thorfinn Skullsplitter
☞ Armorer/Field Armorer 60%
☞ Mechanics: Basic 45%
☞ Thorn is a skilled assistant and can assist knowledgeably in armor endeavors. Thorn is also basically skilled and can assist in basic repairs. (+3 attempt per day)

Mierin
☞ Basic Electronics 73%
☞ Field Armorer and Munitions Expert 58%
☞ Mierin is a skilled assistant and can assist knowledgeably in armor or munitions endeavors. Mierin is also basically skilled and can assist in basic repairs.(+3 attempt per day)

Vheldval Ex’tyrin
☞ Vheld is unskilled labor and can only assist in basic repairs. (+1 attempt per day)

Carl Johnson
☞ Electronics: Basic - 75%
☞ Carl is basically skilled and can only assist in basic repairs. (+2 attempts per day)

Erg Flux

Whisper

Echo
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Re: The Tinkerer's Thread

Postby Augur » Sat Aug 18, 2012 6:43 am

Spells Learned through Study
Green text indicates a spell learned through individual study of a scroll.
Blue text indicates a spell learned through individual study of a spell book, or other type of study material.
Purple text indicates a spell learned through tutelage at the Collegiate Arcane or another brotherhood/guildhall.
(This is used as an archive to record spells studied.)

Spell Scrolls on-hand


Spell Books on-hand


Name of Spell Being Actively Studied:
Length of Study Required:
Date Started:
Date of Expected Completion:
ImageImageImageImageImageImageImageImageImage
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Re: The Tinkerer's Thread

Postby Major Arcana » Tue Sep 11, 2012 1:53 pm

Spells Vheld has Learned through Study
Level One
Blinding Flash
Cloud of Smoke
Globe of Daylight

Level Two
Cloak of Darkness
Level Three
Invisibility: Simple
Level Four
Charismatic Aura
Seal

Level Five
Level Six
Level Seven
Level Eight
Lightening Arc
Level Nine
Level Ten
Level Eleven
Level Twelve
Level Thirteen
Level Fourteen
Level Fifteen
Void
Spells of Legend

(This is used as an archive to record spells studied.)

Spell Scrolls on-hand
None

Spell Books on-hand
None

Name of Spells Being Actively Studied:

Length of Study Required:

Date Started:

Date of Expected Completion:
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Re: The Tinkerer's Thread

Postby Vheld » Tue Sep 11, 2012 3:46 pm

Order in which Vheld will study additional spells:

1) Charismatic Aura
2) Void
3) Lightning Arc
4) Seal
5) Invisibility: Simple
Last edited by Vheld on Thu Mar 06, 2014 2:51 pm, edited 1 time in total.
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 327/327 (Vheld), 83/83 (Sil), 86/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 28/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 1 1000/1000, 1 600/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 850/1000 Brokswa
Curse: Phobia- 0/3
Weapon in Hand- TW Storm Staff.[/size]
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Re: The Tinkerer's Thread

Postby Erg » Fri Jun 06, 2014 5:20 pm

Erg's Proposed TW Device Concept for consideration

Mystic Altered Disguise (M.A.D.)

Main intent:
Allow Psychic and Magic Users to not be perceived as psychic or magic users by Psi-Stalkers , and other creatures with similar sensing abilities.

Erg's Personal PoV / Bias:
Erg as a energy conversion PoV would want to build a device that converts that into something else. Thus the name as the device mystically alters and disguises this psychic and magic aspect of the device user.

What the device alters the 'psychic' or 'magic' signal into could be (up to GM) set for the device , or random ... but Erg's intent would be along the lines of something like the following ... ideally the more powerful the psychic or the more powerful the magic user who is trying to conceal themselves the more potent / powerful the alternate would be.
  • Converts the psychic and/or Magic 'signal' into chemical energy in the form of significantly magnified user body odor BO ... making them much easier to track by smell.
  • Converts the psychic and/or Magic 'signal' into heat ... the character is much easier to identify and track via the increased heat / thermal signal they give off... especially in cold environments.
  • Converts the psychic and/or Magic 'signal' into Light ... the character is much easier to track and target at night and in the dark.
  • Converts the psychic and/or Magic 'signal' into Sound ... magnifying any and all the little sounds the character might make ... even the sound of their own heart beat ... thus making the character easier to track by sound.
  • etc ...

From a Game existing abilities PoV ... the Psychic and Magic 'concealment' aspect will function similar to the psychic abilities of:
  • Mask ISP and Psionics ... RUE p.174
  • Mask PPE ... RUE p.174

Modified for the 'side effect' conversion type thing listed above , etc... both of which Erg doesn't have , and will likely have to find an 'assistant' who does , IC.

Erg intends to do his research , double check all work , take his time and make sure everything is correct ... effectively doubles construction time ... RUE p.135 may give up to +30% on rolls.

Once he finishes the crude rough draft overview to get an idea of what he needs Erg will likely need to go out to find some assistants components etc ... to work with him ... pending GM decision , and IC interaction.

The initial first prototype will be reduced to a device level of 1 to help get it done correctly.

Erg is a 'hard worker' ... and happily puts in 12 to 14 hours per day on this project... it's the kind of thing that's 'fun' for him.

Erg is not intending for the device to 'store' PPE ... he expects the user of the device to have to feed ISP or PPE into it to make it work.

The 'form' of the device is expected to be something like a body suit ... spandex , etc ... that can be worn under normal clothes ... does not need to provide any type of 'armor' protection.

Let me know if I missed anything.

- - - - -
Add:
The device is intended (from Erg's design perspective) for use as concealment of psychics and / or magic users who are not actively using other psychic or magic spells and abilities ... If attempted to be used while using psychic and or magic abilities resulting side effect is of course GM discretion ... my (as a player) thoughts are long the lines of a massive spike in the converted alternate signal ... for example if it were light the character would look something like a spot light or light house beacon ... or it would cause multiple of the conversion side effects to all happen simultaneously like personal BO , and Magnified Sound , and Increased Heat all at once.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Erg » Mon Jun 16, 2014 5:24 pm

The above 'MAD' device comes first and is the top priority. Hopefully can be completed for up coming mission.

This is just a heads up of the next proposed project Erg would be thinking about and starting to research and design after the 'MAD' is completed. I as a player do not expect Erg will have this next one done for a while.

Kinetic Energy Piezoelectric Shocker (K.E.P.S.)

Along Erg's focus and obsession this device will also be a energy conversion device. This one converting kinetic energy (the energy of motion) into electrical energy.

I imagine the 'form' of the device is that of a small Rift's High Tech piezoelectric device enhanced via TW-magic... or I'd also be fine with a spring with attached electronics... something small enough that a few can be carried without great difficulty.

Initial prototype design is of a level 1 device.

As usual Erg does his research and takes his time , double checking and such ... RUE p.135 ... takes twice as long (or half as many skill roll attempts per given time period) , for a +30% skill roll bonus.

As usual Erg is a hard worker , and he enjoys this work (this kind of thing is his obsession). He happily spends long days (up to ~110 Hours per week).

No intention to have any built in energy storage ... intended to need to be activated with PPE or ISP by a user ... otherwise it's just a more conventional Rift's High Tech piezoelectric device.

Intended for the output to be proportional to the Kinetic Energy Input ... so to stop the motion of a 200 lbs human running is a much smaller electric shock than stopping the motion of a much heavier and faster moving Full Conversion Cyborg... If the moving object is slow enough and or weighs very little the electric shock produced might not be anything more than a static electric shock ... while much heavier and fast objects will produce a much larger electric shock.

As the Kinetic energy (energy of motion) of the object that tries to move the 'activate' KEPS is converted to electrical energy that also means that object comes to a sudden stop the same moment it get the electric shock.

The device can not be 'thrown' or 'swung' other types of motion after activated ... to do so only triggers the electric shock by converting that kinetic energy of motion into electrical energy ... and the activated object still hasn't moved.

The 'kinetic energy' 'Energy of Motion' side of this device might be from TW-variations of spells such as:
Telekinesis , Wall of Wind , Wall of Defense , etc.

The 'converted' electrical output can be from TW-variations of spells like Call Lightning , Electric Arc , etc.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Erg » Mon Jun 30, 2014 4:02 pm

Mierin's CS Armor repair request.
Parts to be paid for by Mierin.
No additional features or improvements.

Erg will take his time double check , etc to make sure it is quality work. Similar to how he normally does for most of his own projects. In this case he wants to make a good impression ... 2x the time but usually +30% on roll (RUE p.135)

Some rolls bellow ... can roll more as needed.

Mechanical Engineer Skill 55% ... or whatever skill is deemed appropriate.

For Mierin's work , If applicable Erg will also psychically boost his 'natural' skill proficiency with the use of Telemechanics RUE p.183 -- gives a skill proficiency of 80% (which acts as a boost to better his 'natural' skill proficiency) --- -10ISP per use (as needed) ... with the 'take time effect ... potentially maxes the skill out to 98% for short bursts.

If he has psychic energy left after Mierien's work is complete ... Erg will also use Object read (-6ISP) on the armor ... to learn a bit more about this person he'll be working with.

1d100 = 92
1d100 = 21
1d100 = 89
1d100 = 70
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Ace of Spades » Thu Jul 03, 2014 7:32 pm

Erg wrote:M.A.D.


Pen and paper in hand, Erg begins formalizing his ideas. With departure seeming imminent, do you skip double checking or accept the possibility you may not complete the device?

((I need two rolls on each of these))

Techno-Wizard Construction
Mechanical Engineer
Electrical Engineer
Lore Psychics and Psionics
Advanced Math
Research
Spooks OOC
Spooks HQ: The Haunt
Adventures of The Spooks

“Life is like a game of cards. The hand you are dealt is determinism; the way you play it is free will.”
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Re: The Tinkerer's Thread

Postby Erg » Sat Jul 05, 2014 2:13 am

Ace of Spades wrote:
Erg wrote:M.A.D.

Pen and paper in hand, Erg begins formalizing his ideas. With departure seeming imminent, do you skip double checking or accept the possibility you may not complete the device?


Would still do double checking.
If it isn't ready in time for this mission Erg has already prepared a backup plan... but MAD would be preferred.

Some expressions that would come to Erg if/when he were tempted to skip the double checks:
  • Do it right the first time , is faster than redoing the whole thing.
  • It takes as long as it takes.
  • If it's worth doing , it's worth doing correctly.

Ace of Spades wrote:((I need two rolls on each of these))

Techno-Wizard Construction
Mechanical Engineer
Electrical Engineer
Lore Psychics and Psionics
Advanced Math
Research


TW-Construction: 84% Rolled: 1d100 = 59 , 1d100 = 24
Mechanical Engineer: 55% Rolled: 1d100 = 64 , 1d100 = 96
Electrical Engineer: 55% Rolled: 1d100 = 91 , 1d100 = 82
Lore Pychics and Psionics: 35% Rolled: 1d100 = 42 , 1d100 = 29
Advanced Mathematics: 55% Rolled: 1d100 = 34 , 1d100 = 10
Research: 50% Rolled: 1d100 = 60 , 1d100 = 93

- - - - - - - - -

Two-Fold Backup Plan if MAD isn't ready.
  • To be less likely to have his high PPE detected as a magic user , Erg voluntarily lowers it to around normal human levels. PPE = 5
  • Claim his his psychic abilities are just speed reading and total recall. Just manifested on the trip out.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Erg » Sun Jul 13, 2014 1:56 am

Ace of Spades wrote:The M.A.D. is more complicated than Erg had originally considered. Some unique discoveries have revealed themselves, but unexpected challenges have occurred with your conversion equations.

((I need two more rolls on
Lore Pychics and Psionics
Advanced Mathematics))

You've been very careful, double checking measurements. You were up before the sun and worked long into the night before calling it a day. Before turning in for the evening, you recognize that at your current pace, you will likely not complete it before heading out.


Erg will proceed with the research at the careful double checking pace.
Lore Psychics & Psionics Skill 35% Rolled: 1d100 = 511d100 = 44

Advanced Mathematics Skill 55% Rolled: 1d100 = 401d100 = 75

(hopefully the +30% for taking time still applies)

(OOC: Thanks)
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Ace of Spades » Sun Jul 13, 2014 11:38 pm

What Erg has designed will cost roughly 3,800 credits, including a 1 carat quartz ruby. Built around the magics of Energy Disruption and Ignite Fire, the duration in this prototype will likely be short. The actual conversion unit looks similar to a large wrist watch with a rotating face rather than hands. The conversion unit utilizes thin energy collection pads that are worn against the skin; 25 in total. You are concerned about the longevity of the pads

Construction will likely take an additional 24 hours (not counting need for sleep). If you want to move forward, you can call in parts requests and have them delivered for a minor fee (100 credits for all).

Give me two more rolls on the following:

Techno-Wizard Construction
Mechanical Engineer
Electrical Engineer
Advanced Math
and any other skills you may think are pertinent.
Spooks OOC
Spooks HQ: The Haunt
Adventures of The Spooks

“Life is like a game of cards. The hand you are dealt is determinism; the way you play it is free will.”
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Re: The Tinkerer's Thread

Postby Erg » Mon Jul 14, 2014 3:19 pm

Ace of Spades wrote:What Erg has designed will cost roughly 3,800 credits, including a 1 carat quartz ruby. Built around the magics of Energy Disruption and Ignite Fire, the duration in this prototype will likely be short. The actual conversion unit looks similar to a large wrist watch with a rotating face rather than hands. The conversion unit utilizes thin energy collection pads that are worn against the skin; 25 in total. You are concerned about the longevity of the pads

Construction will likely take an additional 24 hours (not counting need for sleep). If you want to move forward, you can call in parts requests and have them delivered for a minor fee (100 credits for all).


Erg pays the extra 100 credits for delivery. Feeling his time is better spent staying on task.

Assuming the 24 hours is straight time ... Erg continues to double check , take extra time , etc ... It's who he is (and might keep the +30% on skill rolls) ... so 48 hours of (extra careful) Construction time .. with breaks for sleep , eating , etc ... puts it at between 3 to 4 days will pass while Erg diligently continues his work.

The scout group will be out at least that long anyway.

Ace of Spades wrote:Give me two more rolls on the following:

Techno-Wizard Construction
Mechanical Engineer
Electrical Engineer
Advanced Math
and any other skills you may think are pertinent.


(OOC: Hoping that extra time still gives that +30%)

Techno-Wizard Construction Skill 84% Rolled: 1d100 = 70 , 1d100 = 16
Mechanical Engineer Skill 55% Rolled: 1d100 = 85 , 1d100 = 39
Electrical Engineer Skill 55% Rolled: 1d100 = 96 , 1d100 = 3
Advanced Math Skill 55% Rolled: 1d100 = 94 , 1d100 = 16

If a better than average Technowizard understanding of gems is helpful ... Erg took the Gemology skill ... Hopefully better able to use the correct type , cut , etc of gem needed.
Gemology Skill 35% Rolled: 1d100 = 56 , 1d100 = 18

If a better than average Technowizard understanding of the chemistry of the components is helpful ... Erg took both Basic Chemistry and Chemistry Analytical.
Chemistry Skill 50% Rolled: 1d100 = 66 , 1d100 = 82
Chemistry Analytical Skill 45% Rolled: 1d100 = 73 , 1d100 = 54

If a better than average Technowizard understanding of Magic and Psionics is helpful ... Erg took both of those Lore Skills.
Lore Magic Skill 35% Rolled: 1d100 = 92 , 1d100 = 38
Lore Psychics and Psionics Skill 35% Rolled: 1d100 = 2 , 1d100 = 17

If a better than average Technowizard understanding of researching information on a topic or conducting research itself is helpful ... Erg took that skill.
Research Skill 50% Rolled: 1d100 = 82 , 1d100 = 19

If helpful Erg will use his Psychic abilities:
Speed reading makes reading through research faster.
Total Recall makes for more accurate memory recall.
When the ISP is burned up , he can still read and recall at normal human levels ... but sense he'll recover ISP and PPE while he sleeps anyway (automatically) , might as well make some good use of it.

Erg is not spending any extra time (beyond sleep) to recover ISP and/or PPE ... ie no additional meditation time.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Ace of Spades » Tue Jul 15, 2014 7:50 pm

After many days of long toil, Erg forges success!

Image

Placing medical electrodes about his body, he connects them one lead at a time to the accumulator on his wrist. Like a match to kindling, Erg pours just a spark of energy into the M.A.D. causing it to whir into action. Instantly Erg feels as if he is wearing several layers of coats. In seconds he begins to sweat lightly. To his delight, sense magic is fruitless.

Perhaps not as clean as he would have hoped, it does indeed work never-the-less. Adding medical electrode pads enabled Erg to both direct the energy disruption field as well as dissipate the generated heat, though it makes using the device less convenient.



((M.A.D. added to character sheet))
Spooks OOC
Spooks HQ: The Haunt
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Re: The Tinkerer's Thread

Postby Erg » Thu Dec 04, 2014 3:25 pm

Erg keeps the original MAD prototype .. Will store it in his room at the Haunt.

Erg starts the design and research work on MAD 2.0 .. a New / 2nd device.

Game mechanics PoV ... it's just a Lv3 version of the original Lv0 version MAD prototype that Erg just finished testing.

Erg's focus is only to increase the effective usable activated duration of the device... He isn't at this time trying to improve anything else about it beyond the initial prototype form.

Let me know if you want or need any additional / new write up ... rolls ... etc.

As is usual for Erg ... he is taking extra time on research .. double checking his work .. etc... RUE p.135 by doubling the time like this that usually gives a +30% bonus on rolls.

- - - - - -

From a IC game play PoV.

Ideally the increased duration from Lv0 to Lv 3 device would be able to be achieved with increased devices efficiency.

If that is not enough ... than Erg will be looking for a way to achieve the same kind of extended duration (lv0 to lv3 device) .. perhaps by directing some of the heat toward some point that he could tolerate for a longer period of time ... so for example the bottom soles of some modified boots might get hot in order to give Erg himself a bit more time before the contact points on him get too hot... if this option is used .. the item to heat would just have to be something that Erg would reasonably be able to wear / use while trying to maintain the disguise of being CS for the up coming mission.

- - - - - -

Original Prototype MAD Device Cost $ 3,900 credits.
Erg is willing to pay more for more / better parts as needed for the new MAD 2.0 device.

- - - - - -

Original Prototype was 24 hours of straight work time ... which Erg doubled (to get the +30% skill roll bonus) to 48 Hours of work time ... which took Erg just under about ~4 days ... The work pretty much consuming most of his days... this is the kind of stuff Erg loves (and it feeds his insanity)

Erg is willing to spend more than that ~4 days .. if needed for the new MAD 2.0 device version ... up to the limit of time he has when it's time to head out on the mission.

- - - - - -

Here are repeats of all the rolls Erg did in the original work ... In the same order / sequence as original .. ideally this one not being a prototype might help a bit ... and hopefully the 2x research double check time giving a +30% is enough to cover any gaps ... let me know if you need anything else.

TW-Construction: 90% Rolled: 1d100 = 501d100 = 63
Mechanical Engineer: 61% Rolled: 1d100 = 561d100 = 46
Electrical Engineer: 61% Rolled: 1d100 = 521d100 = 4
Lore Pychics and Psionics: 41% Rolled: 1d100 = 491d100 = 50
Advanced Mathematics: 61% Rolled: 1d100 = 271d100 = 25
Research: 56% Rolled: 1d100 = 911d100 = 6
Lore Psychics & Psionics Skill 41% Rolled: 1d100 = 281d100 = 31
Advanced Mathematics Skill 61% Rolled: 1d100 = 141d100 = 8
Techno-Wizard Construction Skill 90% Rolled: 1d100 = 241d100 = 70
Mechanical Engineer Skill 61% Rolled: 1d100 = 761d100 = 8
Electrical Engineer Skill 61% Rolled: 1d100 = 411d100 = 68
Advanced Math Skill 61% Rolled: 1d100 = 971d100 = 43
Gemology Skill 41% Rolled: 1d100 = 791d100 = 13
Chemistry Skill 56% Rolled: 1d100 = 971d100 = 79
Chemistry Analytical Skill 51% Rolled: 1d100 = 711d100 = 96
Lore Magic Skill 41% Rolled: 1d100 = 161d100 = 62
Lore Psychics and Psionics Skill 41% Rolled: 1d100 = 931d100 = 100
Research Skill 56% Rolled: 1d100 = 301d100 = 25
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Erg » Sat Mar 05, 2016 4:09 pm

Proposed TW device design concept.

Erg is working on get on a IC RPing state with Vheld to discuss this project .. and work up a preliminary estimate on costs in time and parts and such .. once Erg has that estimate .. than he will present it to Carl , to see if Carl want's them to proceed with building a prototype of this device.

To start off .. This is first just for the initial design estimates of the project .. what materials , spells, etc will it cost .. Let me know how ever many design / estimate rolls of whatever skill I need to make for getting this design estimate.

Project concept:

To be able to do both defense and stealth that Carl asked Erg for .. the idea Erg has is for a smaller scale version of a worm-hole type technowizard device .. Erg saw Vheld use larger scale Rift style worm holes earlier on the last mission .. Erg will be approaching Vheld about a smaller scale of that idea .. mainly thinking in terms similar to the Mystic Portal Spell BoM p.135 .. Vheld already knows that spell.

This device will be more limited than the full spell itself .. this device is intended to only work between these two specific shields (devices) .. It can not create mystic portals to any other locations .. It only functions in the worm-hole like 'teleport' option descried in the spell entry .. one shield is always the 'input' shield .. the second is always the 'output' shield.

Once activated the outside surface of the 'input' shield becomes the portal entrance .. and the outside surface of the 'output' shield becomes the portal exit/destination.

Objects that enter the 'input' come out the 'output' .. they via the mystic port (worm-hole) skip over the distance in the middle between the two shields .. it is in that distance in the middle between the two shields that the user of the two shields stands holding the two shields .. Soo if someone throws a base ball or whatever .. it skips the person in the middle and just comes out the output exit shield .. the baseball or whatever , is not stopped , or anything like that .. it continues to travel out the output unaffected .. but just skipping over that middle space where the user is .. That's the defense.

The Stealth aspect comes from the spell's description of the portal .. "Looking into it reveals the other side" ... ie those who look at the face of the 'input' shield see out the exit of the 'output' shield .. they do not see the user / objects in the middle between the two shields .. changing to infrared, UV , etc only sees the 'other side' .. through the mystic portal / worm-hole.

A careful observer (high perception roll) might notice the slight difference in distance .. meaning the light they see traveled a shorter distance skipping over the distance between the two shields.

From the point of view of a 6 sided cube or dice .. this only gives protection/defense/stealth on one of the 6 faces .. That has to be pointed in a specific direction .. It is not a spherical 360degree wrap around effect.

Ideally (if possible) the shield is made to be able to expand (inflate/foldout/etc) into a full roughly 10 foot wide portal surface when in use .. and than when not in use retract/deflate/fold/etc.. into a smaller more portable/manageable size.

Because Carl is not Psychic nor Magic .. The device will also have to include elements of mystic energy storage for him to be able to power it .. Techno-Wizardry might be able to do this kind of thing with with diamonds and such .. but if needed Vheld also has the Talisman spell BoM p.150 .. for that kind of effect as well.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Erg » Fri Mar 25, 2016 7:20 pm

Techno-Wizard Assisted Boots/Shoes.

Sense On the previous mission Erg's natural running speed was a 'weakness' Erg wants to take measures to reduce that problem in the future.

These TW-Boots are designed to when activated allow the wearer to 'run' faster than normal .. and reduce/ignore potential problems of traction on a running surface .. The boots allow the wearer to run on air at faster than their normal speed .. soo the act of running will tire the runner .. in order to go up or gain altitude the runner has to do the motion of running up stairs .. etc.

This is the initial design stage .. for Erg to figure out what it will cost for time hours and/or material costs to build the 1st prototype boots.

Per Erg's obsession with energy conversion .. from Erg's point of view .. When activated they convert mystic energy into the kinetic energy needed to help assist/augment the user's own energy to run through the air faster than normal.

For the techno-wizard design of the boots perhaps something like:
  • boots covered in feathers .. or
  • small wings on the boots .. or
  • tiny model plan like jet/rocket engines.

Not designing in any energy storage .. Not Ley Line Powered .. the mystic energy must come from the user.

Up to GM/Admin of course..
My guess is this is based on the 'fly' Spell .. BoM p.106 .. That lists up to 35mph .. which would be roughly about the same as a Spd attribute of ~51 .. for up to 6 minutes per device level .. Erg can do Lv 5 device for up to ~30 Minutes per Activation .. My guess around 15 PPE per activation.

This device is weaker than the spell itself .. as the original spell didn't tire the user like these boots will .. etc.

As is the norm for Erg and his projects .. he takes his time and double checks his work focusing on quality .. If it applies here .. RUE p.135 by doubling the time like this that usually gives a +30% bonus on rolls.

Rolls for the design work:
Techno-Wizard Construction -- 94% + 30 = 124% Rolled: 1d100 = 23
Mechanical Engineer -- 71% +30 = 101% Rolled: 1d100 = 53

Per Previous posted time line .. in the first ~7 days Erg will only spend about ~8 hours on this design .. with the 2x time above .. that is roughly about ~4 hours of careful design work completed.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Lahz » Sat Mar 26, 2016 7:10 am

Upgrading Ray
    Description of Project:
    Install Thigh-Leg compartments, Borg Armor, and Combat Programming from CS Skelebot

    Parts Used:
    [2] Bionic Thigh-Holster [Pop-Out/Hidden a la Robocop] -- NG Book 2 Pg 256
    [1] LE-B1 Light Espionage Armor -- Bionics Sourcebook

    Designed Quirks: None

    Designed Statistics:
    5 APM, + bonuses per Skelebot (CS War Machine pg 126)
    135MD (Main body)
    Pop-Out Leg Compartments that can each hold a Pistol or Multitool & a couple extra clips

    Time Needed:
    Unclear, depends on the program size, but setting the copying over should be simple
    ~ 2-3 hours to Install Bionic Pop-Out Leg holster/compartments
    ~ 4-6 hours to custom fit the Borg Armor onto Ray-the-Robot
    Need a GM Determination on Total Time Needed

EDIT ~ Adjustment: 5 APM, + bonuses per Skelebot (CS War Machine pg 126 MINUS the bonuses from Motion Detectors because those are separate) because Lahz is only lifting the programming from the Skelebot no sensors (I think those would have been in the head which he doesn't have)
Last edited by Lahz on Sat Mar 26, 2016 10:33 am, edited 1 time in total.
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 SNAFU » Sat Mar 26, 2016 8:06 am

ERG -4hrs

Erg completes his design and realizes he will need at least one diamond, the more carats the better. Other details listed below.

TW Worksheet
Device Level: 5

Mystical Requirements:
    Fly, Telekinesis

Mundane Requirements:
    Boots, 25' gold and silver wire, diamond(s), feathers

Effect: Speed enhancing boots
Primary Spell Chain: Fly+Telekinesis
Duration: 30 min
P.P.E. to Construct: 900/ # of carats of diamond used.
P.P.E. to Activate: (Final construction cost /20)
Construction Time: Final construction cost / 10 (hours)
Limitations: TBA


--------------------------------------
LAHZ

Installing the program takes 30 minutes and a Programming roll. (Failed roll adds 30 min)

Extracting the program from Skelebot hardware is very difficult: 8 hours, Robot Electronics, Computer Repair, Weapons Engineer rolls. 2/3 to pass, 1/3 try again, 0/3 means self destruct went off!

Other Upgrades = total of 8 hours, Mechanical Engineer roll. (Failed roll adds 2 hours)
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
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Re: The Tinkerer's Thread

Postby Lahz » Sat Mar 26, 2016 9:03 am

Revenant ????

    Description of Project:
    Customization of a CS Terror Trooper so that it will be indistinguishable as CS in origin by implementation of Armor & Speed upgrades, removal of all spiking, removal of the death's head motifs and all serial numbers. Lahz want's to install a new low-profile Mauler-style head styling and a pair of automated ion turrets that can set to either fire on designated targets, or incoming missiles. He will also install cameras that feed to HUDs in the head and can show rear (2 cameras on Back @ either shoulder), either side (1 camera integrated on either shoulder looking outward), and a camera on each hand (to allow for peaking around corners without exposure of his whole body).


    Parts Used:
    [6] Head-Cam [NG Book 2 Pg 41]
    [2] Bionic Weapon Link to Power Supply -- Bionics Sourcebook Pg 95
    [2] Bionic Shoulder Turret -- Bionics Sourcebook Pg 93
    [2] Heavy Ion Blaster -- Bionics Sourcebook Pg 94
    ARC-2 Nighthawk Defense System --- Targetting Programming (No Parts used)
    PA Armor Plating

    Designed Statistics:
    All MD Locations @ 110%
    Speed increase from 60 MPH to 65 MPH
    Potential 360 degree field of vision, however the extra cameras and HUDs are not used @ all times
    2 Shoulder Turrets with Automated Firing Capabilities [4 APM @ 6d6 if jointly firing independent of Pilot]
    Prowl Feature [???]

    Time Needed: UNKNOWN NEED GM DETERMINATION

Result:

Image
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 SNAFU » Sat Mar 26, 2016 10:28 am

Lahz wrote:
Designed Statistics:
All MD Locations @ 110%
Speed increase from 60 MPH to 65 MPH
Potential 360 degree field of vision, however the extra cameras and HUDs are not used @ all times
2 Shoulder Turrets with Automated Firing Capabilities [4 APM @ 6d6 if jointly firing independent of Pilot]
Prowl Feature [???]

Time Needed: UNKNOWN NEED GM DETERMINATION
[/list]

Result:

Image


Time Req.


All MD Locations @ 110% = 5 hours (one successful Mech engineering roll, failure adds 2.5 hours and roll again)

Speed increase from 60 MPH to 65 MPH = 2.5 hours (one successful Mech engineering roll, failure adds 1 hour and roll again)

Potential 360 degree field of vision, however the extra cameras and HUDs are not used @ all times = 5 hours (one successful Elec. engineering roll, failure adds 2.5 hours and roll again)

Automated Turrets:

Installation: 8 hours (one successful Robot Mechanics engineering roll, failure adds 4 hours and roll again)

Programming: 8 hours (one successful Programming roll, failure adds 4 hours and roll again)

Calibrations: 8 hours (one successful Robot Electronics roll, failure adds 4 hours and roll again)

Finalization: 4 hours (one successful computer repair roll, failure adds 2 hours and roll again)
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
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Re: The Tinkerer's Thread

Postby Lahz » Sat Mar 26, 2016 11:34 am

Lahz wrote:Upgrading Ray
    Description of Project:
    Install Thigh-Leg compartments, Borg Armor, and Combat Programming from CS Skelebot

    Parts Used:
    [2] Bionic Thigh-Holster [Pop-Out/Hidden a la Robocop] -- NG Book 2 Pg 256
    [1] LE-B1 Light Espionage Armor -- Bionics Sourcebook

    Designed Quirks: None

    Designed Statistics:
    5 APM, + bonuses per Skelebot (CS War Machine pg 126)
    135MD (Main body)
    Pop-Out Leg Compartments that can each hold a Pistol or Multitool & a couple extra clips

    Time Needed:
    Unclear, depends on the program size, but setting the copying over should be simple
    ~ 2-3 hours to Install Bionic Pop-Out Leg holster/compartments
    ~ 4-6 hours to custom fit the Borg Armor onto Ray-the-Robot
    Need a GM Determination on Total Time Needed

EDIT ~ Adjustment: 5 APM, + bonuses per Skelebot (CS War Machine pg 126 MINUS the bonuses from Motion Detectors because those are separate) because Lahz is only lifting the programming from the Skelebot no sensors (I think those would have been in the head which he doesn't have)


SNAFU wrote:LAHZ

Installing the program takes 30 minutes and a Programming roll. (Failed roll adds 30 min)

Extracting the program from Skelebot hardware is very difficult: 8 hours, Robot Electronics, Computer Repair, Weapons Engineer rolls. 2/3 to pass, 1/3 try again, 0/3 means self destruct went off!

Other Upgrades = total of 8 hours, Mechanical Engineer roll. (Failed roll adds 2 hours)


Per SNAFU the Self Destruct Delay YIM from viewtopic.php?p=309387#p309387 is still in effect

Computer Programming [73%]: 1d100 = 13

Robot Electronics [61%]: 1d100 = 42
Computer Repair [73%]: 1d100 = 71

Weapons Engineer [68%]: 1d100 = 98

Mechanical Engineering [68%]: 1d100 = 89 + 2hrs 1d100 = 3

.5 + 8 + 10 hours = 18.5 Hours
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 SNAFU » Sat Mar 26, 2016 11:50 am

Lahz has spent 18.5 hours successfully completing the above mods.

If Lahz is doing nothing but work he can manage 14 hours per day.
If Lahz is working full days, with late evenings free he manages 12 hours per day.
If Lahz is working average days with plenty of leisure time he manages 8 hours per day.

Including shopping you've spent 2 work days. From now on mention how many hours per day Lahz is committing. Keep in mind his social life. A date night means he can't work more than eight on that day. :D
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
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Re: The Tinkerer's Thread

Postby Erg » Sun Mar 27, 2016 6:48 am

Per previously posted intended schedule Erg planed to spend ~14-ish hours over ~7 days .. roughly 1-2 hours per day .. assisting Lahz with his work .. which ever parts of the project Lahz chooses for Erg to work on.

As is normal for Erg he takes his time and focused on quality work .. double checking results etc .. spending 2x as much time .. so the ~14-ish hours will only get about ~7 hours of work done.

If it applies here .. RUE p.135 by doubling the time like this that usually gives a +30% bonus on rolls.

Potential Skill Rolls (depending on which tasks Lahz puts him on):
Mechanical Engineer 71% + 30% (2x time) -40% Used instead of Robot Mechanics = 61% Rolled: 1d100 = 81 :oops:
Electrical Engineer: 71% + 30% (2x time) -40% Used instead of Robotics Electronics = 61% Rolled: 1d100 = 99 :oops:
Computer Repair 66% +30% (2x time) = 96% Rolled: 1d100 = 38
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Erg » Sun Mar 27, 2016 7:24 am

SNAFU wrote:ERG -4hrs

Erg completes his design and realizes he will need at least one diamond, the more carats the better. Other details listed below.

TW Worksheet
Device Level: 5

Mystical Requirements:
    Fly, Telekinesis

Mundane Requirements:
    Boots, 25' gold and silver wire, diamond(s), feathers

Effect: Speed enhancing boots
Primary Spell Chain: Fly+Telekinesis
Duration: 30 min
P.P.E. to Construct: 900/ # of carats of diamond used.
P.P.E. to Activate: (Final construction cost /20)
Construction Time: Final construction cost / 10 (hours)
Limitations: TBA


--------------------------------------


Thanks :mrgreen:

---added---
Just curious .. you seem to have different activation and time to construct formula than what they list in RUE p.131 ??? ... Is there a change or update to that somewhere??

Used to be: (I might be outdated or something)
  • PPE to activate = PPE to create / 20 --- 150/20 = 7.5 round up to 8
  • Time in hours to build = (PPE to create/10) x Device Level --- (150/10)x5= 75 hours
- - - - - - -


Past that original design work the other work bellow to work on building the 1st prototype will have to come out of the time after that initial week Erg is learning the Sustain Spell at the mystic Guild... so 12 days .. already spent ~8 .. ~4 days left to use before they leave.

I'm guessing .. given the high level of the spell Vheld is studying .. that it might be a little while after that 1st week of Erg's study .. before Vheld will be available to assist Erg for that proposal for Carl .. might have to wait for the next time they are in town between adventures and such.

Erg will proceed to order the supplies he needs for the TW-Boots.
If the Guild still offers the previous call in ~100 credit delivery fee Erg will do that .. if not he'll have to go shopping.

Erg goes with 6 carats of diamonds (3 carats on each of the two boots)
$15,000 per carat x 6 = $90,000 Based on generic pricing in RUE p.133

I don't know a source for what the Merctown going rate for the rest of the stuff might be ??

900 / 6 = 150 PPE needed for construction

Erg can use the local Merctown ley line to go up to 3x his base PPE of 130 x 3 = 390 .. soo he can get to that 150 Construction PPE.

Thanks .. Let me know what you need next for Erg to make the prototype pair of boots.

Before he completes his study of the sustain spell Erg works ~14 hours every 24 hour day.
After learning the sustain sleep Erg will work ~20 hours per 24 hour day.
4 days x 20 hrs = 80 hours - 75 for boots .. and extra ~5 hour buffer.

The sustain spell due to less time needed to sleep will give Erg an additional ~6 hours per 24 hour day once's he's completed his studying it .. At first to complete these boots Erg will cast his new sustain spell himself .. using an appropriate technology focus item like his bed for the reduced need for sleep (2 hours instead of 8 ).
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby SNAFU » Sun Mar 27, 2016 10:48 am

Erg wrote:
SNAFU wrote:ERG -4hrs

Erg completes his design and realizes he will need at least one diamond, the more carats the better. Other details listed below.

TW Worksheet
Device Level: 5

Mystical Requirements:
    Fly, Telekinesis

Mundane Requirements:
    Boots, 25' gold and silver wire, diamond(s), feathers

Effect: Speed enhancing boots
Primary Spell Chain: Fly+Telekinesis
Duration: 30 min
P.P.E. to Construct: 900/ # of carats of diamond used.
P.P.E. to Activate: (Final construction cost /20)
Construction Time: Final construction cost / 10 (hours)
Limitations: TBA


--------------------------------------


Thanks :mrgreen:

---added---
Just curious .. you seem to have different activation and time to construct formula than what they list in RUE p.131 ??? ... Is there a change or update to that somewhere??

Used to be: (I might be outdated or something)
  • PPE to activate = PPE to create / 20 --- 150/20 = 7.5 round up to 8
  • Time in hours to build = (PPE to create/10) x Device Level --- (150/10)x5= 75 hours
- - - - - - -


Past that original design work the other work bellow to work on building the 1st prototype will have to come out of the time after that initial week Erg is learning the Sustain Spell at the mystic Guild... so 12 days .. already spent ~8 .. ~4 days left to use before they leave.

I'm guessing .. given the high level of the spell Vheld is studying .. that it might be a little while after that 1st week of Erg's study .. before Vheld will be available to assist Erg for that proposal for Carl .. might have to wait for the next time they are in town between adventures and such.

Erg will proceed to order the supplies he needs for the TW-Boots.
If the Guild still offers the previous call in ~100 credit delivery fee Erg will do that .. if not he'll have to go shopping.

Erg goes with 6 carats of diamonds (3 carats on each of the two boots)
$15,000 per carat x 6 = $90,000 Based on generic pricing in RUE p.133

I don't know a source for what the Merctown going rate for the rest of the stuff might be ??

900 / 6 = 150 PPE needed for construction

Erg can use the local Merctown ley line to go up to 3x his base PPE of 130 x 3 = 390 .. soo he can get to that 150 Construction PPE.

Thanks .. Let me know what you need next for Erg to make the prototype pair of boots.

Before he completes his study of the sustain spell Erg works ~14 hours every 24 hour day.
After learning the sustain sleep Erg will work ~20 hours per 24 hour day.
4 days x 20 hrs = 80 hours - 75 for boots .. and extra ~5 hour buffer.

The sustain spell due to less time needed to sleep will give Erg an additional ~6 hours per 24 hour day once's he's completed his studying it .. At first to complete these boots Erg will cast his new sustain spell himself .. using an appropriate technology focus item like his bed for the reduced need for sleep (2 hours instead of 8 ).


Final construction cost = PPE to create; in the above sheet not monetary cost, I used confusing terminology, oh, and missed a x5! We're on the same page, your numbers as you have them are correct.

Diamonds don't grow on trees, I'll make you an offer:
200, 000 credits for 6 diamonds of 1 carat each delivered to your workshop with no RP required.
100, 000 for a bag of dozens of diamonds equaling 6 carats that requires meeting some dude in an alley somewhere.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
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Re: The Tinkerer's Thread

Postby Erg » Sun Mar 27, 2016 1:55 pm

SNAFU wrote:We're on the same page, your numbers as you have them are correct.

:mrgreen:

SNAFU wrote:Diamonds don't grow on trees,

Not yet they don't :wink: :lol:

But .. They do grow on some dragons .. the crystals from a Crystal Dragon's (RWB12 p.135) body .. can be used to substitute for diamonds (and virtually any other gem) in technowizardy .. The dragon magically regenerates any chips or bits cut off them .. 3d6 to 1d4x10 MD per per minute .. those 6 carats would literally regrow in just a minute or two.

SNAFU wrote:I'll make you an offer:
200, 000 credits for 6 diamonds of 1 carat each delivered to your workshop with no RP required.
100, 000 for a bag of dozens of diamonds equaling 6 carats that requires meeting some dude in an alley somewhere.


:shock: Wow that is some serious inflation from the book listed diamond prices .. but makes sense and , oh well .. gotta spend one or the other time or money .. at the moment Erg doesn't have the spare time to spend .. so he'll spend the money/credits .. soo he'll pay the $200,000 soo he can just keep working.

Let me know what (if anything) else you need from me for the tinkering effort .. I think that will pretty much eat all but about ~5 hours of Erg's IC time until the group was estimated to be leaving town again ~12 IC days.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby SNAFU » Tue Mar 29, 2016 5:52 am

So Erg's gonna start raising crystal dragons? Good luck during harvest time!
I did raise the prices a bit. :mrgreen:
I'll say that 200k includes the wire and anything else required component wise.

When you're ready provide a TW construction roll for every five hours of work. A failure requires a re-roll with no modifiers. Failure three means this 5 hour block was a waste. If you roll three consecutive failures in two separate time blocks the whole project needs to be redone.

It looks like a Prototype Penalty of -20% is applicable here fyi.
    • Snafu is
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Re: The Tinkerer's Thread

Postby Lahz » Tue Mar 29, 2016 6:41 am

Per PM

SNAFU wrote:MDC repair/increase: 1 attempt per 20 MDC (Mechanical Engineer)
Speed Increase: 15 attempts (Robot Mechanics)
Potential 360 degree field of vision: 6 attempts (Electrical Engineer -10%)
Turret installation; 6 attempts (Robot Mechanics)
Gun installation: 10 attempts (Robot Mechanics -20%)
Programming Installation: 6 attempts (Electrical Engineer)

Keep in mind you can spend twice the time like Erg to get the bonus for careful work.


Based on that prospective/option, Lahz would definitely slow his work (by 1/2) and go the meticulous route. This will give Lahz a pool of 70 rolls in his 1st 7 days + 21 for his assistants (14 for Ray 7 for Erg) = 91 potential

Increasing Armor is going to take a little while ... the overall MDC for the TT PA is 1530 ... so for a 10% increase of 150 ... that's 8 rolls and will be last

Mechanical Engineering 68%+30% (going 1/2 spd)+2% DISCUS: 100%
Robot Mechanics 63%+30% (going 1/2 spd)+2% DISCUS: 95%
Electrical Engineer 68%+30% (going 1/2 spd)+2% DISCUS: 100%

Speed Increase: 15 attempts (Robot Mechanics @95%) ... 15d100:
61, 34, 53, 32, 56, 100, 87, 88, 52, 1, 53, 28, 12, 63, 38


Turret Installation; 6 attempts (Robot Mechanics @ 95%) ... 6d100:
15, 38, 52, 6, 62, 55


Gun installation: 10 attempts (Robot Mechanics @ 75%) ... 10d100:
20, 1, 12, 47, 41, 7, 48, 23, 56, 51


Programming Installation: 6 attempts (Electrical Engineer @100%) ... 6d100:
11, 10, 95, 78, 24, 50


Potential 360 degree field of vision: 6 attempts (Electrical Engineer @ 90%) ... 6d100:
85, 54, 73, 24, 77, 31



Per YIM SNAFU indicated 3 rolls per PA @ -10% to remove all markings. I am going to theorize that the skill will be Mechanical Engineering 68%+30% (going 1/2 spd)+2% DISCUS -10%: 90%

To Remove CS Identifiers: vs 90%
3d100:
9, 36, 11


To Upgrade Armor: Mechanical Engineering @ 100%
8d100:
93, 55, 69, 88, 64, 81, 14, 56


This uses up 54 rolls from a potential 91 rolls so Lahz will hopefully be done in 4 days or so ...
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 SNAFU » Tue Mar 29, 2016 7:30 am

Good rolling!

Speed Increase:
1 FAIL
Provide 1 attempt vs 63%

Turret Installation;
PASSED

Gun installation:
PASSED


Programming Installation:
PASSED


Potential 360 degree field of vision:
PASSED

Remove CS identifiers:
PASSED

Upgrade armor: (-10% to this one)
1 FAIL
Provide 1 attempt vs 63%
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
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Re: The Tinkerer's Thread

Postby Lahz » Tue Mar 29, 2016 8:47 am

SNAFU wrote:Speed Increase:
1 FAIL
Provide 1 attempt vs 63%


1d100 = 9

SNAFU wrote:Upgrade armor: (-10% to this one)
1 FAIL
Provide 1 attempt vs 63%


1d100 = 58

Whew!!
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 » Tue Mar 29, 2016 4:40 pm

SNAFU wrote:So Erg's gonna start raising crystal dragons? Good luck during harvest time!

Well .. For the moment they are officially just Myth .. or at best thought to be extinct .. Erg doesn't yet IC know they are real and still around in places like Psyscape.

SNAFU wrote:I did raise the prices a bit. :mrgreen:
I'll say that 200k includes the wire and anything else required component wise.
cool :D

SNAFU wrote:When you're ready provide a TW construction roll for every five hours of work. A failure requires a re-roll with no modifiers. Failure three means this 5 hour block was a waste. If you roll three consecutive failures in two separate time blocks the whole project needs to be redone.

It looks like a Prototype Penalty of -20% is applicable here fyi.


Normally Erg does the double time for the +30% bonus .. but in this case he doesn't have the extra time to spend .. soo we'll see how he does under a little tighter time table ;)

Estimated 75 hours / 5 = 15 rolls
Techno-Wizard Construction -- 94% - 20% = 74%
1st round of Rolls:
1d100 = 91
1d100 = 55
1d100 = 3
1d100 = 79
1d100 = 97
1d100 = 84
1d100 = 73
1d100 = 93
1d100 = 34
1d100 = 48
1d100 = 30
1d100 = 47
1d100 = 56
1d100 = 88
1d100 = 78

- - - - -

I counted 7 periods above for reroll .. I'm not clear on what you mean by 'with no modifiers' ?
Including -20 modifier ? Erg's Level up modifiers? IQ Modifier ?

Anyway .. here are some more rolls
1d100 = 1
1d100 = 71
1d100 = 94
1d100 = 7
1d100 = 3
1d100 = 17
1d100 = 54

- - - - -

I counted at least 1 is up for a 3rd reroll (let me know if need more)
1d100 = 71
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby SNAFU » Tue Mar 29, 2016 5:13 pm

I guess that means you're skill % as listed on your sheet.

So... you passed. I think there was enough of a failure to tweak it a little as per the RUE, but otherwise its more or less as planned! Find a pic and stat it up!

That goes for Lahz too.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
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Re: The Tinkerer's Thread

Postby Lahz » Tue Mar 29, 2016 9:37 pm

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 SNAFU » Wed Mar 30, 2016 7:56 am

Lahz wrote:For Approval:

viewtopic.php?p=319518#p319518

:)


I approve this beast!
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
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Re: The Tinkerer's Thread

Postby Erg » Wed Mar 30, 2016 5:01 pm

SNAFU wrote:I guess that means you're skill % as listed on your sheet.

So... you passed. I think there was enough of a failure to tweak it a little as per the RUE, but otherwise its more or less as planned! Find a pic and stat it up!


WOOT :D

Proposal Link
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Lahz » Sun Apr 10, 2016 4:11 pm

3 rolls per PA @ -10% to remove all markings.
Mechanical Engineering 68%+30% (going 1/2 spd)+2% DISCUS -10%: 90%

To Remove CS Identifiers from Super Samas: vs 90%
3d100:
6, 32, 42


To Remove CS Identifiers from 2nd Terror Trooper: vs 90%
3d100:
58, 58, 26
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 SNAFU » Sun Apr 10, 2016 4:47 pm

Lahz wrote:3 rolls per PA @ -10% to remove all markings.
Mechanical Engineering 68%+30% (going 1/2 spd)+2% DISCUS -10%: 90%

To Remove CS Identifiers from Super Samas: vs 90%
Original post: 3d100:
6, 32, 42


To Remove CS Identifiers from 2nd Terror Trooper: vs 90%
Original post: 3d100:
58, 58, 26


Success!
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
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Re: The Tinkerer's Thread

Postby Erg » Tue Apr 26, 2016 5:37 pm

I recognize there isn't much IC time left this time around .. just figured I'd pull it down .. soo if on the off chance Vheld and Erg get the next chance to work on it .. the amount of time can be tallied and tracked , etc.

1st Stage:
Is to work with Vheld on the overall project design , so that Erg can get an estimate together of material costs and such .. so Erg can present the proposal to Carl.

Short Version:
A matched pair of arm devices that will each create one side of a mystic portal .. Looking in A shows the view out of B .. giving person between them stealth ... an Attack into A comes out B .. giving the person between them defense.

Mystic Portal Spell BoM p.135

Vheld already knows that spell.

Erg will be taking the double time route to double check all his numbers and such.

How many IC hours will Erg and Vheld have to work on the initial design .. For Erg to be ready to give an accurate proposal estimate to Carl ?

If useful / desired .. previous tinker post I made about this project copied bellow as well.

Erg wrote:Proposed TW device design concept.

Erg is working on get on a IC RPing state with Vheld to discuss this project .. and work up a preliminary estimate on costs in time and parts and such .. once Erg has that estimate .. than he will present it to Carl , to see if Carl want's them to proceed with building a prototype of this device.

To start off .. This is first just for the initial design estimates of the project .. what materials , spells, etc will it cost .. Let me know how ever many design / estimate rolls of whatever skill I need to make for getting this design estimate.

Project concept:

To be able to do both defense and stealth that Carl asked Erg for .. the idea Erg has is for a smaller scale version of a worm-hole type technowizard device .. Erg saw Vheld use larger scale Rift style worm holes earlier on the last mission .. Erg will be approaching Vheld about a smaller scale of that idea .. mainly thinking in terms similar to the Mystic Portal Spell BoM p.135 .. Vheld already knows that spell.

This device will be more limited than the full spell itself .. this device is intended to only work between these two specific shields (devices) .. It can not create mystic portals to any other locations .. It only functions in the worm-hole like 'teleport' option descried in the spell entry .. one shield is always the 'input' shield .. the second is always the 'output' shield.

Once activated the outside surface of the 'input' shield becomes the portal entrance .. and the outside surface of the 'output' shield becomes the portal exit/destination.

Objects that enter the 'input' come out the 'output' .. they via the mystic port (worm-hole) skip over the distance in the middle between the two shields .. it is in that distance in the middle between the two shields that the user of the two shields stands holding the two shields .. Soo if someone throws a base ball or whatever .. it skips the person in the middle and just comes out the output exit shield .. the baseball or whatever , is not stopped , or anything like that .. it continues to travel out the output unaffected .. but just skipping over that middle space where the user is .. That's the defense.

The Stealth aspect comes from the spell's description of the portal .. "Looking into it reveals the other side" ... ie those who look at the face of the 'input' shield see out the exit of the 'output' shield .. they do not see the user / objects in the middle between the two shields .. changing to infrared, UV , etc only sees the 'other side' .. through the mystic portal / worm-hole.

A careful observer (high perception roll) might notice the slight difference in distance .. meaning the light they see traveled a shorter distance skipping over the distance between the two shields.

From the point of view of a 6 sided cube or dice .. this only gives protection/defense/stealth on one of the 6 faces .. That has to be pointed in a specific direction .. It is not a spherical 360degree wrap around effect.

Ideally (if possible) the shield is made to be able to expand (inflate/foldout/etc) into a full roughly 10 foot wide portal surface when in use .. and than when not in use retract/deflate/fold/etc.. into a smaller more portable/manageable size.

Because Carl is not Psychic nor Magic .. The device will also have to include elements of mystic energy storage for him to be able to power it .. Techno-Wizardry might be able to do this kind of thing with with diamonds and such .. but if needed Vheld also has the Talisman spell BoM p.150 .. for that kind of effect as well.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby SNAFU » Tue Apr 26, 2016 5:56 pm

Figure out the construction time. The design time is based on that.
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Re: The Tinkerer's Thread

Postby Erg » Wed Apr 27, 2016 6:12 pm

This is my estimate based on what I'm reading in the RUE p.130 guidelines .. Of course .. just let me know if anything such as components , spell chains , etc... need to be modified or whatever.

Device Level 5

Device includes a matched set of two sides.
Each side is retractable to take up little space when not in use.

I can imagine 3 different methods of 'retracting' .. for the initial design / prototype /schematic work .. Erg will use 'form follows function' and use whichever will make the mystic portal mystic mechanism easier .. If later Carl prefers one of the options .. Than that is what Erg will build.

  • Something fabric based similar to an umbrella .. Maybe one of the MDC fabrics.
  • A inflatable air bag / balloon / etc.
  • Folding out out like a circular segmented fan

Spell Chain (let me know if you want an explanation for each .. or just want to change the spell chain)

Mystic Portal BoM p.135 Lv10 PPE 60
Mystic Shield BoM p.97 Lv3 PPE 6

1/2 carat per device level , minimum of 1 carat for primary.
+1 Carat per each secondary spell in spell chain

Minimum = 2 carats for Device Level 1.
Device Level 5 = Minimum of = 2-1/2 Carats (Onyx) +1 Carat Amethyst

RUE p.134 gem guide
Onyx for Mystic Portal (Average cost $1,000 per carat)
Amethyst for Mystic Shield (Average cost $400 per carat)
Diamond for PPE storage (Average cost $15,000 per carat) up to 20 PPE per Carat

Will use 20 Carats Onyx (10 on each side) +1 Carat Amethyst (1/2 carat each side) +1 Carat Diamonds (1/2 carat each side)

= ~$35,400 in gems

Sense Carl is non-Psychic and non-Magic .. Will have to use the PPE storage option RUE p.131 .. and made so it can function by non-psychic or non-magic user .. just pull trigger to activate.

Base PPE Construction Cost
Spells (60 + 6)
x Device Level (5)
x 10
= 3,300 PPE / primary spell's carats 20 = 165 PPE

PPE storage and making usable by non-Psychic / non-Magic = -1% skill penalty per PPE point and +1% to PPE construction cost per PPE Point .. Store up to 15 PPE = -15% skill penalty and +15% increase in PPE construction Cost.

= 190 PPE

Spell 'Mystic Portal' not known to Erg .. Assisting Spell Caster (Vheld) Creation PPE +50% RUE p.133

Final PPE Construction Cost = 285 PPE

Activation Cost
PPE Construction Cost / 20 = 15 PPE

Construction Time
(PPE Construction Cost / 10) x Device Level = 143 Hours
For Erg's extra careful x2 time rate = 286 Hours

Construction Cost
PPE Construction Cost x 10 x Device Level + Gem Carats = ~$49,650

Technowizard Schematics listed on RUE p.133 is 3 hours per Spell .. 2 spells in spell chain = 6 hours minimum .. Erg being extra careful double checking work spending 2x the time being extra careful and such = ~12 hours of schematic time Erg and Vhled working together .. to have the schematic to be able to give a good solid estimate for proposal to Carl.

Note:
On the duration .. I'd like to take advantage of the trade off described in RUE p.129 ... where reducing one aspect of the spell to 1/10 allows something else increased by 10x ... specifically I'm thinking about the original Mystic Portal Teleportation worm Hole range of 100' level reduced to 10' per level .. soo the two sides of this level 5 device have to be 50 feet or less from each other to work ... although will probably be held in Carl's hands .. soo even as little as 10 feet from each other should be ok .. trading that reduced range so can get 10x the duration .. instead of 4 melees (1 min) per level it will be 10 minutes per level x level 5 device = 50 Minutes per activation .. which should get the duration up high enough for him to be able to use it for stealth operations.

Soo for Erg's skill roll I'm estimating:
-20% Prototype Schematics
-20% Unknown Primary Spell (Vheld, Mystic Portal)
-15% PPE storage 15 PPE non-Psychic , non-Magic user use
+30% for 2x the time
= -25% net skill modifier
Erg has a 94% skill in TW construction = net 69%

Of course Erg and Vheld will still have to find these hours IC to do the schematic work .. just trying to get an agreed counter to track the progress.

If still using previous guide of a TW roll for every ~5 hours of work.
1d100 = 75
1d100 = 69
1d100 = 25

- - - - -

I counted 1 failure needing a reroll (no Modifiers)

1d100 = 72

- - - - -
2 failures in row .. going for the 3rd ... to see if that 5 hour chunk was wasted.

1d100 = 34

- - - - - -

Soo ... If I'm interpreting correctly ... The schematic for the proposal to Carl will be successful when/If .. Erg and Vheld get 12+ Hours IC to work on it ???
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Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby SNAFU » Thu Apr 28, 2016 4:07 pm

Erg wrote:Note:
On the duration .. I'd like to take advantage of the trade off described in RUE p.129 ... where reducing one aspect of the spell to 1/10 allows something else increased by 10x ... specifically I'm thinking about the original Mystic Portal Teleportation worm Hole range of 100' level reduced to 10' per level .. soo the two sides of this level 5 device have to be 50 feet or less from each other to work ... although will probably be held in Carl's hands .. soo even as little as 10 feet from each other should be ok .. trading that reduced range so can get 10x the duration .. instead of 4 melees (1 min) per level it will be 10 minutes per level x level 5 device = 50 Minutes per activation .. which should get the duration up high enough for him to be able to use it for stealth operations.


This part looks like the kind of thing where the inexact science of Techno-wizardy might come in to play. :D That being said this all looks possible. I didn't tweak your boots because I felt the design was well balanced and inherently 'quirky' , if you do the same with this it should work out. Otherwise, ooks correct. I guess the key is finding those hours with Vheld.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
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Re: The Tinkerer's Thread

Postby Erg » Fri Apr 29, 2016 2:38 pm

SNAFU wrote:This part looks like the kind of thing where the inexact science of Techno-wizardy might come in to play. :D That being said this all looks possible. I didn't tweak your boots because I felt the design was well balanced and inherently 'quirky' , if you do the same with this it should work out. Otherwise, ooks correct. I guess the key is finding those hours with Vheld.


Thanks .. :D

Of course their will be game balancing 'quirkiness' ... that's like 1/2 the fun of Techno-wizard tinkering ;)

Yup ..
  • 1st major hurdle will be finding ~12 IC hours for Vheld and Erg to work out the schematics .. That will probably take a little while all on it's own.
  • 2nd Major hurdle .. will Carl even agree to a reasonable price to pay to do the work for such a thing ? .. about ~$50,000 in parts alone .. Plus at least a little something for the labor hours from Erg / Vheld / etc.
  • 3rd and probably the largest hurdle .. all of those long hours of work to actually build the thing .. ~286 hours or so .. We could save a little time by adding additional assistants .. which of course would increase the cost even more .. RUE p.132 can save 5% of construction time per additional assistant .. who has proper mechanical/electrical skills ... 1 per every 2 Techno-Wizard levels .. soo up to 2 assistants at Erg's current level .. Lahz has the mechanical/electrical skills to be one .. we could hire one more .. that would save up to 10% .. 28 hours .. bring the total down to ~258 hours .. Even with Erg/Vheld using Sustain to pull ~20 or so Hours per day .. that's still a minimum of 13 solid hard core days for all 4 people .. EEEK .. left to a more casual pace of only ~40 hours per week and just Erg & Vheld alone .. it would take the 2 of them about ~7 weeks.
    • I suppose if we are ok with the increased risk .. someone (like Vheld or Carl) could probably convince Erg not to do his normal .. 2x time being extra careful and such .. that would bring the initial time down to 143 hour with the 2 assistants -10% (14 hrs) = ~129 hours .. for the 4 people .. if all using Sustain to do those long hard core days (~20 Hours per day) .. we could possibly bring the construction time down to a minimum of something like ~7 long hard core days.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby Lahz » Sun Jun 12, 2016 8:21 am

Description of Project:
Customization of a WI-GL8 Automatic Shotgun/Grenade Launcher (MercOps, Pg 100, 30k) as a 'Pistol' for Whisper's Mecha Knight.
Lahz intends to make a new handle & Trigger mechanism for the weapon, suitable for a much larger Power Armored wielder. He will also fabricate a bolt-on Thigh-Holster for the weapon (side to be determined by Whisper) for convenience.

Parts Used:
PA Armor Plating.
Maybe some Foam to keep things from rattling.

Time Needed: UNKNOWN NEED GM DETERMINATION

Skill Rolls:
Mathematics: Basic [98%]: 1d100 = 73
Mechanical Engineering [68%+30%(extra time)=98%]: 1d100 = 47
Weapons Engineer [68%+30%(extra time)=98%]: 1d100 = 43
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 SNAFU » Sun Jun 12, 2016 8:52 am

Lahz wrote:Description of Project:
Customization of a WI-GL8 Automatic Shotgun/Grenade Launcher (MercOps, Pg 100, 30k) as a 'Pistol' for Whisper's Mecha Knight.
Lahz intends to make a new handle & Trigger mechanism for the weapon, suitable for a much larger Power Armored wielder. He will also fabricate a bolt-on Thigh-Holster for the weapon (side to be determined by Whisper) for convenience.

Parts Used:
PA Armor Plating.
Maybe some Foam to keep things from rattling.

Time Needed: UNKNOWN NEED GM DETERMINATION

Skill Rolls:
Mathematics: Basic [98%]: Original post: 1d100 = 73
Mechanical Engineering [68%+30%(extra time)=98%]: Original post: 1d100 = 47
Weapons Engineer [68%+30%(extra time)=98%]: Original post: 1d100 = 43


Success! Installation went smoothly and was finished in 6 hours time.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
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Re: The Tinkerer's Thread

Postby Lahz » Sat Oct 28, 2017 11:57 pm

Projects List for LAHZ

TIGER BORG
1 -- Remove Biological Controls from Tiger Borg & Install Artificial Intelligence (AI) from recently purchased V-1000 Personal Assistant-Bot WB31p93 (IQ 15)
2 -- Install Multi-Optics Eyes in Tiger Borg
3 -- Install duplicate skill Programming from RAY the Droid: Includes CS Skelebot Combat, Transportation, Mechanics, Basic Labor Skill programs
4 -- iNSTALL Wide Band Radio Received and Transmitter [300 Miles] in Tiger Borg
5 -- Install Radio Signal Scrambler in Tiger Borg

DOG FOR AURELIA
6 -- Repairs to Bandit K-9 Companion (repairs of 132 MD)
7 -- Install Artificial Intelligence (AI) from recently purchased V-1000 Personal Assistant-Bot WB31p93 (IQ 15)
8 -- Install NG-PD12 Fido Nuclear Core into Bandit K-9 Companion
9 -- Install duplicate skill Programming from RAY the Droid: Includes CS Skelebot Combat, Transportation, Basic Labor Skill programs

BODYGUARD FOR KAIYA (((Undecided, may use Ray the Droid for Kaiya if she dislikes)))
10 -- Install FASSAR 20 (Old Style) Skelebot Nuclear Core into NG-W10 Heavy Labor Drone (NG2 pg 248)
11 -- Install NG-WD71 Robosistant Head and Sensor Systems onto NG-W10 Heavy Labor Drone (NG2 pg 248)
12 -- Install Artificial Intelligence (AI) from recently purchased V-1000 Personal Assistant-Bot WB31p93 (IQ 15)
13 -- Install duplicate skill Programming from RAY the Droid: Includes CS Skelebot Combat, Transportation, Mechanics, Basic Labor Skill programs

MARAUDER PA
14 -- INTEGRATE/FIRELINK 4 WILKS 1000 Laser Pulse Cannons (MercOps Pg 104) into a CUSTOM Heavy Beam Laser Pulse-Rifle for the MARAUDER PA.
Estimated 215lbs & 150 MD with a direct power link into the PA Suit

SHIP
Lahz is renting 5 Robots to assist with initial Breakdown and Removal of some of the key systems from the Splugorth "Slaver Raider" Ship (South America Pg 152)
He hopes to use the 5 Bots + 2-3 more that he has in place by then to form an efficient and highly proficient crew to salvage all major systems from the Boat.
Lahz MAY also bring 2 of the HAUNT GOLEMS out to the worksite to provide SN Strength/Lifting Power if needed.
He can personally oversee/assist using either his Marauder PA, or the Roadrunner PA that he keeps around for small spaces.
Lahz plans to purchase a couple LARGE tents, which he and the family can use to c=vacation on the West Coast for a few weeks @ a time as the massive project proceeds. His Bots will be acting as armed guards/sentries etc as well.

Salvageable systems include:
A heavy Nuclear Plant capable of powering a hover system for a 5,000 TON Ship is likely able to power a City for decades
A Hover System capable of 400 MPH for a ship of that size
[6] Medium Laser Cannons (based on descriptions in Sourcebook 1 Pg 38
[2] Large Long Range Missile Launchers
Armor Plating. LOTS of Armor plating.
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 » Wed Nov 01, 2017 4:27 pm

Design/estimate with Vheld for Carl is 1st priority .. work on this after, or while waiting for Vheld to be available.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Bellow is intention/concept.
All is (of course) subject to GM review.

Proposal : TW Energy Conversion Enhancement to Force Field.

Erg wants to make a TW enhancement to one of the two force fields he recently purchased.

PPE cost to activate: 10

Duration: 14 Minutes per activation
Same as Impervious to Energy Spell, normal is 2min per level , Erg is Lv7 = 14minutes.

Effect: Energy damage that would normally be done to the Force Field is instead converting into some other type of energy.

Side Effect: Per Erg's insanity for energy conversion devices, the energy that wasn't done to the force field is converted to a different type of energy. Although the other type is not directly/immediately damaging to the character, it can have IC effects/consequences depending on situation/GM.

Some ideas for possible Energy Conversion (GM review/discretion):
  • Temporal: Every time the force field doesn't take energy damage .. the energy is converted to temporal energy. Depending on situation/GM this can result in the character gaining extra seconds (similar to Time Slip Spell) , or loosing seconds the character being frozen in time (reverse the roles described under the Time Slip spell, The character is the one locked and frozen in place/time while the world moves.) .. Techno-wizard focus item added, something like a watch display.
  • Light: Every time the force field doesn't take energy damage .. that energy is converted into light energy that radiates outward from the character in all directions. At night this effect is like being a bright beacon and can destroy any efforts at hiding. The larger the damage would have been the brighter the light. Depending on situation/GM , if the energy attack is large enough the light can be as bright as a a light house, blinding flash spell like (BoM-p.91), for those who are too close .. Techno-wizard focus item added something like a light bulb.
  • Kinetic: Every time the force field doesn't take energy damage .. that energy is converted into kinetic energy. The user is moved by that kinetic energy. The greater the kinetic energy would have been the greater character is moved. Small amounts might just cause the character to be pushed a little bit. Large amount could send the character considerable distances, or at considerable speeds. Weather such movement is good , bad, or neutral , will of course depend on the situation/GM .. Techno-wizard focus item added something like a small toy electric motor.
  • Heat: Every time the force field doesn't take energy damage .. the energy is converted to heat radiating outward form the character in all directions. Small damage would produce enough heat to make the character a beacon to thermal optics. Larger amounts of damage could result in a considerable heat wave around the character. Depending on the situation/GM , this heatmight be good,bad, or neutral. Possibly igniting flammables or such , causing minor burns to those near him .. Techno-wizard focus item added something like a small heating element.
  • Random roll 1d4 for the above 4 each time the force field doesn't take energy damage.

- - - - - - - - -

The (estimated) math , per TW creation in RUE-p.129 to 135 .. Subject to GM review (of course).

1st Step is the design / schematic phase.

Initial Schematics / Design 3 Hours per Spell 2 spells = 6 hours
Erg does his normal Double checking and being extra thorough 2x the time 6x2 = 12Hours.
Once Erg has over-charged his PPE from Merctown LeyLine (~7min) Erg will use his new Time-Hole spell to work in there. Every 12 hours in the time-hole is only 2 hours Merctown time. Erg can stay in the time-hole up to 1day(24hrs) x Lv(7) = 7 days (168hours) per casting. With his Sustain spell in place Erg only needs 2 hours of rest per 24 hour day, and will not need any food / water/ etc.

Erg will use his Telemechanics psychic power to help with understanding the force field device itself as best he can.

Estimated Skill Roll for the Schematics Creation:
Prototype Schematics -20%
Extra Careful Double Checking everything +30%
Modifying Alien Device as a TW device -40% (unless the use of telemechanics reduces this penalty some)
30 - 20 - 40 = -30% Total estimated TW Skill Modifier
Erg's Techno-Wizard Construction Skill 98% - 30% = 68%

SNAFU wrote:When you're ready provide a TW construction roll for every five hours of work. A failure requires a re-roll with no modifiers. Failure three means this 5 hour block was a waste. If you roll three consecutive failures in two separate time blocks the whole project needs to be redone.

1st 5 hours 1d100 = 3
2nd 5 hours 1d100 = 19
Last 2 hours to complete the 12 hours needed1d100 = 1

If successful , Erg exits the Time-Hole and orders the parts that will be needed .. Approximately ~$61,000 per bellow.

- - - - - - - -
Estimate for the device itself.

  • Device Level 7 = Erg's Level
  • Primary Spell for all types is Impervious to Energy BoM-p.113 (Lv6 Spell)
  • Secondary Spell: Might vary depending on the type converted to above.
    Temporal Conversion = Time Slip BoM-p.114
    Light Conversion = Blinding Flash BoM-p.91
    Kinetic Conversion = Telekinesis BoM-p.98
    Heat Conversion = Fire Bolt BoM-p.101
  • Required Gems:
    Primary Minimum 7 Carat Red Zircon = $14,000 .. Erg does 14 Carats = $28,000
    Time Slip + 1 Carat Onyx = $1,000
    Heat +1 Carat Red Ruby = $19,000
    Light +1 Carat Clear Quartz = $60
    Kinetic +1 Carat Opal = $500
    Soo 'worst' is ~$47,000 in gems
  • Base PPE Construction Cost:
    Impervious to Energy PPE = 20
    Time Slip = 20
    Fire Bolt = 7
    Telekinesis = 8
    Blinding Flash = 1
    Soo 'worst' is ~40
    40 x Device Level (7) = 280 x 10 = 2,800 / Primary Gem Carats (14) = 200
  • Determine Activation Cost:
    Final Creation PPE / 20 = 10
  • Creation Time
    PPE Construction Cost (200) / 10 = 20 x Device Level (7) = 140 Hours
    GM Optional to cut time in 1/2 if adding to existing device/technology , not creating new.
  • Construction Costs:
    PPE Construction Cost (200) x 10 = 2,000 x Device Level (7) = 14,000 + Gems ($47,000) = ~$61,000
  • No PPE Storage
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)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
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Tinkerer's Thread

Postby SNAFU » Thu Nov 02, 2017 1:46 pm

Erg wrote:Design/estimate with Vheld for Carl is 1st priority .. work on this after, or while waiting for Vheld to be available...
OOC Comments
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Bellow is intention/concept.
All is (of course) subject to GM review.

Proposal : TW Energy Conversion Enhancement to Force Field.

Erg wants to make a TW enhancement to one of the two force fields he recently purchased.

PPE cost to activate: 10

Duration: 14 Minutes per activation
Same as Impervious to Energy Spell, normal is 2min per level , Erg is Lv7 = 14minutes.

Effect: Energy damage that would normally be done to the Force Field is instead converting into some other type of energy.

Side Effect: Per Erg's insanity for energy conversion devices, the energy that wasn't done to the force field is converted to a different type of energy. Although the other type is not directly/immediately damaging to the character, it can have IC effects/consequences depending on situation/GM.

Some ideas for possible Energy Conversion (GM review/discretion):
  • Temporal: Every time the force field doesn't take energy damage .. the energy is converted to temporal energy. Depending on situation/GM this can result in the character gaining extra seconds (similar to Time Slip Spell) , or loosing seconds the character being frozen in time (reverse the roles described under the Time Slip spell, The character is the one locked and frozen in place/time while the world moves.) .. Techno-wizard focus item added, something like a watch display.
  • Light: Every time the force field doesn't take energy damage .. that energy is converted into light energy that radiates outward from the character in all directions. At night this effect is like being a bright beacon and can destroy any efforts at hiding. The larger the damage would have been the brighter the light. Depending on situation/GM , if the energy attack is large enough the light can be as bright as a a light house, blinding flash spell like (BoM-p.91), for those who are too close .. Techno-wizard focus item added something like a light bulb.
  • Kinetic: Every time the force field doesn't take energy damage .. that energy is converted into kinetic energy. The user is moved by that kinetic energy. The greater the kinetic energy would have been the greater character is moved. Small amounts might just cause the character to be pushed a little bit. Large amount could send the character considerable distances, or at considerable speeds. Weather such movement is good , bad, or neutral , will of course depend on the situation/GM .. Techno-wizard focus item added something like a small toy electric motor.
  • Heat: Every time the force field doesn't take energy damage .. the energy is converted to heat radiating outward form the character in all directions. Small damage would produce enough heat to make the character a beacon to thermal optics. Larger amounts of damage could result in a considerable heat wave around the character. Depending on the situation/GM , this heatmight be good,bad, or neutral. Possibly igniting flammables or such , causing minor burns to those near him .. Techno-wizard focus item added something like a small heating element.
  • Random roll 1d4 for the above 4 each time the force field doesn't take energy damage.

- - - - - - - - -

The (estimated) math , per TW creation in RUE-p.129 to 135 .. Subject to GM review (of course).

1st Step is the design / schematic phase.

Initial Schematics / Design 3 Hours per Spell 2 spells = 6 hours
Erg does his normal Double checking and being extra thorough 2x the time 6x2 = 12Hours.
Once Erg has over-charged his PPE from Merctown LeyLine (~7min) Erg will use his new Time-Hole spell to work in there. Every 12 hours in the time-hole is only 2 hours Merctown time. Erg can stay in the time-hole up to 1day(24hrs) x Lv(7) = 7 days (168hours) per casting. With his Sustain spell in place Erg only needs 2 hours of rest per 24 hour day, and will not need any food / water/ etc.

Erg will use his Telemechanics psychic power to help with understanding the force field device itself as best he can.

Estimated Skill Roll for the Schematics Creation:
Prototype Schematics -20%
Extra Careful Double Checking everything +30%
Modifying Alien Device as a TW device -40% (unless the use of telemechanics reduces this penalty some)
30 - 20 - 40 = -30% Total estimated TW Skill Modifier
Erg's Techno-Wizard Construction Skill 98% - 30% = 68%

SNAFU wrote:When you're ready provide a TW construction roll for every five hours of work. A failure requires a re-roll with no modifiers. Failure three means this 5 hour block was a waste. If you roll three consecutive failures in two separate time blocks the whole project needs to be redone.

1st 5 hours Original post: 1d100 = 3
2nd 5 hours Original post: 1d100 = 19
Last 2 hours to complete the 12 hours neededOriginal post: 1d100 = 1

If successful , Erg exits the Time-Hole and orders the parts that will be needed .. Approximately ~$61,000 per bellow.

- - - - - - - -
Estimate for the device itself.

  • Device Level 7 = Erg's Level
  • Primary Spell for all types is Impervious to Energy BoM-p.113 (Lv6 Spell)
  • Secondary Spell: Might vary depending on the type converted to above.
    Temporal Conversion = Time Slip BoM-p.114
    Light Conversion = Blinding Flash BoM-p.91
    Kinetic Conversion = Telekinesis BoM-p.98
    Heat Conversion = Fire Bolt BoM-p.101
  • Required Gems:
    Primary Minimum 7 Carat Red Zircon = $14,000 .. Erg does 14 Carats = $28,000
    Time Slip + 1 Carat Onyx = $1,000
    Heat +1 Carat Red Ruby = $19,000
    Light +1 Carat Clear Quartz = $60
    Kinetic +1 Carat Opal = $500
    Soo 'worst' is ~$47,000 in gems
  • Base PPE Construction Cost:
    Impervious to Energy PPE = 20
    Time Slip = 20
    Fire Bolt = 7
    Telekinesis = 8
    Blinding Flash = 1
    Soo 'worst' is ~40
    40 x Device Level (7) = 280 x 10 = 2,800 / Primary Gem Carats (14) = 200
  • Determine Activation Cost:
    Final Creation PPE / 20 = 10
  • Creation Time
    PPE Construction Cost (200) / 10 = 20 x Device Level (7) = 140 Hours
    GM Optional to cut time in 1/2 if adding to existing device/technology , not creating new.
  • Construction Costs:
    PPE Construction Cost (200) x 10 = 2,000 x Device Level (7) = 14,000 + Gems ($47,000) = ~$61,000
  • No PPE Storage
[/quote]


Accomplished
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: The Tinkerer's Thread

Postby Lahz » Sat Nov 04, 2017 11:00 am

Augmenting:
Gauntlets of Mastery: +30% to Skill ratios

Lahz's most relevant skills are:
Key Skills
Radio: Basic 103%
Computer Operation 103%
Computer Programming 83%
Computer Repair 83%
Electronic Countermeasures 51%
Cryptography 60%
Mechanical Engineering 78%
Robot Mechanics 73%
Read Sensory Equipment 83%
W.P. Heavy M.D. Weapons
Weapons Engineer 78%
Electrical Engineer 78%
Robot Electronics 71%
Field Armorer & Munitions Expert 61%


TIGER BORG
1 -- Remove Biological Controls from Tiger Borg & Install Artificial Intelligence (AI) from recently purchased V-1000 Personal Assistant-Bot WB31p93 (IQ 15)
Computer Programming 83+30=113%: 1d100 = 43
Computer Operation 103+30=133%: 1d100 = 95

2 -- Install Multi-Optics Eyes in Tiger Borg
Robot Mechanics 73+30=103%: 1d100 = 14
Robot Electronics 71+30=101%: 1d100 = 34

3 -- Install duplicate skill Programming from RAY the Droid: Includes CS Skelebot Combat, Transportation, Mechanics, Basic Labor Skill programs
Computer Operation 103+30=133%: 1d100 = 80
Computer Programming 83+30=113%: 1d100 = 46

4 -- iNSTALL Wide Band Radio Received and Transmitter [300 Miles] in Tiger Borg
Robot Mechanics 73+30=103%: 1d100 = 62
Robot Electronics 71+30=101%: 1d100 = 66

5 -- Install Radio Signal Scrambler in Tiger Borg
Robot Mechanics 73+30=103%: 1d100 = 37
Robot Electronics 71+30=101%: 1d100 = 22
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 SNAFU » Sat Nov 04, 2017 2:57 pm

A absolute breeze, gotta love the gloves! This took Lahz 10 hours or 1 day of labor.

Lahz wrote:Augmenting:
Gauntlets of Mastery: +30% to Skill ratios

Lahz's most relevant skills are:
Key Skills
Radio: Basic 103%
Computer Operation 103%
Computer Programming 83%
Computer Repair 83%
Electronic Countermeasures 51%
Cryptography 60%
Mechanical Engineering 78%
Robot Mechanics 73%
Read Sensory Equipment 83%
W.P. Heavy M.D. Weapons
Weapons Engineer 78%
Electrical Engineer 78%
Robot Electronics 71%
Field Armorer & Munitions Expert 61%


TIGER BORG
1 -- Remove Biological Controls from Tiger Borg & Install Artificial Intelligence (AI) from recently purchased V-1000 Personal Assistant-Bot WB31p93 (IQ 15)
Computer Programming 83+30=113%: Original post: 1d100 = 43
Computer Operation 103+30=133%: Original post: 1d100 = 95

2 -- Install Multi-Optics Eyes in Tiger Borg
Robot Mechanics 73+30=103%: Original post: 1d100 = 14
Robot Electronics 71+30=101%: Original post: 1d100 = 34

3 -- Install duplicate skill Programming from RAY the Droid: Includes CS Skelebot Combat, Transportation, Mechanics, Basic Labor Skill programs
Computer Operation 103+30=133%: Original post: 1d100 = 80
Computer Programming 83+30=113%: Original post: 1d100 = 46

4 -- iNSTALL Wide Band Radio Received and Transmitter [300 Miles] in Tiger Borg
Robot Mechanics 73+30=103%: Original post: 1d100 = 62
Robot Electronics 71+30=101%: Original post: 1d100 = 66

5 -- Install Radio Signal Scrambler in Tiger Borg
Robot Mechanics 73+30=103%: Original post: 1d100 = 37
Robot Electronics 71+30=101%: Original post: 1d100 = 22

A relative breeze, took Lahz 10 hours
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Joined: Wed Jan 15, 2014 5:24 pm
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