Tinkering

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Tinkering

Postby Augur » Thu Sep 07, 2017 11:11 am

Tinkering

Definition: A class which possesses an ability (not skills) focused on design and fabrication is a tinkerer class.

"Tinkerers" as a rules-dependent archetype
Which classes qualify as "tinkerers"?
  • Operator
  • Techno-Wizard
  • Psi-Tech
  • Hardware (HU2) conversion characters
  • Techno-Smithy (PW)
  • Amaki Gizmoteer
  • NGR Field Mechanic (Rifter 55)
  • Black Market Refurbisher
  • Mystic Kuznya

Quick guidelines for Tinkerer work
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Tinkerer 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 Tinkerer will receive a number of attempts per day equal to his Experience Level.
4.) Repairs to multi-location items require each location to be repaired separately.

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.


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
Tinkerers receive a number of attempts per day equal to their experience level.
Non-tinkerer engineers and 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: Tinkering

Postby Augur » Thu Sep 07, 2017 11:14 am

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Amaki Gizmoteer
NGR Field Mechanic (Rifter 55)
Black Market Refurbisher
Mystic Kuznya

All the rest either lack an ability, or else their ability is one of repair and not design and fabrication.

If the class is lacks such an ability, it's not a tinkerer.

Exceptionally skilled engineers can do much the same work as a tinkerer, they just don't enjoy the same benefits. (See attempts per day.)
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