Tinkerers' Thread

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GM: SNAFU
AGM: FUBAR OPEN

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Tinkerers' Thread

Postby Tiree » Thu May 28, 2009 2:09 pm

THIS IS NOT A CHAT THREAD.

Tinkerer: NPC Mortimer Machine

Wak asked Baker to set up a One million cred fund from the group fund for Morty to use on the Roughnecks' gear.

Permissions:

Mortimer only works on gear brought to his door unless otherwise noted below:

Wakiza: Morty has permission to work on Wak's tech gear. Specifically he asked for Morty to do something with his Mountaineer ATV and his TX-17 Assault Rifle (like try and add a higher burst capacity). Wak gave him an additional Secure Universal Card: 124,200 credits (020215 - SNAFU) for use in working on his personal gear and vehicle.
Cale:
Maxwell:
Reaper: Only work on Reaper's gear with his permission
Mercedes:
Murdoc: Gave permission to Morty to work on his gear with the understanding that Morty run his ideas by Murdoc first.
Nero:
William:


Company Wishlist

Backburner wrote:To the ATRV:
-TW starfire pulse cannon - 520,000 for the cannon. 320,000 for 8 PPE clips (BoM, pg 326) (mount on rear roof of the ATRV preferable hidden while not in use.)
-Chameleon Cloaking System - 440,000 (BoM, pg 334)
-Circle of Protection Superior - 250,000 (BoM, pg 336)




Mortimer's To-Do List

1) General Repair, Improvement and Efficiency Adjustments

Salvage Parts & Useful Material
3'x3' Armor plates (190 M.D.C. worth)
Three cubic foot crate of assorted spare parts
servo motors (24)
swivel mounts (4)
electro-magnet stepper motors (24)
300 feet of cables
computer
bio-scanner
Power Armor Arms (4)
Metal EBA arms all the same type (4)
5,000,000 Credits of various parts and pieces

Completed Tasks
Improved Personal Protection and Combat Capabilities of Team Members Gear


Mortimer's Workshop
Current Job(s):

TW Subcontract:
Last edited by Anonymous on Sun Jun 12, 2011 10:31 pm, edited 42 times in total.
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Re: Conner's To-Do List

Postby Augur » Fri May 29, 2009 3:58 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: Tinkerer's Thread

Postby Augur » Fri Jun 25, 2010 1:11 pm

The Operator's Assistants

Cale
☞ Cale is unskilled labor and can only assist in basic repairs. (+1 attempt per day)

Travis Murdoc
☞ Murdoc is unskilled labor and can only assist in basic repairs. (+1 attempt per day)

Zelda Regenbogen (Nero)
☞ Nero is unskilled labor and can only assist in basic repairs. (+1 attempt per day)

Michael Maxwell
☞ General Repair & Maintenance 40% (+5%)
☞ Max is basically skilled and can only assist in basic repairs. (+2 attempts per day)

Quenya Telerin (Mercedes)
☞ Mercedes is unskilled labor and can only assist in basic repairs. (+1 attempt per day)

Reaper
☞ Salvage 55% +5%
☞ Basic Electronics—35% (+5%)
☞ Clay is basically skilled and can only assist in basic repairs. (+3 attempts per day)

William Summers
☞ General Repair and Maintenance--55% (+5%)
☞ William is basically skilled and can only assist in basic repairs. (+2 attempts per day)

Wakiza Blackhoof
☞ Field Armorer & Munitions Expert--73% (+5%)
☞ Basic Mechanics--58% (+5%)
☞ Wakiza is a skilled assistant and can assist knowledgeably in armor or munitions endeavors. Otherwise Wakiza is basically skilled and can assist in basic repairs (+4 attempts per day)

Caradoc
☞ Electrical Engineer -- 72%
☞ Mechanical Engineer -- 62%
☞ Salvage -- 77% (+5%)
☞ Cai is a highly skilled assistant and can assist knowledgeably in any endeavor. (+4 attempts per day)
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Re: Tinkerers' Thread

Postby Augur » Tue May 24, 2011 10:20 pm

1d100 → [58] = (58)
1d100 → [44] = (44)
1d100 → [61] = (61)
1d100 → [53] = (53)
1d100 → [33] = (33)
1d100 → [12] = (12)
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Re: Tinkerers' Thread

Postby Augur » Sat Aug 18, 2012 6:44 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:
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