Tinkerers Thread

The 110th Coalition States Special Operations Group.
GM: CS High Command
AGM: Merchant of Death

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Tinkerers Thread

Postby CS High Command » Wed Oct 14, 2009 5:30 pm

THIS IS NOT A CHAT THREAD.

Karl's To-Do List

Permissions:
James Howlett: "You know what, do what you want. Just don't break anything."
John Freeman:
Egan Grey: "Keep it working, if you can make it better fantastic! Custom explosives a plus."
Linus Toretto:
Karl Madox: As to allowances for him working on his own gear, Karl will work on or modify his own equipment to the full extent he's able to get away with under CS regulations, and maybe one or two things under the radar if he thinks he can get away with it.
Caesar: Dog Boys are pretty low on the totem pole when it comes to gear, so he's used to taking what he can get. Do whatever you want.
Mane: "See this?." Mane pops out his modular bionic eye. "As long as I have a spare, you can make these all day long as far as I'm concerned... Incidentally, I don't have any spares just now."
"See this?" Mane holds up his C-200 Deadman's Rail Gun. "It shoots straight, and it shoots far, but it doesn't shoot fast. If you're going to tinker with it, focus on fast."
"See these?" Mane holds up his gun-belt with its two mismatched energy pistols. "Touch theses, and I'll fuckin' kill you, skin you, and make a pair of you-skin moccasins... Turn your guts into natural prophylactics. ... DO ... NOT ... TOUCH!"


Karl's sense of craftmanship:
Karl prides himself in doing his work well and to the best of his ability. He likes a cleanly and professionally done job and tends to take extra time as needed to make sure he can do what's needed well.

Completed Tasks
Items Completed

Current Project/Priorities:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.


James' To-Do List

Permissions:
James Howlett: "Well this is kinda silly, I will do what I please to myself. Thank you very much!"
John Freeman: "I like my human parts. Keep 'em if possible. If I am jello strap me into a chassis and turn me loose."
Egan Grey: "Bio-systems if needed, bionics only if absolutely necessary. Keep me up and running."
Linus Toretto:
Karl Madox: "As long as it isn't anything experimental he's fine with cybernetic/bionic replacements as needed and wouldn't turn down the opportunity for some useful cybernetic implants."
Caesar: "Being a mutant from Lone Star, Caesar is pretty used to the idea of being tinkered with, but doesn't have to be happy about it. He won't volunteer, but he also won't argue. Costing him his psychic abilities with too much cybernetics would really bum him out."
Mane: "I'm muscle where it matters, and steel where it counts. Just don't fuck up either, and we'll get along just fine."

James' sense of craftmanship
James wrote:"I'll put any part, anywhere, anytime. If you want me to experiment just let me know."


Completed Tasks
Install Ford's Artificial Kidney
Install Ford's Artificial Liver
Install Ford's Artificial Lung (at least one, but probably both)
Install Ford's Reinforced Bones (ribcage)
Rebuild Ford's shoulder and shoulder blade
Install Ford's Cybernetic Hand and Entire Arm
Install Edwin's Multi-Optics Eye
Install Edwin's Cyber-Disguise Type AA-1
Install Edwin's Cyber-Disguise Type ASH
Install Edwin's Melanin Release Device
Install Edwin's Clock Calender
Install Edwin's Gyro-Compass
Install Edwin's Amplified Hearing
Install Edwin's Language Translator
Install Edwin's Optic Nerve Video Implant
Repair Fords modular arm housing


Current Project/Priorities:
1. Fix Lunk
2. Rebuild James' Cyborg body
3. Modify Skelebot
4. Rebuild Commando Ears for team
5. Build Servo-Skulls (Mini-Drones)
6. Work on Multi-Tasking Implant
7. Get Egan Eruptor implant
8.
9.
10.

Project Template:
Project Name
    Description of Project:

    Parts Used:

    Designed Quirks:

    Time Needed | Allocated:

    Designed Statistics:
Code: Select all
[size=115][b]Project Name[/b][/size]
[list][b]Description of Project:[/b]

[b]Parts Used:[/b]

[b]Designed Quirks:[/b]

[b]Time Needed | Allocated:[/b]

[b]Designed Statistics:[/b][/list]
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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Quick Guidelines for Operator/Engineer work

Postby CS High Command » Wed Oct 14, 2009 5:32 pm

Quick Guidelines for Operator/Engineer work
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Operator/Engineer 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/Engineer will receive a number of attempts per day equal to his/her Experience Level. Assistants can add to the number of attempts the Operator/Engineer can make in a day. The Assistants will use the Operator's/Engineer's skill level unless their own is higher.

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 the GM nor the Operator/Engineer 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.

Guidelines for assessing attempts per day

Assistant types & Limitations on type of work
Operators, engineers, 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 Laborers (possess no applicable technical skills) can only assist in basic repairs. (NPCs provide +1 attempt per day)
Skilled Laborers (possess limited technical skills) can only assist in basic repairs. (NPCs provide +2 attempts per day)
Skilled assistants (possess an engineering skill) can assist in technical jobs within their area of expertise. (NPCs provide +3 attempts per day)
Highly skilled assistants (engineers in more than one field) can assist knowledgeably in any endeavor. (NPCs provide +4 attempts per day)

Basic Technical Skills
☞ Art
☞ Aircraft Mechanics
☞ Automotive Mechanics
☞ Basic Electronics
☞ Basic Mechanics
☞ Boat Building
☞ Brewing
☞ Calligraphy
☞ Carpentry
☞ Chemistry
☞ Computer Repair
☞ Cybernetics: Basic
☞ Excavation
☞ General Repair & Maintenance
☞ Jury-Rig
☞ Leather Working
☞ Locksmith
☞ Mining
☞ Recycling
☞ Safe-Cracking
☞ Salvage
☞ Sewing
☞ Skin & Prepare Animal Hides
☞ Whittling & Sculpture

Skilled Technical Skills
☞ Bioware Mechanics
☞ Crime Scene Investigation
☞ Electricity Generation
☞ Field Armorer & Munitions Expert
☞ Vehicle Armorer
☞ Trap Construction
☞ Chemistry: Analytical
☞ Chemistry: Pharmaceutical
☞ Demolitions
☞ Demolitions Disposal
☞ Demolitions: Underwater
☞ Oxygen Systems

Engineering Skills
☞ Artificial Intelligence
☞ Clinical Genetics
☞ Cybernetic Medicine
☞ Electrical Engineer
☞ Genetics
☞ Juicer Technology
☞ Mechanical Engineer
☞ Military Fortifications
☞ Robot Electronics
☞ Robot Mechanics
☞ Weapons Engineer

Tinkering Addendum: Optional Project Rules:
    For groups like ours, with only a few actual tinkerers, there can be a significant time of non-engagement by the non-tinkerers when a tinker project is required for the story. The conversion of the APC is one such event. Because it will allow for many more skills rolls than normal, more rolls will be needed to complete individual tasks. There are also penalties built in that can be negated by unskilled laborers (the only way to mitigate penalties). As such, the entire group will engage in active assist of the technicians. To do this, they will make a full number of attempts per day equal to their level. But they will do so guided by either their own skill, or that of the lead engineer at a significant penalty based on their rating as an assistant.
    GM Note: This system leverages a lot of semiskilled and unskilled assistants to complete a task quickly. It is ill suited to a large group of tinkerers or to individual tinkering tasks.

    Terms of Note:
    • Project Skill: A skill used to create a project. These are usually, but not always higher engineering or scientific skills, but leather working, cooking and other tasks can be done as projects too.
    • Project Difficulty: A rating of the difficulty and complexity of the task. This number, from two (2) to ten (10), is the number of skill checks required for a task within the project.
    • Project Task: One for each rating. Consists of a skill and a basic description. GMs are encouraged to get creating with the skills for a project task (mechanical engineering for casings and fabrications, weapons engineering for anything involving weapons, electrical engineering for electrical work, Computer Programming for computer systems, etc),
    • Project Lead: The skilled tinkerer who is the primary for all tasks on a project.
    • Highly skilled assistants: Other skilled tinkers acting as a second on a project. Could be the Project Lead, just isn't.
    • Skilled Assistants: This is a person with numerous secondary tinkering skills that allow them to make checks to assist with a project. Could not lead the project.
    • Skilled Laborer: This is a person with a few basic skills of note, but no real tinkering skill.
    • Unskilled Laborer: A laborer able to do any manual and repetitive tasks, but unable to do any extensive tasks. Will roll the Project Lead's Basic Mechanics or Basic Electronics skill at -20%. May not complete tasks on a project, but they can give a bonus of +10% to any other project worker's skill rating if successful. There is no penalty for failure, aside from wasted time. Critical Failures reduce the affected skill level by -5% instead. Critical Successes increase the affected skill by 20% instead. The laborer player chooses who it applies to and what skill is affected when they roll.

    Project Rules Process:
      1. A player or the GM proposes a project.
      2. The GM assigns a difficulty from 2 to 10. Projects requiring only one roll are not tinkering projects - they are skill rolls.
      3. The Project Lead (and any PC assistants) will declare who is rolling for what. Each PC may work on multiple projects, as long as it is done sequentially (project 1, Project 2, etc - no hopping around). They should assign themselves a number of rolls equal to their attempts.
        A. The Project Lead MUST do at least one third of the skill rolls themselves (round up). They can assign themselves more than the minimum.
        B. An assisting PC may only do up to one third of the skill rolls required on a Project (round up).
      4. All PCs will make their own rolls. They will get a number of attempts equal to their level.
      5. A NPC assistant can assist any player with a rating of Skilled Assistant or higher. Doing so offers the normal boost to their attempts per day.
      6. An assisting player can request alternate skills for certain checks. For example, A Weapon Engineering roll might be substituted to a Mechanical Engineering skill roll and a Field Armorer and Munitions skill roll (both must succeed or the task fails). Alternate skills always carry a -5% (Engineering Skills), -10% (Skilled Technical Skills), or -15% (Basic Technical Skills) to the skill checks involved, in addition to other skill penalties, such as poor working conditions, insufficient specialty tools, etc. Unskilled Laborers can help mitigate these penalties.

    Examples:
    Replacing a Weapon System on a Base, Vehicle or Robot at a well equipped shop:
    Difficulty: 3
    Skills Required: Weapons Engineering, Electrical Engineering, and Computer Programming

    Replacing a Weapon System on a Base, Vehicle or Robot at a basically equipped shop or in the field with access to heavy lift gear and adequate tools:
    Difficulty: 4
    Skills Required: Weapons Engineering, Electrical Engineering, Computer Programming, and Mechanical Engineering
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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Tinkerer Information by Character

Postby Karl » Wed Oct 14, 2009 6:09 pm

Tinkerer Information Sheet
    Skills of Note: Please do not include percentages, just the names of the skills. Include everything applicable, including skills like art, carpentry, whittling, etc

    Attempts per day as a project lead on a task within your skill set: This is your character level in attempts.
    Attempts per day as an active (PC) project assistant: This is your level in attempts.
    Attempts per day as a NPC project assistant: 1, 2, 3, or 4, based on how skilled an assistant you'd be.
Code: Select all
[size=115][b]Tinkerer Information Sheet[/b][/size]
[list][b]Name[/b]:
[b]Skills of Note[/b]:

[b]Attempts per day as a project lead on a task within your skill set[/b]:
[b]Attempts per day as an active (PC) project assistant[/b]:
[b]Attempts per day as a NPC project assistant[/b]:
[/list]



Tinkerer Information Sheet
    Name: 2nd Lt. James Howlett M.D.B.S.
    Skills of Note:
    Basic Technical Skills: Basic Electronics, Basic Mechanics, Chemistry, Computer Repair.
    Skilled Technical Skills: Bioware Mechanics, Chemistry: Analytical, Chemistry: Pharmaceutical.
    Engineering Skills: Clinical Genetics, Cybernetic Medicine, Electrical Engineering, Genetics, Juicer Technology, Mechanical Engineering.

    Attempts per day as a project lead on a task within your skill set: 8
    Attempts per day as an active (PC) project assistant: 8
    Attempts per day as a NPC project assistant: 4



Tinkerer Information Sheet
    Name: Karl
    Skills of Note:
    Basic Technical Skills: Basic Electronics, Basic Mechanics, Locksmith
    Skilled Technical Skills: Vehicle Armourer
    Engineering Skills: Electrical Engineer, Mechanical Engineer, Weapons Engineer, Robot Electronics, Robot Mechanics

    Attempts per day as a project lead on a task within your skill set: 4
    Attempts per day as an active (PC) project assistant: 4
    Attempts per day as a NPC project assistant: 4


Tinkerer Information Sheet
    Name: John Freeman
    Skills of Note: None - Will make use of the Project Leader's Basic Mechanics or Basic Electronics skill at -20%.

    Attempts per day as a project lead on a task within your skill set: N/A
    Unskilled (PC) Laborer attempts per day: 7
    Attempts per day as a NPC project assistant: 1


Tinkerer Information Sheet
    Name: Egan Grey
    Skills of Note: Basic Technical Skills: Salvage, Whittling & Sculpture.
    Skilled Technical Skills: Trap Construction.
    Laborer Skills: Will make use of the Project Leader's Basic Mechanics or Basic Electronics skill at -20%.

    Attempts per day as a project lead on a task within your skill set: 8
    Attempts per day as an active (PC) project assistant: 8 (where applicable)
    Unskilled (PC) Laborer attempts per day: 8
    Attempts per day as a NPC project assistant: +1 (+3 on Traps, Whittling, or Salvage)


Tinkerer Information Sheet
    Name: Linus Toretto
    Skills of Note: Field Armorer & Munitions Expert, Basic Mechanics, Basic Electronics

    Attempts per day as a project lead on a task within your skill set: 6
    Attempts per day as an active (PC) project assistant: 6
    Attempts per day as a NPC project assistant: 2


Tinkerer Information Sheet
    Name: Caesar
    Skills of Note: General Repair & Maintenance, Cooking

    Attempts per day as a project lead on a task within your skill set: 6
    Attempts per day as an active (PC) project assistant: 6
    Attempts per day as a NPC project assistant: 2


Tinkerer Information Sheet
    Name: Mane
    Skills of Note: Basic: Leather Working, Sewing, Skin & Prepare Animal Hides, General Repair and Maintenance (EP pending), Basic Electronics (EP pending)

    Attempts per day as a project lead on a task within your skill set: 6
    Attempts per day as an active (PC) project assistant: 6
    Attempts per day as a NPC project assistant: 2
Karl Madox reporting for duty!
H.P.: 26
S.D.C.: 29
ISP: 66
PPE: 11

Constant Effects: See Cybernetics

Soundtrack:
Bonnie Tyler - Holding out for a Hero
Madius (Sound the Alarm) - All I need
MDFMK - Missing Time
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Re: Tinkerers Thread

Postby Augur » Sat Aug 18, 2012 6:45 am

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Re: Tinkerers Thread

Postby James Howlett » Mon Jan 26, 2015 5:29 pm

Repair Times and Costs:

Minor repairs can be done in a hour or so, longer repairs up to several hours, while extensive repairs may take days or weeks to do. This all depends on accessibility of spare parts and components, tools and facilities.

A mechanic can repair 20 MDC per skill roll, and is allowed one skill roll per day per experience level. We would then apply any bonuses or penalties to this depending on the situation (Operator doing the work, field repairs, jury rig, no tools, ect).

M.D.C. Body Armor Repairs
This is the patching and replacement of mega-damage material.Repairs cannot exceed the original M.D.C.of the armor.

Plate: 7000 credits per every 10 M.D.C. replaced.
Chain: 5500 credits per every 10 M.D.C. replaced.
Composite Armor: 6500 credits per every 10 M.D.C. replaced.
Plastic: 6300 credits per every 10 M.D.C. replaced.
Padded: 6200 credits per every 10 M.D.C. replaced.

Power Armor and Man-Size Robot Repairs:

This is the patching and replacement of mega-damage material. Repairs cannot exceed the original M.D.C.of the armor and 15% or more of the original armor must remain intact.

M.D.C. Armor: 8000 credits per every 10 M.D.C. replaced.
Wings: 40,000 credits each for light wings (30 M.D.C. or less), 60,000 credits each for heavy wings. Price includes installation.
Jet Pack: Flat 65,000 credits for all man-size jets, installation included.
Optics and Sensors: Equivalent to cybernetic or bionic costs,but add 10%.
Rail Guns: Cost of the gun and power pack plus 30,000 for installation. Add another 20,000 credits to tap into the power armor's nuclear power.

Weapon Systems:
Rocket launcher 50,000 credits,
laser or ion 60,000 credits,
heavy energy like particle beams and plasma 100,000.
Mini-missiles:
1200 credits for fragmentation and high explosive.
2400 credits for armor piercing and plasma.
Hand Grenades:
70 credits smoke
200 credits fragmentation
250 credits high explosive
350 credits plasma

Robot Vehicle Repairs:

This is the patching and replacement of mega-damage material. Repairs cannot exceed the original M.D.C. of the armor and 15% or more of the original armor must remain intact.
M.D.C. Armor: 40,000 credits per every 10 M.D.C. replaced.
Hand or Foot: 1.5 million credits; 30 M.D.C.
Arm: 3.5 million credits; 80 M.D.C.
Leg: 8 million credits; 200 M.D.C.
Wings: 100,000 credits per each small, light wing. 200,000 credits per each large, heavy wing. Price includes installation. This is per each individual wing (1), not per each pair (2) of wings.
Jet Booster: 250,000 credits for small jets. 400,000 and up for large jets. Two million and up to completely rebuild the propulsion engine/system.
Hover System: 500,000 and up to rebuild the entire system.

Optics and Sensors:

Complete sensor turret with standard robot systems (see Rifts, page 214, numbers 2, 3, 4, 5, 6, and 7): one million credits.
Special Optics: Infrared and Ultraviolet spectrum (500 foot range): 50,000 credits.
Infrared Searchlight (500 ft range): 40,000 credits.
Passive Nightvision (light amplification system): 100,000 credits.
Targeting Sight (+1 to strike; can only have one): 70,000 credits.
Telescopic: 30,000 credits.
Thermo-imager (2000 ft range): 200,000 credits.
Video Camera System (2000 ft range, with telescopic lens): 110,000 credits.

Rail Guns: Robot rail guns are usually giant size and special weapons designed for the bot; these are not the small power armor size weapons. Cost of the gun and connection to the nuclear power supply: 10 million and up.

Weapon Systems:
Mini-missile launcher: Two million credits.
Large full size missile launcher: 10 million and up.
Laser cannon/turret: Four million and up.
Heavy energy, like particle beams and plasma: 10 million credits and up.
Short range missiles:
2500 credits for fragmentation and high explosive.
5000 credits for armor piercing and plasma.
Medium range missiles:
25,000 credits for fragmentation and high explosive.
50,000 credits for armor piercing and plasma.
100,000 credits for multiple warhead/smart bomb.
Long range missiles:
200,000 credits for fragmentation and high explosive.
500,000 credits for armor piercing and plasma.
1.5 million credits for multiple warhead/smart bomb.
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Re: Tinkerers Thread

Postby CS High Command » Sun Nov 15, 2015 4:26 pm

Multi-Tasking Brain Implants
    Description of Project: James wants to design a Cybernetic Brain interface that allows for Multi-Tasking, like the super power of the same name.
    Powers Unlimited 1 pg. 36. James has be theorizing it for quite a while. Though I would like to make a prototype and try it out on test subjects first. I can definitely see it causing insanities and other mental issues. I would almost say after looking at the power that it may be something akin to MOM implants.

    Parts Used:

    Time Needed | Allocated:
    Design Process:
    Biology: Invalid dice code!/85% - Pass by 16 - The human brain can handle having some bits taken out without a huge drop in the human's ability to reason or emote. Long term side effects are unknown - other Mind over Matter implants tend to be harmful to the being's overall psychiatric health.
    Computer Operation: Invalid dice code!/80% - Pass by 53 - not a part of the design process, but all notes input into design software
    Computer Programming: Invalid dice code!/75% - Pass by 41 - modified an existing software program to allow for planning this item
    M.D. in Cybernetics & Bionics: Diagnosis: Invalid dice code!/85% - Pass by 26 - replacing parts of the brain used in calculation with MOM implants might make this possible
    Bioware Mechanics: Invalid dice code!/55% - Pass by 8 - you think you've figured out how to design this.
    Sensory Equipment: Invalid dice code!/65% - Fail by 25 - scans on your own brain have been complicated by external factors. You need an MRI.
    Chemistry: Pharmaceutical: Invalid dice code!/70% - Fail by 9 - You think you can do the implant with little to no anesthesia.

    Successes needed: 4/8
    Non-essential skill uses: 1

    Prototyping Process:

    First Implantation:

    Designed Statistics:

    Designed Quirks:
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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Re: Tinkerers Thread

Postby James Howlett » Wed Nov 29, 2017 9:36 am

Modified Bionic Limbs
    Description of Project: James is attempting to remove the touch penalty from his bionic limbs for various purposes. This will likely come in the form of enhanced neurological connections and pressure sensors, coupled with upgraded joints and motors.

    Parts Used: New Neural circuitry, Pressure sensors, precision machined joints, and more responsive motor systems, plus required wire and contoller boards.

    Time Needed | Allocated: As long as needed
    Design Process: Bioware Mechanics: 1d100 = 12/72% (Redesign Neural network)
    M.D. in Bionics (Diagnosis): 1d100 = 13/100% (design better man-machine interface)
    Mechanical Engineering 1d100 = 54/57% (Design/implement better fine motor drives and joints)

    Successes needed:

    Prototyping Process:

    First Implantation:

    Designed Statistics:

    Designed Quirks:
James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~2nd Lt James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
LI-B2 Light Infantry Armor
M.D.C. by Location: Helmet: 15/15, Left Arm: 20/20, Right Arm: 20/20, Left Leg: 35/35, Right Leg: 35/35, Main Body: 150/150
WI-LP3 Pepperbox Laser • Payload: 4/4 • Extra Ammo: 4 4-round "Speed Loaders".
Bandito BigBore BB-2 "Holdout" Derringer • Payload: 2/2 • Extra Ammo: 8 rounds.
Bandito BigBore "Big Boss" Magnum Revolver • Payload: 4/4 • Extra Ammo: 8 rounds.
C-20 Laser Pistol • Payload: 30/30 • Extra Ammo: 2 Long E-Clips (Pistol).
Remington 870 Police Magnum • Payload: 4/4
Plasma Grenades • Payload: 2/2
Smoke Grenades • Payload: 2/2
CS Stun/Flash Grenades • Payload: 2/2
Vibro-Knife
NG Grenade Vibro-Knife • Payload: 2/2
Medals
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Re: Tinkerers Thread

Postby James Howlett » Wed Nov 29, 2017 9:45 am

Drugs for Egan
    Description of Project: James is designing a quick fix drug to enhance human attention span to counteract intelligence difficulties. (ie. bypass IQ requirements for Advance Training)

    Parts Used: Various Chemicals

    Time Needed | Allocated: a week or so.
    Design Process: Biology: 1d100 = 70/98% (Knowledge of human function to effect design)
    Chemistry: Analytical: 1d100 = 31/82% (Synthesize necessary chemicals)
    Chemistry: Pharmaceutical: 1d100 = 51/87% (combine chemicals into active compound)
    Juicer Technology: 1d100 = 75/52% (Knowledge of drug function in human systems)

    Successes needed:

    Prototyping Process:

    First Implantation:

    Designed Statistics:

    Designed Quirks:
James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~2nd Lt James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
LI-B2 Light Infantry Armor
M.D.C. by Location: Helmet: 15/15, Left Arm: 20/20, Right Arm: 20/20, Left Leg: 35/35, Right Leg: 35/35, Main Body: 150/150
WI-LP3 Pepperbox Laser • Payload: 4/4 • Extra Ammo: 4 4-round "Speed Loaders".
Bandito BigBore BB-2 "Holdout" Derringer • Payload: 2/2 • Extra Ammo: 8 rounds.
Bandito BigBore "Big Boss" Magnum Revolver • Payload: 4/4 • Extra Ammo: 8 rounds.
C-20 Laser Pistol • Payload: 30/30 • Extra Ammo: 2 Long E-Clips (Pistol).
Remington 870 Police Magnum • Payload: 4/4
Plasma Grenades • Payload: 2/2
Smoke Grenades • Payload: 2/2
CS Stun/Flash Grenades • Payload: 2/2
Vibro-Knife
NG Grenade Vibro-Knife • Payload: 2/2
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James Howlett
Diamond Level Patron
Diamond Level Patron
 
Posts: 408
Joined: Fri Nov 06, 2009 7:38 am
Location: Group Leader (CS 110th)


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