Eurasia: Tinkerers Thread

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AGM: CPR Krueger

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Eurasia: Tinkerers Thread

Postby Aether » Sun Jul 19, 2009 6:33 am

THIS IS NOT A CHAT THREAD.

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 Mystic Kuznya device creation
1.) A failed Metalwork roll means an average quality item without the extra bonuses or value (and a disappointment to the Mystic Smith).
2.) The Shape, Engrave, Etch & Emboss Metal roll indicates the quality and appearance of the skill
3.) For every Greater Magical Item created the smith suffers from The Drain of Creation. Reduce MDC, PPE, speed, bonuses, and attacks by half for 4d6+12 days
4.) Greater Magical Items require 2d6 hours of crafting and a maximum of four may be instilled in a single weapon or armor, (2 for all other items).

Basic Magical Items:
  • Impervious to Fire- 20 PPE
  • Combat Bonuses- 70 PPE
  • Quick Strike- 50 PPE
  • Make any Metal MDC- 30 PPE/50 MDC(500 Max)
  • Inflict up to 5d6, (6d6 for hammers) MD- 1d6 50 PPE, 2d6 100 PPE, 3d6 150 PPE, 4d6 225 PPE, 5d6 300 PPE
  • MDC Metal Armor- 50 PPE/50 MDC (Max 300 for chain mail, 400 for scale or plate and chain, 500 for full plate)
  • Silent Armor- 80PPE
  • Featherweight Armor- 110 PPE

Greater Magical Items:
  • Inflict 1d4*10 MD- 350 PPE
  • Inflict 1d6*10 MD- 500 PPE
  • Indestructible- 200 PPE
  • Double Damage to Supernatural Beings- 50 PPE/Die of damage
  • Variable Damage SDC to MD- 100 PPE or Low MD to High MD-250 or 300 PPE
  • Flaming Weapon- 200 PPE
  • Fast Forge- additional 100 PPE for a weapon or tool in 24 hours, additional 200 PPE for body armor in 4d6+48 hours


Magic Bonuses by Metal Type:
  • Gold: +1 Initiative, +2 Strike and Parry - 30 PPE
  • Silver: SDC to MDC for specific invulnerable supernatural creatures, If 90% pure add 1d6 to damage
  • Bronze: Weapon is impervious to fire, Reflect light, Cast Blinding Flash 6X/24 hours- 15 PPE, Fire light bolt 1/melee(extra attack, 3d6 MD, 1200')-45 PPE
  • Copper: Weapon is impervious to fire, Evil creatures take half damage if they touch the weapon, Make wielder MD fire resistant(half damage)- 15 PPE, Make wielder impervious to MD fire - 30 PPE, Flaming weapon(3d6 MD, half to linked fire creatures)- 60 PPE
  • Iron: Inflicts normal damage to beings impervious to energy, Make wielder electricity and lightning resistant(half damage)- 20 PPE, Make wielder invulnerable to electricity and lightning- 60 PPE,
  • Steel: +1 to Strike - 15 PPE, +1d6 to damage - 30 PPE


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
Last edited by Aether on Tue Jul 21, 2009 7:46 am, edited 1 time in total.
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Re: Tinkerers Thread

Postby Aether » Sat Aug 18, 2012 6:46 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:
Aether
 

Re: Eurasia: Tinkerers Thread

Postby Consumer » Wed Feb 06, 2019 4:06 pm

WIP GM Fixing the crap that this was designed with
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: Eurasia: Tinkerers Thread

Postby Tyrannosapiens Rex » Sun Feb 17, 2019 3:30 am

Kelly's Tinkering Abilities:
Level 3: 1.5 Attempts per day
Basic Electronics (1x.25=.25): .25 Attempts per day
Professional Restoration Class Ability, Computer Programming (2*.5): 1 Attempt per day
Base: 2 Attempts per day (2.75)

Situational:
Computer Operations (+1/4 attempt per day when dealing with computerized systems)
Chemistry: Basic (+1/4 attempt per day when dealing with chemical compounds)
Chemistry: Analytical (+1/2 attempt per day when dealing with chemical compounds)
Chemistry: Pharmaceutical (+1 attempt per day when dealing with chemical compounds and medicines, drugs, or toxins)
Biology (+1/4 attempt per day when dealing with interactions with living beings- cybernetics, drugs, toxins, medications, genetic modification, etc)
Genetics (+1/4 attempt per day for dealing with biological organisms)

Kelly's priorities in tinkering:

#1 Make Drugs
-Manufacture Boing-Go (approximately 200 doses)
-Manufacture methylphenidate (approximately 1000 grams)
-Manufacture plant rooting hormone (I have no idea how much I need so whatever I can with what's on hand)

#2 Make Antibiotics and Anti-Viral agents (if supplies are available)
-Manufacture penicillin (I have no idea how much I need so whatever I can with what's on hand)
-breed local viral and bacterial lines for future testing
-(optional) start large volume antibiotics cultures in vats with assistance from brewer
-Manufacture Cipro (I have no idea how much I need so whatever I can with what's on hand)

#3 Help Oculus by starting and cloning plants
-test soil and light conditions
-source genetic material via local university
-grow citrus plants, cabbages
-test soil to determine which of any to grow of: pumpkins, potatos, carrots
-test soil to determine which plant that produces sassafrass oil to plant
-select hardiest sprouts to clone to fill cropland as prepared.

Please see in character posts for narrative description and skill rolls.
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Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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Re: Eurasia: Tinkerers Thread

Postby Icky'Eow » Tue Feb 26, 2019 2:21 pm

Guidelines for assessing attempts per day

Icky's Tinkering Abilities:
Level 5: 6.25 Attempts per day / 4.25 for low tech

Time Constraints
1 Hour=1 Attempt
1 Day=8 Attempts

Basic Technical Skills: (+1 1/4 attempt per day)
Basic Electronics
Basic Mechanics
General Repair & Maintenance
Jury-Rig
Salvage
Skilled Technical Skills: (+1 1/2 attempt per day)
Electricity Generation
Field Armorer & Munitions Expert
Class Ability (Intuitive Mechanical Aptitude


Engineering Skills: (+1 attempt per day)
Mechanical Engineer

Low Tech Crafting Skills (+1.75 attempts per day).
Carpentry
Recycling (Metals mostly)
Salvage
Whittling and Sculpting
Wilderness Survival (herbs and other plants mostly)
Class Ability (Intuitive Mechanical Aptitude

Specific Psionics
Telemechanics: +1 attempt per day on anything to do with mechanics, electronics, artificial intelligence, programming, and all related fields.

Situational Skills, Powers, and Abilities
Computer Operations (+1/4 attempt per day when dealing with computerized systems)
Sensory Equipment (+1/4 attempt per day when used in connection with diagnostic equipment)
Computer Hacking (+1/2 attempt per day when dealing with programming and modification of programs and A.I.s)
Juicer Technology (+1/2 attempt per day when dealing with drugs, medicines, and Juicer Conversion)
M.D. In Cybernetics (+1/4 attempt per day for dealing with cybernetics and bionics
Gemology (+1/4 attempt per day for Techno-Wizardry/Assistants)
Recycling (+1/4 attempt per day when using salvaged or scrapyard components)

Specific Spells
Create Metal: +1/4 attempt per day in salvage and fabrication situations
The Dangerous Icky'eow

OOC Comments
Conditions: Nightvision 400 ft, Chemoreceptors (68/48 to track other scents - [dice]1d100[/dice]), Sense magic (range: 120 ft / dur: 0 mins 00 sec - 0 rds), armor of ithan (dur: 0/12 rds / MDC: 30), Telemechanic Mental Operation (Duration: 8/8 rds; What is currently linked - Pixel/ shell )

PPE: 120 / 120 (at end of this post)
ISP: 79 / 79 (at end of this post)

M.D.C. by Location:
Head & Neck - 40 (triple if wears a helmet and armor along the neck).
Hands (2) - (L) 30 / 30 - (R) 30 / 30
Arms (2) - (L) 55 / 55 - (R) 55 / 55
Legs (4)- (front L) 115 / 115 - (Front R) 115 / 115 - (Rear L) 115 / 115 - (Rear R) 115 / 115
Main Body (without shell)- 46

Wearing
Bio-skin Terrain Suit with a tacky hawaiian shirt, a set of mismatched homemade traveling shorts (2 pair old cargo shorts sewn together to make 1 set for 4 legs) over top of the suit, and a baseball cap with CAF harness over that. Patron grenade launcher is slung on back
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Re: Eurasia: Tinkerers Thread

Postby Consumer » Mon Mar 18, 2019 5:12 pm

Icky’Eow’s New Techno-Shell

Tinkerer Information Sheet
    Name: Icky’Eow
    Skills of Note:Basic Electronics (+.25), Basic Mechanics (+.25), Boat Building (+.5), Carpentry (+.25), Field Armorer & Munitions Expert (+.5), General Repair and Maintenance (+.25), Jury-Rig (+.25), Salvage (+.25), Undersea Salvage (+.25), Mechanical Engineer (+1)
    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: 6

    Name: Ganon Adalrik
    Skills of Note:
    Computer Repair (+.25), Basic Electronics (+.25), Electrical Engineer (+1), Robot Electronics (+1), Computer Programming (+.5), Mechanical Engineer (+1), Robot Mechanics (+1), Vehicle Armorer (+.5),
    Weapons Engineer (+1), Jury-Rig (+.25), Bioware Mechanics (+.25)
    Attempts per day as a project lead on a task within your skill set: 9
    Attempts per day as an active (PC) project assistant: 9
    Attempts per day as a NPC project assistant: 9

15 Attempts per day or 2 each per hour.

Icky’Eow’s Techno-Shell Mk.2
Icky’Eow’s Techno-Shell Mk.2
[Image]
M.D.C. by Location:
  • Legs (4): 75 each
  • Power Claw: 150
  • Combat Arm: 100
  • **Maintenance Arms (2): 50 each.
  • *Sensor Suite: 50
  • Particle Beam Cannons (2): 75 each.
  • **Ion Turret: 50
  • Storage Area:
  • Reinforce Pilot’s Compartment: 50
  • ***Main Body: 245
* Difficult Target: -3 to strike on aimed shot., destroying sensor suite makes it impossible to see/sense.
** Only targetable when active.
*** Destruction will cause Shell to become inoperable.
Statistical Data:
Running: 60 mph (The act of running cause the user no fatigue.)
Leaping: 40’ lengthwise, 10’ high.
Class: Custom Built Techno-Shell Power Armor
Crew: One
Dimensions: 7’ High x 4’ Wide x 6’ Long; Weight: 1000 lbs.
Physical Strength: 30 (Robotic)
Cargo: 200 lbs of cargo in a small storage area.
Power System: Experimental Battery System (96 hours of life before recharge)
Weapon Systems:
Dual Particle Beam Weapon
  • Range: 2,000’
  • Damage: 1D6x10 M.D.
  • Rate of Fire: Each dual blast counts as one attack/action.
  • Payload: 50 shots. Recharges 10 shots per hour.
Concealed Ion Turret
  • Range: 1,000’
  • Damage: 4D6 M.D.
  • Rate of Fire: Each dual blast counts as one attack/action.
  • Payload: 60 shots. Recharges 15 shots per hour.
Mini-Missile/Torpedo Launch System
  • Range: One mile
  • Damage: Varies by Missile type.
  • Rate of Fire: Single shot, Volleys of 2 or 4.
  • Payload: 4 Mini-Missiles of Mini-Torpedoes.
Electrified Shell
  • Range: Touch
  • Damage: 3D6 M.D. per touch, 1D4 M.D.per melee to those within 4’
  • Rate of Fire: N/A
  • Duration: 1D4+1 minutes per activation.
  • Payload: 12
  • Notes: The D-Bee must retract completely inside his shell before activating.
    Fish and most other aquatic animals will sense and feel the tingle of electricity at 100 yards/meters away and know to avoid getting too close to the shell.
Hand to Hand Combat:
  • Power Claw Slap: 2D4 M.D.
  • Power Claw Snap: 3D6 M.D.
  • Restrained Punch: 6D6 S.D.C.
  • Punch 1D6 M.D.
  • Power Punch 2D6 M.D.
  • Body Block/Ram: 1D6 M.D. (50% chance of knock down, -1 Attack. Lose Initiative)
  • Stomp: 1D4 M.D.
Features of Note:
  • Standard Power Armor Environmental System
  • Sensor Suite
  • Living Amenities
  • Mechanics Tool Chest
  • Tow/Climbing Cables
  • VR Rig
  • Mini-Drone Storage
  • Natural Camouflage
Modifiers:
Book Reference: None Available.


To get the parts to build his new shell Icky is goig to need access to the city junkyard and the restricted boneyard the NGR stores it's "for parts only" military hardware. Plus a Icky will need access to a few other odds and ends.

For the Normal Junkyard, 5 successful salvage-like skills are needed.
For the "For Parts Only" dump, 1 diplomatic roll, and 3 salvage-like rolls.

As for the building of the mech, 8 relevant skill rolls are needed.

The stats above are a possibility for what can be created. Skill rolls will change that.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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