Tinkerer's Thread

These guys make shady people look good!
GM: Consumer
AGM: Rogue Trader
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Tinkerer's Thread

Postby Consumer » Sat Jun 04, 2011 3:21 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.
4.) The Operator receives a bonus number of attempts according to the skills of the teammates who intend to assist him.

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, GM, Mod, nor Technician 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 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



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



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
None.

Spell Books on-hand
  • Grimore of Words of Truth
  • Grimore of Superhuman Strength
  • Grimore of Force Bonds
  • Grimore of Create Steel.

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

Postby Consumer » Fri Oct 30, 2015 7:46 pm

Permissions
Mara:
Holt: "Repairs are fine, for attempts at improvement, ask first."
Na'dal
Prothor: "Look all you want but don't touch without asking."
Gyxxxx:
Sorrenson:

Sorrenson's Senseof Craftmanship
"The key is: Does it work? Will is keep working in tight situations? If the answer is yes, then Sorrenson considers his work done. However, it depends on the client. For himself its all about 'function over fashion'. He is willing to accept something quick, dirty and a little ugly, so long as it's functions as intended and is robust & durable. For others he'll aim for the same functionality and durability, but take into account the level of craftsmanship they desire. If the client is after style and craftsmanship, they better give Sorrenson a lot of guidance as he feels he doesn't really have an eye for style. He is right, the rat simply has a lack of awareness of what looks good to most beings. If the client wants the item to look good, they best give Sorrenson the exterior design. This way, the device itself will function and function well and look good."


Assistance Bonuses
Mara: Unskilled Labor (+1 Attempt per Day with Basic Repairs)
Skills: None.
Holt: Basically Skilled Assistant (+2 Attempts per Day with Basic Repairs)
Skills: Basic Electronics.
Na'dal: Basically Skilled Assistant (+2 Attempts per Day with Basic Repairs)
Skills: Basic Mechanics.
Prothor: Basically Skilled Assistant (+2 Attempts per Day with Basic Repairs)
Skills: Basic Mechanics, General Repair & Maintenance,
Gryxxxx: Unskilled Labor (+1 Attempt per Day)
Skills: None.
Sorrenson: Highly Skilled Assistant (engineers in more than one field) can assist knowledgeably in any endeavor. (+4 attempts per day)
Skills: Computer Repair, Basic Electronics, Mechanical Engineer, Robot Mechanics, Spaceship Mechanics, Vehicle Armorer, Weapons Engineer, Robot Electronics, Electrical Engineer.

Sorrenson's To-Do List
Attempts per Day: 5
Modify the Defender
  • TW Armor Bizarre enchant.
  • Combat Tentacles
  • Forcebonds Bola.
  • Energy Field Projector.
Things for Mara
  • Escape Headband

Gryxxx's To-Do List

Na'dal's To-Do List

Salvage Parts & Useful Material

Jury-Rig Repairs

Repair and Soup-Up Machines & Vehicles

Wish Lists
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Re: Tinkerer's Thread

Postby Érebos » Wed Apr 10, 2019 9:16 am

Name of Spell Being Actively Studied: Superhuman Strength
Length of Study Required: 14 hours per day, 1 day per spell level (consecutive days not required)
Date Started: Unknown (no date currently listed), this post made 4/10/2019
Date of Expected Completion: 5 days from the current date

Erebos is studying the Grimoire of Superhuman Strength. 1 day used before boarding TWS for the trip.
4 left for this Grimoire by the time the trip begins.

Erebos also brings along these tomes to study:

Level 5
Grimoire of Escape
Grimoire of Superhuman Speed

Level 6
Grimoire of Frequency Jamming
Grimoire of Words of Truth

Level 8
Grimoire of Force Bonds
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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