Switch to full style
These guys make shady people look good!
GM: Consumer
AGM: Rogue Trader
#3 POST RATE
Post a reply

Tinkerer's Thread

Sat Jun 04, 2011 3:21 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.


    Tinkerer Info Sheets 1/28/2020
    Tinkerer Information Sheet
      Name: Az' Rael
      Skills of Note: Locksmith, Basic Electronics, Demolitions, Forgery

      Attempts per day as a project lead on a task within your skill set: Semi-skilled: Level+2
      Attempts per day as an active (PC) project assistant: Semi-skilled: +2 Attempts with viable skills only.
      Attempts per day as a NPC project assistant: Semi-skilled: +2 Attempts per day with viable skills



    Tinkerer Information Sheet
      Name: Pertinax
      Skills of Note: None.
      Attempts per day as a project lead on a task within your skill set: None, no skills viable.
      Attempts per day as an active (PC) project assistant: Unskilled Labor: +1 Attempt per day.
      Attempts per day as a NPC project assistant: Unskilled Labor: +1 Attempt per day.



    Tinkerer Information Sheet
      Name: Raz i'Syul Arro
      Skills of Note: Basic Electronics, Demolitions, Demolitions: Underwater, Locksmith, Mechanical Engineer, Starship Mechanics, Computer Programing, Computer Hacking, Weapons Engineer, Jury-Rig

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



    Tinkerer Information Sheet
      Name: Kesslan
      Skills of Note: Basic Mechanics, Electronics Basic, Locksmith, Trap Construction, Field Armorer, Demolitions: Disposal, Demolitions, Homemade Explosives, Jury-Rig.

      Attempts per day as a project lead on a task within your skill set: Skilled Laborer: Level +2 attempts per day.
      Attempts per day as an active (PC) project assistant: Skilled Laborer: +2 attempts per day.
      Attempts per day as a NPC project assistant: Skilled Laborer: +2 attempts per day.



    Tinkerer Information Sheet
      Name: Scythe
      Skills of Note: Basic Electronics, Basic Mechanics.

      Attempts per day as a project lead on a task within your skill set: Skilled Laborer: Level +2 attempt per day.
      Attempts per day as an active (PC) project assistant: Skilled Laborer: +2 attempt per day.
      Attempts per day as a NPC project assistant: Skilled Laborer: +2 attempt per day.



    Tinkerer Information Sheet
      Name: Alvidan
      Skills of Note: Field Armorer & Munitions Expert, Basic Mechanics, Computer Programming, Basic Electronics, Computer Repair, Mechanical Engineer, Vehicle Armorer, Weapons Engineer, Space: Drive Repair, Spaceship Mechanics

      Attempts per day as a project lead on a task within your skill set: Highly skilled assistants: Level +4 attempts per day.
      Attempts per day as an active (PC) project assistant: Highly skilled assistants: +4 attempts per day.
      Attempts per day as a NPC project assistant: Highly skilled assistants: +4 attempts per day.



    Tinkerer Information Sheet
      Name: Bryke
      Skills of Note: None.

      Attempts per day as a project lead on a task within your skill set: Unskilled Laborers: +1 attempt per day.
      Attempts per day as an active (PC) project assistant: Unskilled Laborers: +1 attempt per day.
      Attempts per day as a NPC project assistant: Unskilled Laborers: +1 attempt per day.



    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

Project Template:
Project Name
    Description of Project:

    Parts Used:

    Designed Quirks:

    Time Needed | Allocated:

    Designed Statistics:
Code:
[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]

Re: Tinkerer's Thread

Fri Oct 30, 2015 7:46 pm

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
Scroll of Weightlessness x3 5th Level


Spell Books on-hand
Level 5
Grimoire of Escape
Grimoire of Superhuman Strength
Grimoire of Superhuman Speed
Level 6
Grimoire of Frequency Jamming
Grimoire of Words of Truth
Level 8
Grimoire of Force Bonds
Level 9
Grimoire of Create Steel
Grimoire of Protection Circle: Simple

Name of Spell Being Actively Studied:
Length of Study Required:
Date Started:
Date of Expected Completion:

Code:
[b]Name of Spell Being Actively Studied:[/b]
[b]Length of Study Required:[/b]
[b]Date Started:[/b]
[b]Date of Expected Completion:[/b]

Re: Tinkerer's Thread

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

Re: Tinkerer's Thread

Mon Jan 20, 2020 10:36 am

Item Being crafted: "Claymore in a book"
Molding 2 K-Hex blocks and 10 MDC ball bearings into a holo display and adding a pressure release trigger. Raz will let the holo display function normally and will rig the arming switch to the brightness setting. Set the brightness to max and the devise is armed. open and boom.

Raz will stop if any of theses attempts literally explode in his face. If this happens the rest of day is lost and Raz will spend the rest of the day recovering from injuries sustained.

Skill rolls: Day 1
Attempt 1:
Demolitions-- 1d100 = 37/102% (Rig explosives to deal double damage)
Demolitions-- 1d100 = 13/102% (Shaped charge ability Direct the damage into a 10 foot cone where the readers face would be)
Demolitions-- 1d100 = 55/102% (Rig pressure release switch)
Demolitions-- 1d100 = 72/102% (Rig arming switch to the Brightness setting switch)

Attempt 2:
Demolitions-- 1d100 = 16/102% (Rig explosives to deal double damage)
Demolitions-- 1d100 = 19/102% (Shaped charge ability Direct the damage into a 10 foot cone where the readers face would be)
Demolitions-- 1d100 = 87/102% (Rig pressure release switch)
Demolitions-- 1d100 = 82/102% (Rig arming switch to the Brightness setting switch)

Attempt 3:
Demolitions-- 1d100 = 10/102% (Rig explosives to deal double damage)
Demolitions-- 1d100 = 66/102% (Shaped charge ability Direct the damage into a 10 foot cone where the readers face would be)
Demolitions-- 1d100 = 78/102% (Rig pressure release switch)
Demolitions-- 1d100 = 3/102% (Rig arming switch to the Brightness setting switch)


Skill rolls: Day 2
Attempt 1:
Demolitions--1d100 = 53/102% (Rig explosives to deal double damage)
Demolitions-- 1d100 = 40/102% (Shaped charge ability Direct the damage into a 10 foot cone where the readers face would be)
Demolitions-- 1d100 = 1/102% (Rig pressure release switch)
Demolitions-- 1d100 = 55/102% (Rig arming switch to the Brightness setting switch)

Attempt 2:
Demolitions--1d100 = 16/102% (Rig explosives to deal double damage)
Demolitions-- 1d100 = 82/102% (Shaped charge ability Direct the damage into a 10 foot cone where the readers face would be)
Demolitions-- 1d100 = 73/102% (Rig pressure release switch)
Demolitions-- 1d100 = 66/102% (Rig arming switch to the Brightness setting switch)

Attempt 3:
Demolitions--1d100 = 78/102% (Rig explosives to deal double damage)
Demolitions-- 1d100 = 96/102% (Shaped charge ability Direct the damage into a 10 foot cone where the readers face would be)
Demolitions-- 1d100 = 85/102% (Rig pressure release switch)
Demolitions-- 1d100 = 38/102% (Rig arming switch to the Brightness setting switch)


Skill rolls: Day 3
Attempt 1:
Demolitions--1d100 = 49/102% (Rig explosives to deal double damage)
Demolitions-- 1d100 = 66/102% (Shaped charge ability Direct the damage into a 10 foot cone where the readers face would be)
Demolitions-- 1d100 = 20/102% (Rig pressure release switch)
Demolitions-- 1d100 = 2/102% (Rig arming switch to the Brightness setting switch)

Attempt 2:
Demolitions--1d100 = 85/102% (Rig explosives to deal double damage)
Demolitions-- 1d100 = 56/102% (Shaped charge ability Direct the damage into a 10 foot cone where the readers face would be)
Demolitions-- 1d100 = 18/102% (Rig pressure release switch)
Demolitions-- 1d100 = 98/102% (Rig arming switch to the Brightness setting switch)

Attempt 3:
Demolitions--1d100 = 27/102% (Rig explosives to deal double damage)
Demolitions-- 1d100 = 65/102% (Shaped charge ability Direct the damage into a 10 foot cone where the readers face would be)
Demolitions-- 1d100 = 87/102% (Rig pressure release switch)
Demolitions-- 1d100 = 46/102% (Rig arming switch to the Brightness setting switch)

Re: Tinkerer's Thread

Fri Jan 24, 2020 6:24 am

Raz I'Syul Arro wrote:Item Being crafted: "Claymore in a book"
Molding 2 K-Hex blocks and 10 MDC ball bearings into a holo display and adding a pressure release trigger. Raz will let the holo display function normally and will rig the arming switch to the brightness setting. Set the brightness to max and the devise is armed. open and boom.

Raz will stop if any of theses attempts literally explode in his face. If this happens the rest of day is lost and Raz will spend the rest of the day recovering from injuries sustained.


Raz finds a quiet spot in the machine shop to do his work. Not ideal, as the chance of destroying a section of the building is ever present. The Bombmaker spends the better part of two days working on his surprise books, as to rush this is to garner possible problems in the future. But near the end of day two, Raz is sure he's completed his project.

To answer questions before they arrive. Each bomb has 5 parts or tasks associated with it. You have the ability to perform 7 tasks per day when explosives are concerned. You are only allowed to use an 8 hour time frame for crafting, as you are not indefatigable and do require rest, if your were to push yourself then more penalties would come. Technically you can do a sloppy version of this in a few minutes, but that is more on the fly (on the job) kind of work and they would be treated as such. ~Consumer

Re: Tinkerer's Thread

Tue Jan 28, 2020 8:55 am

Item to be crafted: EBA Psionic Armor

Design Specifications: using the Noro Psionic Crystal Armor as a framework, add the EBA properties of the Spacer Suit by disassembling said Spacer Suit and using it as parts to modify the Noro Psionic Crystal Armor.

1) I fully expect this to increase the weight of the armor and reduce the mobility, I will assume a mobility of -5% (the same as the Spacer Suit) and a weight increased to 15 pounds by the additional parts, with no increase in MDC.

Applicable Skills:
Field Armorer (70%): 1d100 = 26 Knowledge of armor and requirements
Basic Mechanics (50%): 1d100 = 61 Installation
Basic Electronics (50%): 1d100 = 19 Properly rig controls and instruments
Sensory Equipment (60%): 1d100 = 88 Assist roll for placing and installing instruments
Mechanical Engineer (30%): 1d100 = 83 basic design

Re: Tinkerer's Thread

Fri Jan 31, 2020 7:10 am

Alvidan begins his project, certain it will both be easy and quick. But Alvidan apparently didn't take into account the intricate nature of Environmental systems built into Spacer suits, or the insanely complicated nature of Noro crystal armors. Alvidan just shrugs it off and goes to work. It take him a little over two days to complete his project to satisfaction. When Alvidan puts the suit on to test it he finds he has made a few mistakes, one is rather minor, while the other could possibly catastrophic.

It was a complicated process, and you didn't post any rolls about pulling the environmental systems out of the spacer suit. On top of a majority of your rolls were failures. All of this can be fixed with more parts and time. ~Consumer

Re: Tinkerer's Thread

Sun Feb 02, 2020 5:12 am

OOC Comments
Did not expect a total success right away, given the fact I failed so many rolls.


Alvidan delves back into the spacer suit for additional parts to finish the process and scrounges any additional parts he can find in stock that are common and present in quantity.

Having time, he uses his Mental Diagnosis ability to figure out the problems and rework the errors.
OOC Comments
Field Armorer (70%): 1d100 = 13 (to strip out parts from Spacer Suit)
Basic Mechanics (50%): 1d100 = 56 To determine what parts are needed
Basic Electronics (50%): 1d100 = 73 To determine what parts are needed


Once he has the parts, he returns to the task in progress to fix his mistakes
OOC Comments
Applicable Skills:
Telemechanics (88%): 1d100 = 22 To trace the systems and figure out how to fix them
Field Armorer (70%): 1d100 = 32 Knowledge of armor and requirements
Basic Mechanics (50%): 1d100 = 80 Installation
Basic Electronics (50%): 1d100 = 87 Properly rig controls and instruments
Sensory Equipment (60%): 1d100 = 99 Assist roll for placing and installing instruments
Mechanical Engineer (30%): 1d100 = 20 basic design

Also has the Mental Diagnosis Power to use as needed and the Soup Up special ability (though that has no listed percentages)

Re: Tinkerer's Thread

Fri Feb 07, 2020 6:30 am

Alvidan rushes to fix his mistakes, using all of the powers at his disposal. After several hours he figures out one problem, but doesn't seem to have a grasp as to why the system shuts down after ten minutes of use.

Technically you can continue working on it on the ship. Please read the above rules as they are the most accurate and follow them. As for why you failed to solve one of the flaws of the suit... Crit Fail.

Re: Tinkerer's Thread

Mon Feb 10, 2020 5:51 am

OOC Comments
Understood in general, just not sure what a crit fail does in terms of later skill rolls. Does it only leave that unfinished so one more success is requires, or does it increase the difficulty for finishing the task?


Some day, Alvidan has to learn more about environmental systems. He will keep plugging away while on the system until he figures it out, he has plenty of time to tinker with it on the trip.

Telemechanics (88%): 1d100 = 68 find out what is wrong
Field Armorer (70%): 1d100 = 67 Knowledge of armor and requirements
Basic Mechanics (50%): 1d100 = 7 Installation
Basic Electronics (50%): 1d100 = 17 Properly rig controls and instruments
Sensory Equipment (60%): 1d100 = 95 Assist roll for placing and installing instruments
Mechanical Engineer (30%): 1d100 = 84 basic design
Computer Programming (60%): 1d100 = 42 in case I need to write a machine language interpreter to fix a program/system incompatibility

Re: Tinkerer's Thread

Wed Jun 10, 2020 6:39 pm

Raz's Proposed changes to the ship.

Rogue Power distribution system overhaul

  • Remove the entire current power system.
  • Fit Current reactor with quick disconnect cables
  • Establish separate breaker systems for specific systems, Life support, Computer/Navigation, Conventional weapons, ectrera.
  • Isolate the collision cannon and remove it from the power distribution system.
  • Have an independent reactor tied directly to the collision cannon (Ideal)
  • Install a secondary redundant reactor to power enough systems to return home in case the main reactor is knocked out. This system will have independent power cables running to systems to avoid the possibility of damage from the primary system.

If you guys can think of anything else that might help prevent this in the future please let me know. I also have no idea how expensive this will be so if RT or Consumer can give me an estimate that would be great. I will also start looking for possible pricing and will add it as I find it.
Post a reply