DEDICATED TINKERER'S THREAD

Character creation process, setting info, maps, and RULES are located here.

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DEDICATED TINKERER'S THREAD

Postby CHIMERA » Wed Oct 19, 2016 6:56 pm

THIS IS NOT A CHAT THREAD.

Each major task will have all rolls and attempts edited into the original requests. All results arbitrated by (A)GM will also be edited and a new post will be made to the thread stating who has had actions completed/results entered in order to alert those subscribed to the thread's subscription features. Players please post each project as its own post. If a project has several major features like a force-field for armor, weapons systems for armor, and the armor itself, each should be its own post. A priority will be established in order of required completion. Each time you complete new tinker attempt(s) and have edited into the original post ensure that you make a brief post of what you have attempted and link the post in question in order to make it clearer for the (A)GM reviewing your thread. All actions will have a Date/Time Stamp (DDMMYY@HH:MM) at the front of the first line for each of the actions entered.

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 Blackhaunt nor Maniacal Laugh will be altering your stats, do that yourself and check back here periodically for updates.

Players will be prompted to post 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

Other Useful Skills (Added by T-Rex)
Recognize Weapon Quality (weaponry)
Appraise Goods
Rope Works (large vehicle work)
Leatherworking
Chemistry: Analytical
Computer Programming
Computer Hacking
Archaeology (lostech)


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:

Code Block
OOC Comments
Code: Select all
[size=150][u][b]Spells Learned through Study[/b][/u][/size]
[color=#008000]Green text indicates a spell learned through individual study of a scroll.[/color]
[color=#0040FF]Blue text indicates a spell learned through individual study of a spell book, or other type of study material.[/color]
[color=#4000FF]Purple text indicates a spell learned through tutelage at the Collegiate Arcane or another brotherhood/guildhall.[/color]
[i](This is used as an archive to record spells studied.)[/i]

[size=150][u][b]Spell Scrolls on-hand[/b][/u][/size]

[size=150][u][b]Spell Books on-hand[/b][/u][/size]

[b]Name of Spell Being Actively Studied:[/b]
[b]Length of Study Required:[/b]
[b]Date Started:[/b]
[b]Date of Expected Completion:[/b]
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CHIMERA
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Re: DEDICATED TINKERER'S THREAD

Postby CHIMERA » Wed Oct 19, 2016 6:58 pm

The Operator's Assistants

Black Dog Basic Assistant, +2 attempts per day
Basic Electronics 54% (+5%)

Brennet Basic Assistant, +2 attempts per day
Recognize Weapon Quality 50% (+5Lv) (Lv4)

Brute Skilled Assistant, +3 attempts per day
Basic Electronics 67% (+5%)
Auto Mechanics 52% (+5%)
Recognize Weapon Quality 52% (+5%)
General Repair/Maintenance 62% (5%)

Cascade Skilled Assistant, +3 attempts per day
Basic Electronics 71% (+5%)
Basic Mechanics 91% (+5%)
Armor (Field) 66% (+5%)

DARYL Skilled Assistant, +3 attempts per day, Software Only Highly Skilled Assistant +4 attempts per day
Archaeology 66% +5Lv
Chemistry Analytical 71% +5Lv
Basic Electronics 61% +5Lv
Basic Mechanics 61% +5Lv
(Lv2)Computer Programming 46% +5Lv
(Lv2) Computer Hacking 46% +5Lv

Empire Skilled Assistant, +3 attempts per day
Basic Electronics - 70% + 5%
Computer Programming - 70% +5%
Computer Repairs - 65% +5%
General Repair/Maintenance - 60% + 5%
Basic Mechanics - 55% +5%
Automotive Mechanics - 50% + 5%
Recognize Weapon Quality - 50% + 5%

Faraday Tinkerer, 3 attempts per day
Archeology 77% (+5%)
Chemistry: Analytical 77% (+5%)
Computer Hacking 72% (+5%) (Acquired at lvl 3)
Computer Programming 82% (+5%)
Electrical Engineer 82% (+5%)
**Basic Electrical 82% (+5%)
Mechanical Engineer 77% (+5%)
**Basic Mechanical 82% (+5%)
Robot Electronics 102% (+5%)
Robot Mechanics 102% (+5%)
Weapons Engineer 77% (+5%)

Jay SarkBasic Assistant, +2 attempts per day
Basic Electronics: 65% +5% (per Conduct Electricity power)

Presence Basic Assistant, +2 attempts per day
Analytical Chemistry: 65% (+5%)
Basic Electronics: 70% (+5%)

Sentinel Tinkerer, 6 attempts per day
Analytical Chemistry 60% (+5%)
Archaeology: 65%, (+5%)
Computer Programming 75% (+5%)
Robot Electronics 75% (+5%)
**Electrical Engineer 75% (+5%)
Robot Mechanics 70% (+5%)
**Mechanical Engineer 70% (+5%)
**Basic Electronics 75% (+5%)

Spiderweb Basic Assistant, +2 attempts per day
Archeology 55% (+5%)
Chemistry: Analytical 60% (+5%)

Wi-Fi Skilled Assistant, +3 attempts per day, Software Only Tinker 6 Attempts per day
Computer Hacking -- 79% (+5%)
Basic electronics -- 79% (+5%)
Computer Programming -- 79% (+5%)
Computer Repair -- 74% (+5%)
Basic Mechanics -- 59% (+5%)
(1st Level) Field Armorer/Munitions Expert: 40%(+5%/level)

Zhana Unskilled Assistant, +1 attempt per day Probably safer just not to ask.
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Re: DEDICATED TINKERER'S THREAD

Postby Wi-Fi » Tue May 19, 2020 9:53 am

(Redacted)
[dice:2q3oqeq4]7[/dice:2q3oqeq4]
[dice:2q3oqeq4]6[/dice:2q3oqeq4]
[dice:2q3oqeq4]5[/dice:2q3oqeq4]
[dice:2q3oqeq4]4[/dice:2q3oqeq4]
[dice:2q3oqeq4]3[/dice:2q3oqeq4]
[dice:2q3oqeq4]2[/dice:2q3oqeq4]
[dice:2q3oqeq4]1[/dice:2q3oqeq4]
[dice:2q3oqeq4]0[/dice:2q3oqeq4]
Last edited by Wi-Fi on Wed Jun 03, 2020 12:15 am, edited 3 times in total.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Re: DEDICATED TINKERER'S THREAD

Postby Wi-Fi » Tue May 19, 2020 10:07 am

(Redacted)
[dice:39uzzton]10[/dice:39uzzton]
[dice:39uzzton]9[/dice:39uzzton]
[dice:39uzzton]8[/dice:39uzzton]
[dice:39uzzton]7[/dice:39uzzton]
[dice:39uzzton]6[/dice:39uzzton]
[dice:39uzzton]5[/dice:39uzzton]
[dice:39uzzton]4[/dice:39uzzton]
[dice:39uzzton]3[/dice:39uzzton]
[dice:39uzzton]2[/dice:39uzzton]
[dice:39uzzton]1[/dice:39uzzton]
[dice:39uzzton]0[/dice:39uzzton]
[dice:39uzzton]11[/dice:39uzzton]
[dice:39uzzton]12[/dice:39uzzton]
[dice:39uzzton]13[/dice:39uzzton]
[dice:39uzzton]14[/dice:39uzzton]
[dice:39uzzton]15[/dice:39uzzton]
[dice:39uzzton]16[/dice:39uzzton]
[dice:39uzzton]17[/dice:39uzzton]
[dice:39uzzton]18[/dice:39uzzton]
[dice:39uzzton]19[/dice:39uzzton]
[dice:39uzzton]20[/dice:39uzzton]
[dice:39uzzton]21[/dice:39uzzton]
[dice:39uzzton]22[/dice:39uzzton]
[dice:39uzzton]23[/dice:39uzzton]
[dice:39uzzton]24[/dice:39uzzton]
[dice:39uzzton]25[/dice:39uzzton]
Last edited by Wi-Fi on Wed Jun 03, 2020 12:13 am, edited 1 time in total.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Re: DEDICATED TINKERER'S THREAD

Postby CHIMERA » Tue Jun 02, 2020 7:35 pm

Wi-Fi wrote:Immediate Request for trucks (made from the army/Triton if need to)
Side turrets and armor for trucks
-Turrets: mounting bracket for T1 laser rifle and/T1 Laser Cannons (removable to use in raids or take with if truck is stranded)
-Armour (tank armor or reactive armor)
-Towing Wheels on Hover trucks (just incase)
Call made in character (Critical success)

Please post these equipment requests on the Procurement Department thread.

Wi-Fi wrote:Tune up trucks
Skills: (Assist Sentinel on install and put together)
Turret:
Mechanical Engineer Original post: 1d100 = 20/50%
Mechanical Engineer Original post: 1d100 = 96/50% (Fix/double check work if needed)
Electrical Engineer Original post: 1d100 = 27/60%
Electrical Engineer Original post: 1d100 = 53/60% (Fix/double check work if needed)
Make these for any weapons added to the hovertrucks

This post is incomplete and I'm not sure what exactly you modifications you are making to the hovertrucks, what you expect to do with your tinkering, and in the case of the turrets what you are working with since you haven't requested anything on the Procurement Department thread. Once you have laid out what you plan to make, you should clearly state what each skill roll does and then I will determine whether or not you succeed.

Wi-Fi wrote:bottom-mounted camera and mic to record combat to identify targets after they are gone or turned into a bloody mist. also for scouting or looking under hard to reach spots.
1. Mini-Telephoto Document Camera: A tiny, easy to conceal
camera, only a little bigger than a disposable lighter. Cost: $350.
(pg. 345, Main book)
2. Wireless Microphone: This compact mic. is about the size
and thickness of a box of matches. It can pick up sounds up to
14 feet (4.3 m) away and broadcast up to 300 feet (91 m) away.
Cost: $500.00 (pg. 344, Main book)

3. USB/SDD/chip style recorder and battery (encrypted)

4. Flashlight

First of all, grammar check. Those first two lines are hard to read. Again, post equipment requests in the Procurement Department thread, then post in the Tinker thread what you want to make. I do not have a clear idea of what you want to do or how you plan on installing this to a hovertruck.

Wi-Fi wrote:Close Quarters Handguns (upgrade/repair)
[b]an SDC variant based on a NG-11S "Sawed-Off"

Again, the format is inconsistent and I'd like a clearer sense of what you are making and how you will go about doing so. I would recommend looking at some other player's tinkering projects to get a better sense of the format I'd like you to use going forward.
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Re: DEDICATED TINKERER'S THREAD

Postby Wi-Fi » Tue Jun 02, 2020 8:56 pm

Gun Mounted camera x4 to be mounted on here Close quarters pistols
    Description of Project:
    A camera the mounts under a gun.
    Camera.jpg

    (A visual for clarity and not to insult anyone's common sense.)
    Time: started: the night before the big day
    Parts Used:
    1. Mini-Telephoto Document Camera: A tiny, easy to conceal
    camera, only a little bigger than a disposable lighter. Cost: $350.
    (pg. 345, Main book)
    2. Wireless Microphone: This compact mic. is about the size
    and thickness of a box of matches. It can pick up sounds up to
    14 feet (4.3 m) away and broadcast up to 300 feet (91 m) away.
    Cost: $500.00 (pg. 344, Main book)

    3. USB/SDD/chip style recorder (encrypted) and battery

    4. Flashlight

    a layer of strong plastic
    Designed Quirks:
    None
    Time Needed | Allocated:
    Not long....a few hours at best. 2-3 its basic work and prefab parts
    Designed Statistics:
See Items used to make it.

3. USB/SDD/chip style recorder and battery (encrypted)

4. Flashlight

Rolls needed to make them:
Camera #1
Field Armorer/Munitions Expert: 1d100 = 28/64%
Basic electronics 1d100 = 15/94%
Camera #1 (Recovery if needed)
Field Armorer/Munitions Expert: 1d100 = 68/64%
Basic electronics 1d100 = 39/94%
Camera #2
Field Armorer/Munitions Expert: 1d100 = 3/64%
Basic electronics 1d100 = 37/94%
Camera #2 (Recovery if needed)
Field Armorer/Munitions Expert:1d100 = 20/64%
Basic electronics 1d100 = 45/94%
Camera #3
Field Armorer/Munitions Expert: 1d100 = 88/64%
Basic electronics1d100 = 33/94%
Camera #3 (Recovery if needed)
Field Armorer/Munitions Expert: 1d100 = 31/64%
Basic electronics 1d100 = 30/94%
Camera #4
Field Armorer/Munitions Expert:1d100 = 58/64%
Basic electronics1d100 = 99/94%
Camera #4 (Recovery if needed)
Field Armorer/Munitions Expert:1d100 = 63/64%
Basic electronics 1d100 = 45/94%

----------------------------------------------------------------------------------------
Project Name
    Description of Project:
    Dying her old nest suit to match the Omega suit
    Time: started: the night before the big day
    Parts Used:
    Dark grey-Black Dye and possibly spray paint
    Nest suit and parts already owned (her personal items)

    Designed Quirks:
    To be red and black with some gold high lights
    Time Needed | Allocated:
    Not long..a few hours maybe?
    Designed Statistics:
To be red and black with some gold high lights like the Omega outfit.
Reinforced Nest Riding Suit
Field Armorer/Munitions Expert: 1d100 = 84/64%
Reinforced Racing Gloves
Field Armorer/Munitions Expert: 1d100 = 27/64%
Elbow Pads
Field Armorer/Munitions Expert: 1d100 = 45/64%
Knee Pads
Field Armorer/Munitions Expert: 1d100 = 39/64%
Motorcycle Helmet
Field Armorer/Munitions Expert: 1d100 = 15/64%



Mini-parachutes
    Description of Project:
    small plates holding small chutes for urban use.Mini-parachutes for Omega suits and some amour types
    Image here:
    OOC Comments
    Crosshairs_is_great.jpg


    Parts Used:
    Plastic/Ceramic plates
    small parachutes
    discharge mechanism
    Designed Quirks:
    Mini-parachutes for Omega suits and some amour types
    Time Needed | Allocated:
    TBA likely only designed.
    Designed Statistics:
a small plate worn on shoulders. (used in pairs)

Rolls needed:
Plate one:
Field Armorer/Munitions Expert:1d100 = 63/64%
Basic electronics 1d100 = 32/94%
(Recovery if needed)
Field Armorer/Munitions Expert:1d100 = 90/64%
Basic electronics 1d100 = 61/94%
Plate Two:
Field Armorer/Munitions Expert:1d100 = 10/64%
Basic electronics 1d100 = 44/94%
(Recovery if needed)
Field Armorer/Munitions Expert:1d100 = 3/64%
Basic electronics 1d100 = 80/94%
Last edited by Wi-Fi on Wed Jun 03, 2020 3:55 am, edited 2 times in total.
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Re: DEDICATED TINKERER'S THREAD

Postby Wi-Fi » Wed Jun 03, 2020 12:32 am

Modular Turret
    Description of Project:
    A modular turret for the Hover truck (mounts on side)
    OCC'd due to Image size
    OOC Comments
    Turret.jpg

    Parts Used:
    Retractable Weapon holding bracket/clamp
    Shell and mechanical arm to hold bracket/clamp
    Modular Base/carrying case
    Camera modules

    Designed Quirks:
    None, it just needs to hold a laser rifle or T1 laser canon.
    Time Needed | Allocated:
    Unknown, Army might have a working model. If not a day per canon if parts are prefabbed
    Designed Statistics:
Mounts to side of Hover truck
retractable weapon arm has universal E-clip charger with clip attachment (Any Laser rifle that fits the charger can be plugged in)
Remote trigger system, Camera and 180 degree turn/swivel (Retractable Weapon holding bracket/clamp)
Turret Unit should be removable to allow it to be retrieved if hover needs to be left behind.

Rolls needed for turret:
(Others may do this if not...)
Mechanical Engineer 1d100 = 85/54%
Electrical Engineer 1d100 = 90/64%
Field Armorer/Munitions Expert: 1d100 = 38/55%
Recovery rolls:
Mechanical Engineer 1d100 = 3/54%
Electrical Engineer 1d100 = 9/64%
Field Armorer/Munitions Expert: 1d100 = 47/55%
Rolls needed for Camera modules:
Mechanical Engineer 1d100 = 91/54%
Electrical Engineer 1d100 = 77/64%
Mechanical Engineer 1d100 = 11/54%
Electrical Engineer 1d100 = 36/64%
Mechanical Engineer 1d100 = 11/54%
Electrical Engineer 1d100 = 83/64%
Mechanical Engineer 1d100 = 29/54%
Electrical Engineer 1d100 = 98/64%

Rolls needed for Camera modules: Recovery
Mechanical Engineer 1d100 = 37/54%
Electrical Engineer 1d100 = 85/64%
Mechanical Engineer 1d100 = 47/54%
Electrical Engineer 1d100 = 27/64%
Mechanical Engineer 1d100 = 65/54%
Electrical Engineer 1d100 = 87/64%
Mechanical Engineer 1d100 = 45/54%
Electrical Engineer 1d100 = 71/64%

Parking wheels for Hover Truck:
Mechanical Engineer 1d100 = 56/54%
Basic Electricics 1d100 = 90/94%
Image
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 94/140
HP: 30 (34 with aura)
SDC: 47 (260)
Aura: 240/260 (Aura also gives superhuman strength)
Swarm status: 5 (all healthy)
Stubby/Rover/Sparky/Nameless #1/Nameless #2
SDC: 50/50/50/50/50
TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Omega Field Kit
Collapsible fiberglass nightstick - 1D6 Damage
(2) Dosimeter clip badge
(20) Disposable gloves
(30) Evidence bags
First Aid Kit
Flashlight
Fold-able gas mask
Multitool
(5) Signal flares
(6) Zip ties

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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