Tinkerer's Thread

EU's very first group of intrepid adventurers. Led by Sir Ronith Turand.
GM: Virtus
AGM: Zoe Barenger

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Tinkerer's Thread

Postby Augur » Sat Jul 16, 2011 5:05 pm

THIS IS NOT A CHAT THREAD.

Permissions:
Ronith: grants standing permission to work on the team's vehicle, provided such work doesn't run a serious risk of causing its engine to crap out. As for Ronith's personal gear, he will withhold permission until the tinkerer in question presents a plan for the specific modifications he/she has in mind.
Barracuda: gives permission to tinker with all of his stuff.


Sense of Craftsmanship:


Completed Tasks


XXXXX's To-Do List



Salvage Parts & Useful Material

Jury-Rig Repairs

Repair and Soup-Up Machines & Vehicles
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Re: Tinkerer's Thread

Postby Augur » Sat Jul 16, 2011 5:06 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.) Repairs to multi-location items require each location to be repaired separately.

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.


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 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
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Re: Tinkerer's Thread

Postby Augur » Wed Sep 07, 2011 3:24 pm

The Tinkerer's Assistants

Zoe Barenger (NPC)
☞ Zoe is unskilled labor and can only assist in basic repairs. (+1 attempt per day)
However, Zoe will not lower herself to do so unless the need is truly desperate.

Marit Delhomme (NPC)
☞ Marit is unskilled labor and can only assist in basic repairs. (+1 attempt per day)

Beltin Delhomme
☞ Beltin is unskilled labor and can only assist in basic repairs. (+1 attempt per day)

Barracuda
Basic Electronics—-40%
☞ Barracuda is unskilled labor and can only assist in basic repairs. (+1 attempt per day)

Sir Ronith
Armorer ☞ 96%
☞ Sir Ronith is basically skilled and can only assist in basic repairs. (+2 attempts per day)

Watcher
General Repair & Maintenance 86%
Basic Electronics 102%
Basic Mechanics 104%
Computer Repair 100%
Electrical Engineer 41%
☞ Watcher is a skilled assistant and can assist in technical jobs within his area of expertise. (+3 attempts per day)
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Re: Tinkerer's Thread

Postby Augur » Sat Aug 18, 2012 6:42 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:
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Re: Tinkerer's Thread

Postby Ronith » Sat Apr 18, 2015 1:07 pm

Ronith's CS Armor Repair

Ronith will use tools/supplies at the Haunt- if need be he'll go out and purchase anything he needs that the Haunt doesn't have. He'll take his time to make sure he doesn't do more harm than good to his armor.

Field Armorer skill proficiency is 98%. Two days' worth of attempts:
1d100 = 19, 1d100 = 64, 1d100 = 62, 1d100 = 86
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
Status
ISP- 20/66; PPE- 47/57; EBA destroyed
Talismans: AoI (0/3); Invulnerability (0/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Re: Tinkerer's Thread

Postby Augur » Sat Apr 18, 2015 9:33 pm

CA-4 Dead Boy Armor
80/100 Main Body
30/60 Right Arm
26/60 Left Arm
65/80 Left Leg
75/80 Right Leg
24/70 Helmet

You need only 1 successful attempt per location. You have 4 successful rolls listed, so just choose which locations are to be fixed.
As there is no salvage/useful material listed, I can just charge you a nominal fee for such and consider that done off-screen.
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Re: Tinkerer's Thread

Postby Dark Lord » Sun Apr 19, 2015 5:55 am

Main body, both arms, and the head. A nominal fee for materials is fine.
At what point should I post Ronith's attempts for the last two damaged locations?
Why kill a PC when you can torture them?
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Re: Tinkerer's Thread

Postby Augur » Sun Apr 19, 2015 7:24 am

Dark Lord wrote:Main body, both arms, and the head. A nominal fee for materials is fine.
At what point should I post Ronith's attempts for the last two damaged locations?


Consider those locations repaired then.

When willing to commit such time to the repairs. TBH, now is as good a time as any.

Ronith doing work for 3 days = group stays in MercTown for (at least) 3 days IC...but you know how malleable time is in PBP. ;)

Body Armor repairs from Operator: 500 credits per 1 M.D.C. repaired (this is the standard)
Let's assume only 200 credits per 1 M.D.C. is the material cost.

109 M.D.C. x 200 credits = 21,800 credits (This sum has already been deducted from Ronith's personal card)
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Re: Tinkerer's Thread

Postby Ronith » Sun Apr 19, 2015 7:40 am

Additional rolls for third day of repairs:

1d100 = 95, 1d100 = 90

vs. 98% Field Armorer skill
I am better than you. You just don't know it.
Always active- Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible
+12 vs. Magic, 11 vs. HF, 8 vs. Psi
Status
ISP- 20/66; PPE- 47/57; EBA destroyed
Talismans: AoI (0/3); Invulnerability (0/3); Cleanse (2/3)

Anti-tech bonuses: No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +1 dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
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Re: Tinkerer's Thread

Postby Watcher » Sun Apr 19, 2015 9:58 am

Watcher would be willing to help Ronith if asked and since it doesn't sleep is probably awake/around whenever Ronith might work on his armor. Watcher has the following repair type skills:

General Repair & Maintenance 86%
Basic Electronics 102%
Basic Mechanics 104%
Computer Repair 100%
Electrical Engineer 41%

Also Watcher has a project of its own to build/equip a nest where it can recharge when indoors for long stretches of time when it can't depend on the sun. The nest would probably be somewhere in the garage where there is access to power and the city telecom network, Watcher's knowledge of computers/communications/repair skills should be enough to extend the necessary wiring if there isn't a clear place already equipped.
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Re: Tinkerer's Thread

Postby Augur » Sun Apr 19, 2015 11:09 am

Watcher's skills have been assessed and added to the Tinkerer's Assistants post.

Damn, Ronith, those rolls just barely squeaked by!

Unless there is any objection (which I don't foresee), I'll include Watcher in these repairs, thus cutting repair time effectively in half.

Watcher, post two days of rolls vs. General Repair.

-4,000 additional credits for complete repair of Dead Boy Armor. (Already deducted)
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Re: Tinkerer's Thread

Postby Watcher » Sun Apr 19, 2015 5:49 pm

General Repair & Maintenance 86%: 1d100 = 72, 1d100 = 82, 1d100 = 20, 1d100 = 45, 1d100 = 98, 1d100 = 21
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Re: Tinkerer's Thread

Postby Augur » Mon Apr 20, 2015 11:21 am

Ronith's EBA: Repaired to normal stats. Costs already deducted. Time spent: Day and a half off-screen.

Ronith: go ahead and return your armor's stats to normal.
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