Tinkerer's Thread

AA Professional Services
GM: Underguard
AGM: The Apothecary
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Tinkerer's Thread

Postby Tyrannosapiens Rex » Sun Feb 06, 2011 9:34 am

THIS IS NOT A CHAT THREAD.

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 IC 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.
Color Codes for normal tinkering
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 post 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.

Color Codes for TW tinkering
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 for main tinkerer/operator)
Basically skilled assistants (possess limited technical skills) can only assist in basic repairs. (+2 attempts per day for main tinkerer/operator)
Skilled assistants (possess an engineering skill) can assist in technical jobs within their area of expertise. (+3 attempts per day for main tinkerer/operator)
Highly skilled assistants (engineers in more than one field) can assist knowledgeably in any endeavor. (+4 attempts per day for main tinkerer/operator)

Applicable Tinkering Skills
This list is not all inclusive and certain skills can be added to this list based on the project.

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
Gemology (TW items)
Lore: Magic (TW items)
Recognize Weapon Quality (weaponry)
Appraise Goods
Rope Works (large vehicle work)
Leatherworking
Chemistry: Analytical
Computer Programming
Computer Hacking
Archaeology (lostech)


Spell Studying Rules
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:



Archived Tinkerers for past members
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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: Tinkerer's Thread

Postby Tyrannosapiens Rex » Sun Feb 06, 2011 10:08 am

The Operator's Assistants

Ecks
Ecks is an operator, but may be called on by others to assist with their own projects. (+1 attempt per level per 8 hour period (currently 8 ) and can work two periods a day)

Computer Repair--83% (+5%)
Electrical Engineer --93% (+5%)
Jury-Rig--88% (+5%)
Mechanical Engineer--88% (+5)
Weapons Engineer--83% (+5%)
Robot Electronics--73% (+5%)
Aircraft Mechanics--78% (+5%)
Automotive Mechanics--88% (+5%)
Robot Mechanics--73% (+5%)
Vehicle Armorer--83% (+5%)
Basic Mechanics--73% (+5%)
Computer Programming--73% (+5%)

Brianna
Brianna has some basic experience with electronics, even if it is behind the times. (+1attempt per day, +2 involving electronics work.)
Basic Electronics

Victor
Victor is skilled.... (+1 Attempts per day)

Math: Basic 60%+5%
Basic Electronics 40%+5%
General Repair & Maintenance 50%+5%
Computer Operation 60%+5%
Image
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: Tinkerer's Thread

Postby Ecks » Wed Jan 14, 2015 6:17 am

Ecks' Sense of Craftsmanship
He will work on multiple projects concurrently, though usually not more than 3-4. However, that is in reference to projects. So if someone had armor they wanted Ecks to add armor to and add a built-in weapon, that would be two projects not one.

He KNOWS he can fix anything. It may just take time. He will also likely revisit finished projects to improve, if given the chance. If he does make an error and messes anything up, he will fix it before moving onto anything else.

Also maybe prone to fixing things that aren't broke by definition, though to his mind may be inefficient and poorly designed.

He is also a little bit of a stress junkie and enjoys working under pressure, turning on the spot to work on an urgent project. He views it as a skill challenge. Urgent projects will often lack his "custom" add-ons however. The difference between an artist belting out an illustration to fill a need, and the careful masterpiece which speaks to their heart.

Any project that is not time sensitive may take a little longer than average, but often exhibits the best of his capabilities and his pride as an operator.



This will be for me to keep track of things.

Sled Investment
Ecks: 500,000 universal credits
Beanpole: 500,000 universal credits


3/11/2020

Projects:
Repair damaged personal armor
Repair damaged weapons
Repair damage vehicles

TW Project (for Sel)
Armor of Ithan
Gauntlet of Strength on Gladius



Custom
• Contact Magic Missives for a new TW shell.


Future Custom (not priority - notes only)
[color=#FF0000]• Winch (NG-V7)
• Forcefield (NG-V7)
• Additional Armor (NG-V7)
• Increased mini-missile payload (NG-V7)
• Stabilizers (NG-V7) for jumping (Jets?)
• Handheld shield (NG-V7)
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Re: Tinkerer's Thread

Postby Victor Singer » Wed Jan 25, 2017 9:57 pm

Here are a couple of ideas I had for TW devices, sorry that I don't have the first one 100%, I will finish it off and edit this later on.

Emergency Teleport System (for body armor, power armor, robot vehicles, & other vehicles)
Device Level: 15
Primary: TP Superior; PPE: 600, Spell Level: 15, Gem: 50 carat Lapis Lazuli worth
Secondary: Locate; PPE: 30, Spell Level: 8, Gem: 10 carat White Pearl
[(600+30)x150]/50 = Base PPE Cons. Cost 1,890
Activation Cost: 95

Completed device should read something like this;

Emergency Teleportation System; Duration: Instant, PPE: 200, Spell: Superior Teleport; Range: 13,000 miles, Target: TBD by & installed during build, but CANNOT be changed later on unless the entire thing is rebuilt, Contingency Parameters: system will automatically activated under these conditions only; pilot is rendered unconscious, pilot is paralyzed for more than 1 minute, MDC is reduced to 25% or less, if armor is breached in anyway AND the environment is hostile (too little or no oxygen, vacuum, underwater, etc.), Override: If the pilot is conscious and can speak, an override command can be given to stop the teleport, but there is only a 5 second lag, so you only have 1 or 2 actions to do this in.
PPE Battery; PPE: 200, Note: Linked directly to the emergency teleport system and only this TW feature, cannot be used to power any other TW modifications.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Device Level: 5th

Form: Tube (8" long x 1.5" diameter)

Function: Silences all sound/audio aspects and completely hides the muzzle flash (if any) of the weapon it is attached to.

Spell Chain 1 (Silencer): Globe of Silence (lvl 7, PPE: 20), Distant Voice (lvl 5, PPE: 10)

Spell Chain 2 (Flash-hider): Invisibility: Simple (lvl 3, PPE: 6), Impervious to Fire (lvl 3, PPE: 5)

Gems:
Spell Chain 1; Garnet 5ct & Garnet 1ct
Spell Chain 2; Green Emerald 2.5ct & Smoky Quartz 1ct

Base PPE Construction Cost:
Spell Chain 1; [(20+10)x50]/5= 300 PPE
Spell Chain 2; [(6+5)x50]/5= 110 PPE
Total: 430 PPE

Activation Cost: 430/20= 22 PPE (ISP: 44)

Construction Time: (430/10)x5= 215 hours

Construction Cost: [(430x10)x5]= 21,500+X

*X is the total cost of all the gems used

Duration: 1 hour

Notes:
5th lvl Globe of Silece lasts for 7.5 minutes
12,000 cubic inches for Globe of Silence
354 cubic inches for typical sniper rifle

Completed device should read something like this;

TW Suppressor; Duration: 1 hour, ISP: 44, Effects: Totally silences the entire weapon (mechanicals and all) as well as completely hides the muzzle flash.


Note: I used the Distant Voice spell in the 1st chain because originally I had planned to have a setting on the device where the user could cause his weapon report (the big bang sound you hear from a gun) to come from a completely different area then where he was at. Basically, use it to further confuse the enemy if/when they came looking for the shooters location. Just never finished that bit.
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Re: Tinkerer's Thread

Postby Selenidaria » Thu Jan 26, 2017 12:38 am

Victor Singer wrote:Here are a couple of ideas I had for TW devices, sorry that I don't have the first one 100%, I will finish it off and edit this later on.

Emergency Teleport System (for body armor, power armor, robot vehicles, & other vehicles)
Device Level: 15
Primary: TP Superior; PPE: 600, Spell Level: 15, Gem: 50 carat Lapis Lazuli worth
Secondary: Locate; PPE: 30, Spell Level: 8, Gem: 10 carat White Pearl
[(600+30)x150]/50 = Base PPE Cons. Cost 1,890
Activation Cost: 95

Completed device should read something like this;

Emergency Teleportation System; Duration: Instant, PPE: 200, Spell: Superior Teleport; Range: 13,000 miles, Target: TBD by & installed during build, but CANNOT be changed later on unless the entire thing is rebuilt, Contingency Parameters: system will automatically activated under these conditions only; pilot is rendered unconscious, pilot is paralyzed for more than 1 minute, MDC is reduced to 25% or less, if armor is breached in anyway AND the environment is hostile (too little or no oxygen, vacuum, underwater, etc.), Override: If the pilot is conscious and can speak, an override command can be given to stop the teleport, but there is only a 5 second lag, so you only have 1 or 2 actions to do this in.
PPE Battery; PPE: 200, Note: Linked directly to the emergency teleport system and only this TW feature, cannot be used to power any other TW modifications.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Device Level: 5th

Form: Tube (8" long x 1.5" diameter)

Function: Silences all sound/audio aspects and completely hides the muzzle flash (if any) of the weapon it is attached to.

Spell Chain 1 (Silencer): Globe of Silence (lvl 7, PPE: 20), Distant Voice (lvl 5, PPE: 10)

Spell Chain 2 (Flash-hider): Invisibility: Simple (lvl 3, PPE: 6), Impervious to Fire (lvl 3, PPE: 5)

Gems:
Spell Chain 1; Garnet 5ct & Garnet 1ct
Spell Chain 2; Green Emerald 2.5ct & Smoky Quartz 1ct

Base PPE Construction Cost:
Spell Chain 1; [(20+10)x50]/5= 300 PPE
Spell Chain 2; [(6+5)x50]/5= 110 PPE
Total: 430 PPE

Activation Cost: 430/20= 22 PPE (ISP: 44)

Construction Time: (430/10)x5= 215 hours

Construction Cost: [(430x10)x5]= 21,500+X

*X is the total cost of all the gems used

Duration: 1 hour

Notes:
5th lvl Globe of Silece lasts for 7.5 minutes
12,000 cubic inches for Globe of Silence
354 cubic inches for typical sniper rifle

Completed device should read something like this;

TW Suppressor; Duration: 1 hour, ISP: 44, Effects: Totally silences the entire weapon (mechanicals and all) as well as completely hides the muzzle flash.


Note: I used the Distant Voice spell in the 1st chain because originally I had planned to have a setting on the device where the user could cause his weapon report (the big bang sound you hear from a gun) to come from a completely different area then where he was at. Basically, use it to further confuse the enemy if/when they came looking for the shooters location. Just never finished that bit.


Um, not to knock your design or anything, because they are both really cool ideas, but as far as TW mods go, I think all we are allowed to do is post what we want to accomplish and ML/CM figure out the spell chain from there (although if they need a little motivation, I suppose we could submit what we think would be a good spell chain as a foundation)

Also, another thing to keep in mind is that you only need 1 karat of a gem that is needed by a secondary spell (although two secondary spells of level 5 or lower could share a gem if they both used the same gem).

Something else is that your concept may also work as a single shot (or one use, like a grenade) device, which would reduce construction costs and allow for non-magic/psi characters to be able to use it (or set it for an automatic activation).

And for the device to detect when the power armor is at or under 25%, you are going to need either Armor Bane or Mend the Broken as secondary spells, or a whole new spell chain for it. Same goes for the unconscious portion as well (just with different spells).

And another thing to consider are other spells that do similar things, such as Teleport: Superior and Circle of Travel. Just because Circle of Travel is point to point with points that may or may not be able to be moved (GM's call there, although there is canon examples where a Circle of Travel can be installed inside say a wagon), that doesn't mean that has to be the case for a TW device (or rather the "end point" can be the immobile circle while the device installed on the power armor can have a "miniturized" circle inscribe upon it).

But to give you an example of what I think is what the GM's/AGM's want on this thread is something like this:

TW Power Armor Cutter:

This TW modified Laser Torch allows its user to target vital critical points in an power armor's or robot vehicle's design that, while are all but impossible to hit from a range or even in a furious melee combat, are still technically exposed. This device paralyzes and shuts down robots and power armors with out doing a lot of damage to them, making it easier to resell them for more moeny.

TW Laser Torch:

This TW modified Laser Torch makes repair work a snap as it fills in pits, pockets, cracks, edges, and seams while repairing the armor and repainting the paint job that was on the outside.
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Re: Tinkerer's Thread

Postby Selenidaria » Thu Mar 02, 2017 12:02 am

Sketch up plans for a TW Mystic Mapping Drone

Form of Device: an octocopter (custom made if needed)

Intended Functions of the Device: to create a map of the physical world with mystical information overlaying it (major sources of PPE such as ley lines and ley line nexi, invisible land features, fly, and a central computer to store the data, and a real time link to the drone so that it can be operated remotely with a first person perspective.

Level of Device: 2

Ley Line Device: for the first prototype, no.

PPE Storage: for the first prototype, no.

I know it says that we are suppose to wait for a PM with the spell chains and all that, but I figure for the central computer portion, the computer could be enchated with the Level 6 spell Memory Bank, the drone itself could power it's flight although converting it to a TW power source would be ideal.
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Re: Tinkerer's Thread

Postby Selenidaria » Thu Apr 27, 2017 9:06 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
Implosion Neutralizer
Mental Blast

Name of Spell Being Actively Studied: Mental Blast
Length of Study Required: 12 hours
Date Started: September 8, 110 PA
Date of Expected Completion: September 19, 110 PA
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Re: Tinkerer's Thread

Postby Selenidaria » Sun Oct 22, 2017 9:21 pm

As long as Ecks gives her the go ahead.

1 Mechanical Engineering Roll Normal Skill 52%
1d100 = 90
Mechanical Engineering Re-Roll + 30 mins
1d100 = 45

3 Electrical Engineering Rolls Normal Skill 57%
1d100 = 63
1d100 = 5
1d100 = 25
Electrical Engineering Re-roll + 30 mins
1d100 = 52

2 Hours + 30 mins + 30 mins = 3 hours
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Re: Tinkerer's Thread

Postby Victor Singer » Wed Mar 11, 2020 2:18 pm

Crap Victor wants done to the Prophet;

REPAIRS:
Replace 43 MDC on Prophets Main Body; Skill Roll Needed: General Repair & Maintenance (One roll); Time One hour Assisting Ecks; General Repair & Maintenance 85%/1d100 = 46%
Get T-42 armor fully repaired & restored; Skill Roll Needed: General Repair & Maintenance (One roll); Time One hour Assisting Ecks; General Repair & Maintenance 85%/1d100 = 13%
Get NG Jetpack fully repaired & restored; Assisting Ecks; General Repair & Maintenance 85%/1d100 = 50%

MODIFICATIONS:
Replace right forearm laser blaster with a Wilk's Portable Laser Torch to the right forearm; Skill rolls needed:
  • Weapons Engineer (To remove the blaster); Assisting Ecks; Weapons Engineer 55%/1d100 = 6%
  • Weapons Engeneer (To install the Torch into the arm); Assisting Ecks; Weapons Engineer 55%/1d100 = 9%
Time: 1 day


Replace left forearm ion blaster with an NG-IP7; Skill Rolls Needed:
  • Weapons Engineer (To remove the blaster); Assisting Ecks; Weapons Engineer 55%/1d100 = 10%
  • Weapons Engeneer (To install the NG-P7 into the arm); Assisting Ecks; Weapons Engineer 55%/1d100 = 45%
  • Mechanical Engineer (To remove the FF from the armor); Assisting Ecks; Mechanical Engineer 55%/1d100 = 42%
  • Mechanical Engineer (To Install the FF into the NE-BA-26 armor); Assisting Ecks; Mechanical Engineer 55%/1d100 = 52% Will need to be powered by an eclip. No regeneration on the NE armor.
Time: 2 Days[/color]

Install 50A Super Heavy FF into the Prophet;Skill rolls Needed: [list][*]Mechanical Engineer (To Install the new FF into the armor); Assisting Ecks; Mechanical Engineer 55%/1d100 = 8%

Permanently install the Naruni Jetpack onto the Prophet; Skill Rolls Needed: [list][*]Mechanical Engineer (To Install the Jet pack into the armor); Assisting Ecks; Mechanical Engineer 55%/1d100 = 6%

Install hardened pistol holsters onto each thigh; Mechanical engineering. Will also require you to purchase the holsters in town.; Assisting Ecks; Mechanical Engineer 55%/1d100 = 29%


EDIT: I removed the magnetic weapon clamps idea completely.
1d100 = 95
Last edited by Victor Singer on Wed Apr 08, 2020 5:28 am, edited 5 times in total.
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Re: Tinkerer's Thread

Postby Selenidaria » Sat Mar 14, 2020 5:59 pm

Repairs needed to get done:
  • Fix the Weapons/Sensors on Selenidaria's Blue Boy
  • Fix the damage done to Staci's main body
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Re: Tinkerer's Thread

Postby Ecks » Mon Mar 16, 2020 6:42 am

Crap Victor wants done to the Prophet;

REPAIRS:
Replace 43 MDC on Prophets Main Body; Skill Roll Needed: Mechanical Engineer--1d100 = 53/103%, Robot Mechanics--1d100 = 51/88%
Get T-42 armor fully repaired & restored; Skill Roll Needed: Mechanical Engineer--1d100 = 64/103%
Get NG Jetpack fully repaired & restored; Mechanical Engineer--1d100 = 56/103%

MODIFICATIONS:
Replace right forearm laser blaster with a Wilk's Portable Laser Torch to the right forearm; Skill rolls needed:

Weapons Engineer (To remove the blaster); Weapons Engineer--1d100 = 74/98%
Weapons Engeneer (To install the Torch into the arm);Weapons Engineer--1d100 = 61/98%

Time: 1 day

Replace left forearm ion blaster with an NG-IP7; Skill Rolls Needed:

Weapons Engineer (To remove the blaster); Weapons Engineer--1d100 = 12/98%
Weapons Engeneer (To install the NG-P7 into the arm); Weapons Engineer--1d100 = 54/98%
Mechanical Engineer (To remove the FF from the armor); Mechanical Engineer--1d100 = 56/103%
Mechanical Engineer (To Install the FF into the NE-BA-26 armor); Mechanical Engineer--1d100 = 22/103% Will need to be powered by an eclip. No regeneration on the NE armor.

Time: 2 Days[/color]

Install 50A Super Heavy FF into the Prophet;Skill rolls Needed: [list][*]Mechanical Engineer (To Install the new FF into the armor), Mechanical Engineer--1d100 = 86/103%, Robot Mechanics--1d100 = 86/88%

Permanently install the Naruni Jetpack onto the Prophet; Skill Rolls Needed: [list][*]Mechanical Engineer--1d100 = 58/103%, Robot Mechanics--1d100 = 36/88%

Install magnetic weapon clamps over left shoulder; Possible. Is this for small arms or to mount a heavy weapon?
For small arms: Mechanical engineering; Mechanical Engineer--1d100 = 79/103%, Robot Mechanics--1d100 = 61/88%

Install hardened pistol holsters onto each thigh; Mechanical engineering. Will also require you to purchase the holsters in town.; Mechanical Engineer--1d100 = 45/103%, Robot Mechanics--1d100 = 16/88%
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Re: Tinkerer's Thread

Postby Ecks » Tue Mar 17, 2020 10:20 am

TW Gladius (for Sel)

Adding the following spells to the Gladius

Primary Spell Name | PPE of Spell | Device Level | # of Carats | Cost per Carat | Carat Line Total | PPE Construction Cost | Activation Cost | Construction Time | Construction Time Exisitng Tech | Construction Cost
Superhuman Strength (black pearl) | 10 | 7 | 2.5 | 6000 | 15000 | 28 | 1.4 | 588 | 5880 | 136300
Meld in Shadows (black saphire) 10 | 7 | 2 | 20000 | 40000 | 35 | 1.75
Armor of Ithan (diamonds) 10 | 7 | 1.5 | 15000 | 22500 | 46.66666667 | 2.333333333


Total construction cost 136,300
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Re: Tinkerer's Thread

Postby The Apothecary » Fri Apr 17, 2020 12:18 pm

Sel
Spells learned- You may add them to your sheet.
Fixed Sensors and Staci Main Body complete.

Working on the TW mapping drone.

Victor
Prophet modifications are complete.
"Death may be a small mercy for some. Others come to me for the cure. Temporary or permanent I have it all."

AGM For: AAPS/Atlantis/Spooks

PCs: Wolf Whitaker (Roughnecks); Raz I'Syul Arro (GR); Kieko (H4H)

GM: Sum Of All Fears
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Re: Tinkerer's Thread

Postby Selenidaria » Fri Apr 17, 2020 3:58 pm

The Apothecary wrote:Sel
Spells learned- You may add them to your sheet.
Fixed Sensors and Staci Main Body complete.

Working on the TW mapping drone.


What about the TW Repair Torch I'm wanting to make?

Also, what do I learn about the amulet that Isis gave me while studying it at the Collegiate Arcane?
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Re: Tinkerer's Thread

Postby Victor Singer » Thu Apr 23, 2020 6:10 am

Victor would like a TW stealth system using the spell Globe of Silence added to the Prophet power armor. I am hoping to get the activation cost down to 15 P.P.E. if possible as well. If Sel needs money to buy larger gems etc to accomplish this, let me know.
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Re: Tinkerer's Thread

Postby The Apothecary » Fri Apr 24, 2020 11:49 am

Victor

TW Stealth Field Generator
TW Characteristics:
  • TW Functions: Stealth System
    • Invisible to normal vision
    • Invisible to thermal and IR detection systems
    • Leaves no footprints
    • Makes no sound
    • Prowl at 90%
    • Can not run Stealth System and FF at the same time
  • Activation Cost: 56 PPE
  • Device Level: 6
  • P.P.E. Construction Cost: 1,120 PPE
  • Spell Chains Needed: Cloak of Darkness (6), (Primary) Invisibility; Superior (20); Shadow Meld (10); Globe of Silence (20)
  • Physical Requirements: Heavy or Superheavy FF generator
  • Duration of Charge: 18 minutes
  • Construction Time: 672 hours
  • Construction Cost: (Primary) 3cr Emerald 48,000; Garnet 1,000; Black Sapphire 20,000
"Death may be a small mercy for some. Others come to me for the cure. Temporary or permanent I have it all."

AGM For: AAPS/Atlantis/Spooks

PCs: Wolf Whitaker (Roughnecks); Raz I'Syul Arro (GR); Kieko (H4H)

GM: Sum Of All Fears
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Re: Tinkerer's Thread

Postby Victor Singer » Sat Apr 25, 2020 6:51 am

Device Level: 6th

Form: acoustic panels spread across the armor, mainly near the joints.

Function: Silences the power armors various noises, servos, hydraulics, etc in order to make Prowling possible at no penalty, using the pilots prowl skill. End result is not an area of effect like the Globe of Silence spell, but limited to JUST the suit itself and the ground it walks on or things it touches, like tree branches etc. So area of effect is say 6" out from the power armor itself. That would include the weapon systems and hand held weaponry as well. At least, that is the goal here. The drawback is that while the the silencing is active it would be impossible to speak to anyone through the power armors' external audio or loudspeaker, although talking over the radio should still work.

Number of Spell Chain; Primary Spell: Globe of Silence (7th, pg 215 RUE), Secondary Spell: Instill Knowledge [Prowl](5th,pg 108 BoM)

Gems; Globe of Silence: Garnet@3ct (1,000 credits/carat), Instill Knowledge: Fire Agate@1.5ct(80 credits/carat)

PPE Construction Cost: 12th X 6th X 10 / 3 = 240

Activation Cost: 240 / 20 = 12

Construction Time: 240 / 10 X 6th = 144 hours

Construction Cost: 240 X 10 X Device Level + Gem cost = 17,4520 credits

Cost to Buy Sel the Spell Instill Knowledge is 50,000 credits

Duration: Half that of the Instill Knowledge spell, so a total of 90 minutes? There are no set rules for the duration part in TW design, so I'm just throwing an idea out there.
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Re: Tinkerer's Thread

Postby Selenidaria » Wed Apr 29, 2020 10:09 am

Just let me know what rolls will be needed and how many of them.
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Re: Tinkerer's Thread

Postby Selenidaria » Mon May 11, 2020 4:46 pm

TW Construction rolls for Victor's TW Mod.
Factors I know of: At my Leisure (+30%)
Base Percentage: 88%

"Day 1"
1d100 = 14
1d100 = 10
1d100 = 16
1d100 = 90
1d100 = 92
1d100 = 1
1d100 = 73

"Day 2"
1d100 = 18
1d100 = 79
1d100 = 21
1d100 = 30
1d100 = 72
1d100 = 76
1d100 = 3

"Day 3"
1d100 = 55
1d100 = 16
1d100 = 19
1d100 = 28
1d100 = 38
1d100 = 27
1d100 = 6

"Day 4"
1d100 = 96
1d100 = 32
1d100 = 86
1d100 = 77
1d100 = 96
1d100 = 66
1d100 = 94

"Day 5"
1d100 = 67
1d100 = 92
1d100 = 4
1d100 = 25
1d100 = 89
1d100 = 67
1d100 = 39

"Day 6"
1d100 = 75
1d100 = 78
1d100 = 51
1d100 = 14
1d100 = 65
1d100 = 60
1d100 = 33

"Day 7"
1d100 = 90
1d100 = 6
1d100 = 18
1d100 = 60
1d100 = 77
1d100 = 72
1d100 = 34

"Day 8"
1d100 = 51
1d100 = 35
1d100 = 95
1d100 = 69
1d100 = 19
1d100 = 62
1d100 = 11

"Day 9"
1d100 = 36
1d100 = 94
1d100 = 78
1d100 = 81
1d100 = 38
1d100 = 4
1d100 = 38

"Day 10"
1d100 = 31
1d100 = 1
1d100 = 43
1d100 = 64
1d100 = 64
1d100 = 50
1d100 = 73
Last edited by Selenidaria on Sun May 17, 2020 9:49 am, edited 1 time in total.
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Re: Tinkerer's Thread

Postby Ecks » Thu May 14, 2020 7:26 am

Installing force field into Mink's armor.

Mechanical Engineer--103%: 1d100 = 18,1d100 = 31,1d100 = 30,1d100 = 7,1d100 = 46

Robot Mechanics--88%: 1d100 = 95,1d100 = 58,1d100 = 72,1d100 = 12,1d100 = 93
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Re: Tinkerer's Thread

Postby Selenidaria » Sun May 17, 2020 9:42 am

The Apothecary wrote:TW Mapping Drone
Quadcopter
[insert image here: 400 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • *Rotors (4): 5 Each
  • Main Body: 20
  • *Camera: 5
[size=50]* Requires a called shot to hit. -4 on Strike roll.

Statistical Data:
Running: N/A
Leaping: N/A
Flying: 45 MPH
Class: Remote Drone
Crew: Remote Pilot
Dimensions: 8”H, 2’W, 2’L
Power System: E-Clip 12 Hours of flight time
Features of Note:
  • Remote Camera display and controller
  • Programmable Navigation and flight path.
  • Quiet. -25% perception beyond 100’. Add -5% for ever 25’ after.
Modifiers:
Book Reference: N/A[/size]
TW Characteristics:
  • TW Functions: Map Leylines, Heavy Magical Activity, and Dimensional Disturbances.
  • Activation Cost: 7 P.P.E.
  • Device Level: 5
  • P.P.E. Construction Cost: 134 PPE
  • Spell Chains Needed: Sense Dimensional Anomaly (30), Sense Magic (4), Leyline Transmission (30),
  • Physical Requirements: Quadcopter
  • Duration of Charge: 6 hours
  • Construction Time: 2 days
  • Construction Cost: Onyx: 2,400cr, Onyx: 2,400 Chrysoprase (quartz): 4,500cr


TW Rolls for TW Mapping Copter
Factors I know of: At My Leasure
Base Percentage: 88%

"Day 1"
1d100 = 26
1d100 = 79
1d100 = 13
1d100 = 1
1d100 = 88
1d100 = 34
1d100 = 88


"Day 2"
1d100 = 86
1d100 = 24
1d100 = 5
1d100 = 56
1d100 = 95
1d100 = 23
1d100 = 74


"Day 3"
1d100 = 11
1d100 = 96
1d100 = 11
1d100 = 49
1d100 = 45
1d100 = 77
1d100 = 83


"Day 4"
1d100 = 46
1d100 = 47
1d100 = 10
1d100 = 3
1d100 = 12
1d100 = 54
1d100 = 20


"Day 5"
1d100 = 5
1d100 = 79
1d100 = 98
1d100 = 10
1d100 = 58
1d100 = 8
1d100 = 87


"Day 6"
1d100 = 16
1d100 = 43
1d100 = 6
1d100 = 75
1d100 = 58
1d100 = 51
1d100 = 40


"Day 7"
1d100 = 39
1d100 = 24
1d100 = 80
1d100 = 43
1d100 = 16
1d100 = 93
1d100 = 11
Last edited by Selenidaria on Sun May 17, 2020 9:54 am, edited 1 time in total.
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Re: Tinkerer's Thread

Postby The Apothecary » Sun May 17, 2020 9:50 am

Selenidaria Succeeds on making both TW items.
"Death may be a small mercy for some. Others come to me for the cure. Temporary or permanent I have it all."

AGM For: AAPS/Atlantis/Spooks

PCs: Wolf Whitaker (Roughnecks); Raz I'Syul Arro (GR); Kieko (H4H)

GM: Sum Of All Fears
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