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.
Players are responsible for editing their own 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.
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
[CAF] Tinkerer's Corner
Moderators: Game Masters, AGMs
- Underguard
- Game Master
- Posts: 698
- Joined: Mon Jun 03, 2019 6:41 pm
- Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513
[CAF] Tinkerer's Corner
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Exe (PW GA) |Venenifer (Roughnecks) | Glitch (PW: Rogues) | Sam Animus (PW Void Reaver) || EP Ledger

PCs: Ronan (Spook Squad) | Exe (PW GA) |Venenifer (Roughnecks) | Glitch (PW: Rogues) | Sam Animus (PW Void Reaver) || EP Ledger


╭∩╮(︶︿︶)╭∩╮
Re: [CAF] Tinkerer's Corner
Makos' Study Lounge
*** = Completed
Makos' Workshop of Wonders
1) Makos' 1st build will be a personal sidearm/weapon. An enchanted bow crafted to incorporate multiple effects (each useable 3x per day MAX, so use sparingly ...).
https://www.explorersunlimited.com/eu/v ... 2#p1391492
His goal is to include:
1) Time Slip (BOM Pg 114, L6, 20 PPE) = 12 Hours
2) Lightning Arc (BOM Pg 122, L8, 30 PPE) = 16 Hours
3) Ice (BOM Pg 112, L6, 15 PPE) = 12 Hours
400+20+30+15 = 465 PPE
Underguard's initial thought --in chat-- was that this should be ~300 MD.
Techno-Smithy Weapons & Armor Check [35%]: EP Crit
Rule for Studying Spells
Spells Acquired . In order of Study
- *** Lightning Arc (30 PPE, 1 Melee/Lvl, 100'/L, 4d6+2/L MD, BOM Pg 122, L8)
- *** D-Phase (20 PPE, 1 Melee/L, Speed -75% while Phasing, BOM Pg 244, L7)
- *** Ice (15 PPE, 50'/L, Wall [50 MD/L. 10'x10'x10' =10'/L], BOM Pg 112, L6)
- *** Reverse (18 PPE, 50', -1 Saving Throw!, Mysteries of Magic Pg 86, L6)
- Teleport: Lesser (15 PPE, 5 Miles/L, [80+2%/L Success], BOM Pg 114, L6)
- Reduce Self (20 PPE, 10 Melees/L, BOM Pg 113, L6)
- Magic Homing Beacon (DB13_Fleets Pg 113, L2, 5 PPE)
- Sense Magic Homing Beacon (DB13_Fleets Pg 114, L2, 8 PPE)
- Locate Life Signs (DB13_Fleets Pg 118, L7, 20 PPE)
- Eyes of Thoth (BOM Pg 106, L5, 8 PPE)
- Tongues (BOM Pg 114, L6, 12 PPE)
- Escape (BOM Pg 106, L5, 15 PPE)
*** = Completed
Makos' Workshop of Wonders
Techno-Smithy Weapons & Armor Focus
1) Makos' 1st build will be a personal sidearm/weapon. An enchanted bow crafted to incorporate multiple effects (each useable 3x per day MAX, so use sparingly ...).
https://www.explorersunlimited.com/eu/v ... 2#p1391492
His goal is to include:
1) Time Slip (BOM Pg 114, L6, 20 PPE) = 12 Hours
2) Lightning Arc (BOM Pg 122, L8, 30 PPE) = 16 Hours
3) Ice (BOM Pg 112, L6, 15 PPE) = 12 Hours
400+20+30+15 = 465 PPE
Underguard's initial thought --in chat-- was that this should be ~300 MD.
Techno-Smithy Weapons & Armor Check [35%]: EP Crit
Re: [CAF] Tinkerer's Corner
Rule for Studying Spells
Spells Acquired. In order of Study
- Oracle - Lvl 8
- See Aura - Lvl 1
- Magic Homing Beacon - Lvl 2
- Sense Magic Homing Beacon - Lvl 2
- Words of Truth - Lvl 6
- Charismatic Aura - Lvl 4
- Escape - Lvl 5
- Sense Evil - Lvl 1
- Metamorphosis: Animal - Lvl 7
- Light Healing- Lvl 4
- Eyes of Thoth- Lvl 5
- Invulnerability- Lvl 7
- Domination- Lvl 5
- Stone to Flesh- Lvl 8
- Shadow Meld- Lvl 4
- Exorcism- Lvl 8