[CAF] Tinkerer's Corner

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Underguard
Game Master
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

[CAF] Tinkerer's Corner

Post by Underguard »

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
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
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Makos
Posts: 33
Joined: Wed Aug 31, 2022 3:21 pm

Re: [CAF] Tinkerer's Corner

Post by Makos »

Makos' Study Lounge
Rule for Studying Spells
Time required to master new spell knowledge:
When being taught by another PC or NPC, it takes two days of study per level of the spell.
When learning a spell from a spell book (either purchased or found during an adventure), that time is reduced to one day per level of the spell.
A day is defined as 24 full hours, minus 8 for sleep and another, say, two for eating and other necessities (so, one day = 14 hours of continuous study).
Record-Keeping:
As with EU, mages should create a new post in the Tinkerer's thread to track the spells they are studying.

https://www.explorersunlimited.com/eu/v ... 24#p283524
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
    Penalties --- Performance of Skills is done in reverse, taking twice as long and is -20% to perform, and combat maneuvers are performed in reverse and all usual bonuses are turned into penalties (the 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
The Smithy has the ability to forge superior and magic melee weapons (axes, swords, maces, etc.). Standard weapons and armor are of superior
quality and always have a keen blade or are very durable. Magic weapons can be forged and imbued with magic abilities in a similar fashion to talismans.
Used in conjunction with the spell Enchant Weapon (Minor).
[*] DL House Rule: 1) Disregard Max # of Casts Per Year, and 2) Enchant Weapon spell only needs to be cast once regardless of how many spell effects are added to the weapon.
[*] NOTE: "Tech weapons such as Vibro-Blades, grenades, rail guns, energy rifles, etc., can not be enchanted" (Spell Text)
[*] The mage can put a maximum of three spell-like abilities within the weapon they create.
[*] Each ability can be used a maximum of 3x/Day.
In addition to the Enchant Weapon (Minor) ritual, the mage must perform a ritual for each spell-like ability they put into a weapon.
[*] 2 Hrs/Lvl of Spell Effect. MAX Spell Level 8
[*] Base Skill: 35% (@lvl 5) +4%/L


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
___(The-1-and-Only)___Zamikos__Makos___
~12+ Ft of Good-Lovin
Height: 12’8"
Weight: 800 lbs.
PPE: 233/233
MDC: 43/43

MD Bow
Claw Wand
CAF Heavy Battle Armor (-15% Prowl)
Enchanted Armbands/Pauldrons
(Left) -- [3x Daily] Strength of Utgard Loki/Might of Palladium
(Right) -- [3x Daily] Armor of Ithan [50 MD, 5.00 Min]

Ody, the Clockwork Wolf
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Nug
Posts: 46
Joined: Sat Jul 30, 2022 1:06 am

Re: [CAF] Tinkerer's Corner

Post by Nug »

Rule for Studying Spells
Time required to master new spell knowledge:
When being taught by another PC or NPC, it takes two days of study per level of the spell.
When learning a spell from a spell book (either purchased or found during an adventure), that time is reduced to one day per level of the spell.
A day is defined as 24 full hours, minus 8 for sleep and another, say, two for eating and other necessities (so, one day = 14 hours of continuous study).
Record-Keeping:
As with EU, mages should create a new post in the Tinkerer's thread to track the spells they are studying.

https://www.explorersunlimited.com/eu/v ... 24#p283524
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
*** = Completed

Nug Daimani Eklektós

M.D.C.: 217/217
P.P.E.: 198/230
I.S.P.: 40/40
A.R.: 14
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