Tinkerer's Corner

Let's raid a ship!
GM: Nurse Ratchet
AGM: No AGM

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Nurse Ratchet
Game Master
Posts: 207
Joined: Thu Dec 10, 2020 9:05 am

Tinkerer's Corner

Post by Nurse Ratchet »

Quick Guidelines for Operator/Engineer work
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Operator/Engineer 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/Engineer will receive a number of attempts per day equal to his/her Experience Level. Assistants can add to the number of attempts the Operator/Engineer can make in a day. The Assistants will use the Operator's/Engineer's skill level unless their own is higher.

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 the GM nor the Operator/Engineer will be altering your 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.

Guidelines for assessing attempts per day

Assistant types & Limitations on type of work
Operators, engineers, 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 Laborers (possess no applicable technical skills) can only assist in basic repairs. (NPCs provide +1 attempt per day)
Skilled Laborers (possess limited technical skills) can only assist in basic repairs. (NPCs provide +2 attempts per day)
Skilled assistants (possess an engineering skill) can assist in technical jobs within their area of expertise. (NPCs provide +3 attempts per day)
Highly skilled assistants (engineers in more than one field) can assist knowledgeably in any endeavor. (NPCs provide +4 attempts per day)

Basic Technical Skills
☞ Art
☞ Aircraft Mechanics
☞ Automotive Mechanics
☞ Basic Electronics
☞ Basic Mechanics
☞ Boat Building
☞ Brewing
☞ Calligraphy
☞ Carpentry
☞ Chemistry
☞ Computer Repair
☞ Cybernetics: Basic
☞ Excavation
☞ General Repair & Maintenance
☞ Jury-Rig
☞ Leather Working
☞ Locksmith
☞ Mining
☞ Recycling
☞ Safe-Cracking
☞ Salvage
☞ Sewing
☞ Skin & Prepare Animal Hides
☞ Whittling & Sculpture

Skilled Technical Skills
☞ Bioware Mechanics
☞ Crime Scene Investigation
☞ Electricity Generation
☞ Field Armorer & Munitions Expert
☞ Vehicle Armorer
☞ Trap Construction
☞ Chemistry: Analytical
☞ Chemistry: Pharmaceutical
☞ Demolitions
☞ Demolitions Disposal
☞ Demolitions: Underwater
☞ Oxygen Systems

Engineering Skills
☞ Artificial Intelligence
☞ Clinical Genetics
☞ Cybernetic Medicine
☞ Electrical Engineer
☞ Genetics
☞ Juicer Technology
☞ Mechanical Engineer
☞ Military Fortifications
☞ Robot Electronics
☞ Robot Mechanics
☞ Weapons Engineer
Tinkering Addendum: Optional Project Rules:
  • For groups like ours, with only a few actual tinkerers, there can be a significant time of non-engagement by the non-tinkerers when a tinker project is required for the story. The conversion of the APC is one such event. Because it will allow for many more skills rolls than normal, more rolls will be needed to complete individual tasks. There are also penalties built in that can be negated by unskilled laborers (the only way to mitigate penalties). As such, the entire group will engage in active assist of the technicians. To do this, they will make a full number of attempts per day equal to their level. But they will do so guided by either their own skill, or that of the lead engineer at a significant penalty based on their rating as an assistant.
    GM Note: This system leverages a lot of semiskilled and unskilled assistants to complete a task quickly. It is ill suited to a large group of tinkerers or to individual tinkering tasks.
    Tinkerer Info Sheets 2/1/2021
    Tinkerer Information Sheet
    • Name:
      Skills of Note:

      Attempts per day as a project lead on a task within your skill set: Semi-skilled: Level+2
      Attempts per day as an active (PC) project assistant: Semi-skilled: +2 Attempts with viable skills only.
      Attempts per day as a NPC project assistant: Semi-skilled: +2 Attempts per day with viable skills

    Tinkerer Information Sheet
    • Name:
      Skills of Note:
      Attempts per day as a project lead on a task within your skill set: None, no skills viable.
      Attempts per day as an active (PC) project assistant: Unskilled Labor: +1 Attempt per day.
      Attempts per day as a NPC project assistant: Unskilled Labor: +1 Attempt per day.

    Tinkerer Information Sheet
    • Name:
      Skills of Note:

      Attempts per day as a project lead on a task within your skill set: Highly skilled: Level+4 Attempts per day.
      Attempts per day as an active (PC) project assistant: Highly skilled: +4 Attempts per day.
      Attempts per day as a NPC project assistant: Highly skilled: +4 Attempts per day.

    Tinkerer Information Sheet
    • Name:
      Skills of Note:

      Attempts per day as a project lead on a task within your skill set: Skilled Laborer: Level +2 attempts per day.
      Attempts per day as an active (PC) project assistant: Skilled Laborer: +2 attempts per day.
      Attempts per day as a NPC project assistant: Skilled Laborer: +2 attempts per day.

    Tinkerer Information Sheet
    • Name:
      Skills of Note:

      Attempts per day as a project lead on a task within your skill set: Skilled Laborer: Level +2 attempt per day.
      Attempts per day as an active (PC) project assistant: Skilled Laborer: +2 attempt per day.
      Attempts per day as a NPC project assistant: Skilled Laborer: +2 attempt per day.

    Tinkerer Information Sheet
    • Name:
      Skills of Note:

      Attempts per day as a project lead on a task within your skill set: Highly skilled assistants: Level +4 attempts per day.
      Attempts per day as an active (PC) project assistant: Highly skilled assistants: +4 attempts per day.
      Attempts per day as a NPC project assistant: Highly skilled assistants: +4 attempts per day.

    Tinkerer Information Sheet
    • Name:
      Skills of Note: None.

      Attempts per day as a project lead on a task within your skill set: Unskilled Laborers: +1 attempt per day.
      Attempts per day as an active (PC) project assistant: Unskilled Laborers: +1 attempt per day.
      Attempts per day as a NPC project assistant: Unskilled Laborers: +1 attempt per day.

    Terms of Note:
    • Project Skill: A skill used to create a project. These are usually, but not always higher engineering or scientific skills, but leather working, cooking and other tasks can be done as projects too.
    • Project Difficulty: A rating of the difficulty and complexity of the task. This number, from two (2) to ten (10), is the number of skill checks required for a task within the project.
    • Project Task: One for each rating. Consists of a skill and a basic description. GMs are encouraged to get creating with the skills for a project task (mechanical engineering for casings and fabrications, weapons engineering for anything involving weapons, electrical engineering for electrical work, Computer Programming for computer systems, etc),
    • Project Lead: The skilled tinkerer who is the primary for all tasks on a project.
    • Highly skilled assistants: Other skilled tinkers acting as a second on a project. Could be the Project Lead, just isn't.
    • Skilled Assistants: This is a person with numerous secondary tinkering skills that allow them to make checks to assist with a project. Could not lead the project.
    • Skilled Laborer: This is a person with a few basic skills of note, but no real tinkering skill.
    • Unskilled Laborer: A laborer able to do any manual and repetitive tasks, but unable to do any extensive tasks. Will roll the Project Lead's Basic Mechanics or Basic Electronics skill at -20%. May not complete tasks on a project, but they can give a bonus of +10% to any other project worker's skill rating if successful. There is no penalty for failure, aside from wasted time. Critical Failures reduce the affected skill level by -5% instead. Critical Successes increase the affected skill by 20% instead. The laborer player chooses who it applies to and what skill is affected when they roll.
    Project Rules Process:
    • 1. A player or the GM proposes a project.
      2. The GM assigns a difficulty from 2 to 10. Projects requiring only one roll are not tinkering projects - they are skill rolls.
      3. The Project Lead (and any PC assistants) will declare who is rolling for what. Each PC may work on multiple projects, as long as it is done sequentially (project 1, Project 2, etc - no hopping around). They should assign themselves a number of rolls equal to their attempts.
      • A. The Project Lead MUST do at least one third of the skill rolls themselves (round up). They can assign themselves more than the minimum.
        B. An assisting PC may only do up to one third of the skill rolls required on a Project (round up).
      4. All PCs will make their own rolls. They will get a number of attempts equal to their level.
      5. A NPC assistant can assist any player with a rating of Skilled Assistant or higher. Doing so offers the normal boost to their attempts per day.
      6. An assisting player can request alternate skills for certain checks. For example, A Weapon Engineering roll might be substituted to a Mechanical Engineering skill roll and a Field Armorer and Munitions skill roll (both must succeed or the task fails). Alternate skills always carry a -5% (Engineering Skills), -10% (Skilled Technical Skills), or -15% (Basic Technical Skills) to the skill checks involved, in addition to other skill penalties, such as poor working conditions, insufficient specialty tools, etc. Unskilled Laborers can help mitigate these penalties.
  • Examples:
    Replacing a Weapon System on a Base, Vehicle or Robot at a well equipped shop:
    Difficulty: 3
    Skills Required: Weapons Engineering, Electrical Engineering, and Computer Programming

    Replacing a Weapon System on a Base, Vehicle or Robot at a basically equipped shop or in the field with access to heavy lift gear and adequate tools:
    Difficulty: 4
    Skills Required: Weapons Engineering, Electrical Engineering, Computer Programming, and Mechanical Engineering
Project Template:
Project Name
  • Description of Project:

    Parts Used:

    Designed Quirks:

    Time Needed | Allocated:

    Designed Statistics:

Code: Select all

[size=115][b]Project Name[/b][/size]
[list][b]Description of Project:[/b]

[b]Parts Used:[/b]

[b]Designed Quirks:[/b]

[b]Time Needed | Allocated:[/b]

[b]Designed Statistics:[/b][/list]
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Nurse Ratchet
Game Master
Posts: 207
Joined: Thu Dec 10, 2020 9:05 am

Re: Tinkerer's Corner

Post by Nurse Ratchet »

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: Select all

[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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Sam Animus
Posts: 47
Joined: Fri Sep 17, 2021 7:50 pm

Re: Tinkerer's Corner

Post by Sam Animus »

Projects
Psi-Tech Star Elf; Operator and Official Tinkerer

Proposal: Sam will spend her downtime working on four different additions to her Blue-Girl Power Armor (BGPA).
1. Soup up the BGPA; increasing it's MDC and other stats by 10%.
2. Install the Anti-Grav Pack from Group Storage (as discussed) to her armor to be used concurrently
3. Install an NE-40F Force Field on her BGPA that can be activated by voice or HUD command.
4. Swap out primary weapon systems from her Thumper Rifle to the NE-105 in Group Storage.

BGPA Project
  • Description of Project: Soup Up, Augmenting and Upgrading the Blue-Girl Power Armor

    Parts Used: Anti-Grav Pack, NE-40F, NE105

    Designed Quirks: Unable to Fly with the Grav Pack and fire the NE-105 at the same time (other weapon systems unaffected)

    Time Needed | Allocated:

    Designed Statistics: Using
    The Psi-Tech has a knack for getting the most out of a machine, including vehicles. They can increase the speed, fuel efficiency/range (when applicable), and M.D.C. of vehicles and bots by 10%, and the speed and performance of computers by 15%. They can even tweak weapon systems to increase the effective firing range by 10%, and can jury-rig parts together in an emergency three times faster than what's normal. They perform all mechanical and computer skills about two times faster than normal.
    To first overclock her power armor by giving it a general 10% increase on its systems and armor. She'd then move to installing the Gravity Pack, the Force field and the larger weapon

    Primary Project Skill: Telemechanics @ 89%; Computer Programming @ 57%; Electrical Engineer @ 62%; Robot Electronics @ 52%

    Priority: Soup it up first, then the Anti-Grav Pack and the Shield have priority. The weapon system (which is arguably the hardest thing to connect in this situation) is last.
Please Do Not PM This Account, PM Underguard Instead

'Sam' Animus | PP Ledger | Other PCs: Everett Culter (CS 40-4th) | Ronan Deshe (Spook Squad) | Oren Exe (PW GA)
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The Machine
Posts: 138
Joined: Mon Dec 21, 2020 5:24 pm

Re: Tinkerer's Corner

Post by The Machine »

Project Name Drone
  • Description of Project: A multi-purpose drone to assist in a variety of tasks.

    Parts Used: Unknown at the present.

    Designed Quirks:

    Time Needed | Allocated:

    Skills Available: Robot Electronics, Robot Mechanics, Artificial Intelligence, Mechanical Engineer, Computer Programming, Electrical Engineer, Weapons Engineer.

    Designed Statistics:
Hover capable, Armed, Lightly armored, Manipulator arms/tools, A series of optics and Audio features, Simple AI interface with a variety of built in skills.
They call me The Machine.
"When one wants to not be caught, one should have a cover identity that is very different to themselves." ~Burt.
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