Ruins and Radiaton -- Sneak Peek
Ruins and Radiaton -- Sneak Peek
I just wanted to share a little something involving the creation / modification of gear, which is something I believe nearly every player will want, especially in a world where even the most mundane bauble can be interesting... I know when I have played games of this genre, I have wanted to play a "gearhead" (and no, that is not something in the game), so have always thought it fun to have way to jury-rig to reconfigure whatever I happened to have been allowed to find:
Slapdash (Intelligence): By means of quick hand and a diverse field of supplementary knowledge, the trained individual is able to concoct a working mechanism from bits or pieces, literally transforming parts into a whole. The items to be utilized as components must, by necessity, have moving parts and should stem from a Tech of 3 or greater. One item is considered the baseline, and determines the general characteristics, modified by each additional mechanism. The difficulty of success is determined on several key factors:
1) the basic item and its Tech rating
2) number of modifications
3) condition of components
4) time spent on manufacture
To start, the fundamental qualities of the basic item are used: weight, distance, rate of fire, damage, Tech, etc all the statistics given it on the equipment lists. Each modification, one per available statistic (except Tech, which will be always be equal to the basic item), adds a +3 modifier to the difficulty things that do not have a particular attribute, such as a value for ammunition (or, in the case of wanting to provide a value of zero, producing a self-charging or replicating weapon,) may have that trait added but the modifier is +6; any desired feature must have a like component, from a more advanced source, to produce the effect resulting in a natural limitation (that is, the most technologically progressed gear is less susceptible to modification) and in-game reinforcement of the power of relics. If the individual elements used are not in working condition, they may still be used, but add +2 to the difficulty (if the part is considered critical, such as a power source, it is well within rights to be rules as impossible until a functioning replacement is obtained,) for each one; should a component be in pristine shape, it actually reduces the total difficulty by -2. Lastly, the longer one spends on tweaking an existing thing, the more likely it is to get it to work as expected for each month of continual jiggering, assuming 6-10 hours per day, reduce the difficulty by 1; this is so the players can, if desired, sit on their larks and make new stuff, but also discourages them from doing it for too long after all, there is a world to explore and conquest!
Assuming a successful check (base Tech rating x 2, + modifiers), the final step is to record the changes. This item will be considered unique, and despite being an item of the baseline Tech, will not be usable by those who could ordinarily use such, without special training per the standard rules.
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Serl's Corner
Slapdash (Intelligence): By means of quick hand and a diverse field of supplementary knowledge, the trained individual is able to concoct a working mechanism from bits or pieces, literally transforming parts into a whole. The items to be utilized as components must, by necessity, have moving parts and should stem from a Tech of 3 or greater. One item is considered the baseline, and determines the general characteristics, modified by each additional mechanism. The difficulty of success is determined on several key factors:
1) the basic item and its Tech rating
2) number of modifications
3) condition of components
4) time spent on manufacture
To start, the fundamental qualities of the basic item are used: weight, distance, rate of fire, damage, Tech, etc all the statistics given it on the equipment lists. Each modification, one per available statistic (except Tech, which will be always be equal to the basic item), adds a +3 modifier to the difficulty things that do not have a particular attribute, such as a value for ammunition (or, in the case of wanting to provide a value of zero, producing a self-charging or replicating weapon,) may have that trait added but the modifier is +6; any desired feature must have a like component, from a more advanced source, to produce the effect resulting in a natural limitation (that is, the most technologically progressed gear is less susceptible to modification) and in-game reinforcement of the power of relics. If the individual elements used are not in working condition, they may still be used, but add +2 to the difficulty (if the part is considered critical, such as a power source, it is well within rights to be rules as impossible until a functioning replacement is obtained,) for each one; should a component be in pristine shape, it actually reduces the total difficulty by -2. Lastly, the longer one spends on tweaking an existing thing, the more likely it is to get it to work as expected for each month of continual jiggering, assuming 6-10 hours per day, reduce the difficulty by 1; this is so the players can, if desired, sit on their larks and make new stuff, but also discourages them from doing it for too long after all, there is a world to explore and conquest!
Assuming a successful check (base Tech rating x 2, + modifiers), the final step is to record the changes. This item will be considered unique, and despite being an item of the baseline Tech, will not be usable by those who could ordinarily use such, without special training per the standard rules.
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Serl's Corner
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CharlieRock
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- Omote
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Re: Ruins and Radiaton -- Sneak Peek
serleran wrote:
I just wanted to share a little something involving the creation / modification of gear, which is something I believe nearly every player will want, especially in a world where even the most mundane bauble can be interesting... I know when I have played games of this genre, I have wanted to play a "gearhead" (and no, that is not something in the game), so have always thought it fun to have way to jury-rig to reconfigure whatever I happened to have been allowed to find:
Slapdash (Intelligence): By means of quick hand and a diverse field of supplementary knowledge, the trained individual is able to concoct a working mechanism from bits or pieces, literally transforming parts into a whole. The items to be utilized as components must, by necessity, have moving parts and should stem from a Tech of 3 or greater. One item is considered the baseline, and determines the general characteristics, modified by each additional mechanism. The difficulty of success is determined on several key factors:
1) the basic item and its Tech rating
2) number of modifications
3) condition of components
4) time spent on manufacture
To start, the fundamental qualities of the basic item are used: weight, distance, rate of fire, damage, Tech, etc all the statistics given it on the equipment lists. Each modification, one per available statistic (except Tech, which will be always be equal to the basic item), adds a +3 modifier to the difficulty things that do not have a particular attribute, such as a value for ammunition (or, in the case of wanting to provide a value of zero, producing a self-charging or replicating weapon,) may have that trait added but the modifier is +6; any desired feature must have a like component, from a more advanced source, to produce the effect resulting in a natural limitation (that is, the most technologically progressed gear is less susceptible to modification) and in-game reinforcement of the power of relics. If the individual elements used are not in working condition, they may still be used, but add +2 to the difficulty (if the part is considered critical, such as a power source, it is well within rights to be rules as impossible until a functioning replacement is obtained,) for each one; should a component be in pristine shape, it actually reduces the total difficulty by -2. Lastly, the longer one spends on tweaking an existing thing, the more likely it is to get it to work as expected for each month of continual jiggering, assuming 6-10 hours per day, reduce the difficulty by 1; this is so the players can, if desired, sit on their larks and make new stuff, but also discourages them from doing it for too long after all, there is a world to explore and conquest!
Assuming a successful check (base Tech rating x 2, + modifiers), the final step is to record the changes. This item will be considered unique, and despite being an item of the baseline Tech, will not be usable by those who could ordinarily use such, without special training per the standard rules.
I also think so. Thank you for the post.
- Omote
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Most insightful spamtasticness. Delicious.
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> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
~O
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
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