Ruins and Radiaton -- Sneak Peek

TLG d20, Necromancer Games and general. Discuss any game not covered in another forum.
Post Reply
serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Ruins and Radiaton -- Sneak Peek

Post by serleran »

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.
_________________
If it matters, leave a message at the beep.
Serl's Corner

CharlieRock
Lore Drake
Posts: 1946
Joined: Sun Sep 24, 2006 7:00 am

Post by CharlieRock »

This game sounds cool.
_________________
The Rock says ...

Know your roll!

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

Thanks. I am hoping to have something available for playtest (a section of the "dm book") very soon; the original goal is not going to be met, but oh well.
_________________
If it matters, leave a message at the beep.
Serl's Corner

User avatar
Joe
Unkbartig
Posts: 949
Joined: Tue Oct 16, 2007 7:00 am

Post by Joe »

I remember hearing about this a while back.

Is this a "Siege Engine" game or something different?
_________________
'Nosce te Ipsum' -Delphic Maxim

'Follow your bliss.' -Joseph Campbell

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

SIEGE Engine derivative, not produced by Troll Lord Games.
_________________
If it matters, leave a message at the beep.
Serl's Corner

User avatar
Omote
Battle Stag
Posts: 11560
Joined: Wed May 03, 2006 7:00 am
Location: The fairest view in the park, Ohio.
Contact:

Post by Omote »

*watches closely*

~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 <<

kelly7898
Henchman
Posts: 5
Joined: Wed Apr 28, 2010 7:00 am

Re: Ruins and Radiaton -- Sneak Peek

Post by kelly7898 »

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.

User avatar
Omote
Battle Stag
Posts: 11560
Joined: Wed May 03, 2006 7:00 am
Location: The fairest view in the park, Ohio.
Contact:

Post by Omote »

Most insightful spamtasticness. Delicious.

~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 <<

User avatar
Breakdaddy
Greater Lore Drake
Posts: 3875
Joined: Tue Aug 15, 2006 7:00 am

Post by Breakdaddy »

Will be keeping an eye out for the final product.
"If you had not committed great sins, God would not have sent a punishment like me upon you."
-Genghis Khan

User avatar
Piperdog
Unkbartig
Posts: 931
Joined: Wed Sep 19, 2007 7:00 am
Location: Martin, MI

Post by Piperdog »

Serl,

how close are you to being finished? Do you have an estimated release date?
_________________
When in doubt as to who is in charge on the battlefield, listen to the man with the bloodiest sword.

Post Reply