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Showing posts with label Technologian. Show all posts
Showing posts with label Technologian. Show all posts

Friday, June 12, 2009

[RPG] Ancient Wonders Procedure-

(c) 2009 Kyrinn S. Eis All Rights Reserved

Ancient Wonders, Technical Skills, and Aberrations-

What once were the commonplace tools of living and leisure for the Ancients are now considered archaeological treasures and great boons.

While both Intelligence and Wisdom must certainly play a role in determining the type of item, and diagnosing its condition, with a strong argument that high Dexterity may illuminate additional features on most purely-mechanical devices, surely experience itself is a great teacher? So far we have something like this:
  • Base Percentage Chance (BPC) based upon the item's Utility (01% -- 100+%, with higher being better). Simpler, or more 'user-friendly' items are easier to activate in their intended manner than similarly complex items with lower Utility.
  • +/- 5% per Modifier on Exp, Wis, Int, and Dex
  • Condition modifies the Threshold: Irreperable +100, Badly Damaged +75, Minor Damage -0, Superficial Damage -05, Display Item -10, New In Box -25, NIB still in Crate -50
  • Remove Traps to Disarm/Make-Safe, Diagnose Condition, and effect Repair
  • Open Locks to Diagnose and Clear Correctable Malfunctions/Reset
  • Technologians have the correct skill set to perform these procedures, and receive a flat +20% bonus in addition to their rolls
  • Certain Aberrations provide specific bonuses at various stages in the Identification/Diagnosis/Repair process
The Referee then rolls the dice and determines whether the character has discovered how to operate the item, provided it were working properly, and had whatever power needed.

Clearly, a series of steps are necessary to take an artefact and bring it back to operational level. To speed things along, I've come up with this procedure:
  1. Spend an amount of coin on diagnosis and any possible repair at a cost equal to the item's XP value. A rush job will cost at least double (1d4+1x), and subtracts 25 from the item's Utility until the first six times it is used, decreasing by 6% each time until only 1% has degraded until the minor repair is performed.
  2. Spend the XP for the Armour/Weapon Proficiency or Open Locks +%s necessary to operate the item in the field
  3. Pay 1/2 the XP value of the item (if discovered, it may be a 'free cost')
That's it. Now the figure has legally purchased full operational usage of an Ancient wonder.

Thursday, May 14, 2009

[RPG] 12 Additional 'classes' Built via Point Design System-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

First, I want to thank all of you for subscribing to this blog. I do notice the numbers increasing, and I just wanted to take the time to say, 'hello'.


Here are twelve of the sixteen, the other (core-)four previously posted to this blog.

Devoted Warrior*
Rover*
Warden*
Scout

Foil
Punk Mage
Healer*
Blacktongue

Adventurer
Technologian
Antiquarian
Psychic

====================

The following do not have their Arms and Armours Proficiencies chosen. Any such Proficiencies must be paid for separately.

Mdx: Maximised die whatever
AB: Attack Bonus
CT: Critical Test
* Experience ('Petrification')
* Lifeforce ('Death Ray')
* Vigilance ('Wands')
* Control ('Spells')
* Reflexes ('Dragon Breath')
* Nerves ('Petrification')
* Health ('Poison')
Fo: Focus
[#]: Cost per %


* Devoted Warrior 'Paladin' (2077)
(Md10|+1 AB|+3/CT/Non-Ethn|+2 Fo/3x/24 Detect|+2 Fo/1x/24 'Smite'|Elemental Aura [300])


* Rover 'Ranger' (2707)
(Md8|+1 AB|+2/CT Life, Ctrl|+2 Fo/Ranged 30'|Forage +60 [8/]|Secret +15 [/]|Silence +33 [6/]|Track +40 [10/])


* Warden 'Druid' (2399)
(Md6|+1 AB|+1/CT Life|Forage Feast|Animal Power +33 [17/]|Calm/Befriend Animals +60 [8/]|Track +50 [10/])

--Animal Power: The character can utilise one or more of a nearby natural creature's abilities, or can (if successful) disappear into a local creature, and re-appear further away as the creature travels.
This should be understood to be a continuum of effects, each subsumed in the next higher Threshold crossed.

Thus, a Warden who scored an 83 would be capable of: Know Location, Use Senses, Natural Attack, and Ability Boost (as the 83 is equal to or greater than 75, but less than 100).

A successful Calm/Befriend is necessary to initiate this power without a fight. Forcing the use of Animal Power immediately triples the Thresholds, and results in the delivery of (FDd8) psychic damage to the Warden.

Action|Threshold
Know
Location= 33

Use
Senses = 50

Natural
Attack = 67

Ability
Boost = 75

Travel = 100


* Healer (1465)
(Md4|Healing +33 [8/]|Assay +33 [12/]|Formulate +25 [14/]|Concoct +15 [17/])
---------------------

* Scout (2738)
(Md6|+1 AB|+1/CT, Ref|+3 Fo/Awareness|Death Strike [178]|Forage +33 [8/]|Secret +33 [6/]|Silence +45 [14/]|Track +45 [10/])


* Foil 'Rake' (1684)
(Md8|+1 AB|+1/CT Ref|+3 Fo/Melee Weap. Spec.|Carouse +45 [5/]|Secret +33 [6/]|Silence +15 [14/]|Shadow [178])


* Punk Mage (3098)
(Md4|+1 AB|+1/CT Ctrl|Hack Spell +15 [16/]|Magical Research +25 [14/]|Spells: Moderate Caster|3-0th|1-1st)[any spell list]


* Blacktongue 'Puppeteer' (2963)
(Md4|+1 AB|+1/CT Ctrl|+1 Fo/Perform|Spells: Major Caster|3-0th, 1-1st)[Charm & Illusion]
---------------------

* Adventurer 'Soldier of Fortune' (1480)
(Md8|+1 AB|+2/CT Nerves, Ref|+1 Focus|Forage +15 [8/]|Secret +15 [6/]|Silence +15 [14/])


* Technologian 'Tinker' (1316)
(1d4|+2/CT Vigil, Ctrl|Repair +33 [12/]|Draft +25 [4/]|Design +15 [14/]|Tech Lore +15 [14/])


* Antiquarian 'Lore Keeper' (3926)
(1d6|+2/CT Life, Ctrl|+2 Focus|Silence +15 [14/]|Research +33 [16/]|Major Caster|3-0th, 1-1st)[Clerical & Protection/Banishment/etc.]


* Psychic 'Mind-Mage' (2723)
(Md6|+1 PAB|+3/CT Life, Vigil, Ctrl|Psychic Tracking +25 [15/]|Moderate Caster|3-0th, 1-1st)[Charm, Clairvoyance-, Communication, ESP, Fly, Haste, Hold, Suggestion, Telekinesis, etc.]

If the player can afford to combine two entire kits for the starting DXP available, they are perfectly welcome to simply combine them, etc.
Given that this is a hybrid rolled-design character generation system, I am confident that play groups will very quickly adopt/adapt it and make it their own.


I would really appreciate any constructive feedback.
Thanks