Kim's Workshop
Kim's Workshop
I figured it would be a good idea to have a catch-all place for everything people want Kim to be working on. I'll put all rolls in here, too.
Please put what items and modifications you would like done, and I will try and get to them, depending on how much time the game allows her to work. I will try and do them in the order submitted, but I may, with the permission of those involved, do a "faster" project that might be able to be done in the time allotted, rather than a longer project that wouldn't get done.
Queue:
OPEN
Please put what items and modifications you would like done, and I will try and get to them, depending on how much time the game allows her to work. I will try and do them in the order submitted, but I may, with the permission of those involved, do a "faster" project that might be able to be done in the time allotted, rather than a longer project that wouldn't get done.
Queue:
OPEN
Last edited by Kim Black on Mon Nov 12, 2018 5:54 am, edited 20 times in total.
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Re: Kim's Workshop
This thread was a great idea!
Rill has purchased a medium polymer shield and would like it (1) converted to TW and (2) given a minor upgrade. The upgrade will be to turn it into an energy shield he can summon or dispel as a free action once per round. If you happen to get a raise (and a free minor trapping to go with it) all the better! Let me know, and we'll come up with a good minor upgrade. I had been thinking the Fatigue trapping, but I'm not 100% sold on that.
And thanks! Let me know if Kim wants a commission or anything for the work, or if she just wants Rill to owe her one.
Rill has purchased a medium polymer shield and would like it (1) converted to TW and (2) given a minor upgrade. The upgrade will be to turn it into an energy shield he can summon or dispel as a free action once per round. If you happen to get a raise (and a free minor trapping to go with it) all the better! Let me know, and we'll come up with a good minor upgrade. I had been thinking the Fatigue trapping, but I'm not 100% sold on that.
And thanks! Let me know if Kim wants a commission or anything for the work, or if she just wants Rill to owe her one.
Character Sheet
Re: Kim's Workshop
For the team, Kim will just be doing everything at cost. If the GM allows, Kim will do TW work on the side in town during downtime (whenever she doesn't have to do work for the team), and maybe get a little money on the side. Up to Tribe how he wants to handle that, though, and how locals like the Red Combine respond.
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Re: Kim's Workshop
Conversion time: [dice]0[/dice] hoursRill wrote:This thread was a great idea!
Rill has purchased a medium polymer shield and would like it (1) converted to TW and (2) given a minor upgrade. The upgrade will be to turn it into an energy shield he can summon or dispel as a free action once per round. If you happen to get a raise (and a free minor trapping to go with it) all the better! Let me know, and we'll come up with a good minor upgrade. I had been thinking the Fatigue trapping, but I'm not 100% sold on that.
And thanks! Let me know if Kim wants a commission or anything for the work, or if she just wants Rill to owe her one.
Build roll: K. Eng or Arcana [dice]1[/dice] (+2 Machine Maestro)
Wild die [dice]5[/dice]
Cost: Cost of shield+10% (I assume Rill has this information?)
Minor Upgrade time: [dice]2[/dice]
Minor Upgrade build: K. Eng or Arcana [dice]3[/dice](-2 build penalty, +2 Machine Maestro)
Wild die [dice]6[/dice]
Benny to reroll: [dice]4[/dice] - EDIT: Taking this back, since I didn't need to use this.
Minor Upgrade cost: 5000
Total Time: 36 hours
Looks like you got both minor upgrades, so go ahead and choose the second one. This is assuming Kim gets 36 hours she can spend working. She will need to sleep LOL
Last edited by Kim Black on Wed Dec 13, 2017 3:13 am, edited 2 times in total.
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Re: Kim's Workshop
You are awesome! Thank you.
I’ll add +2 armor vs. ranged attacks as the second minor modification (for +6 armor vs. ranged total).
Yeah, I’ve got the credits situation worked out and will show all of that on my character sheet.
Thanks!
I’ll add +2 armor vs. ranged attacks as the second minor modification (for +6 armor vs. ranged total).
Yeah, I’ve got the credits situation worked out and will show all of that on my character sheet.
Thanks!
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- Sir Blurre
- Bronze Patron
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Re: Kim's Workshop
Kim doesn't need sleep--that's why Rill's there, to cast Sustain (succor) whenever she gets drowsy.
Since we're still in limbo about what can be added to book TW gear, I think I'm gonna hold off on modding my stuff, for now--just keeping my armor charged up eats up my ISP recharge rate at the moment, and this fight showed me that I definitely am capable of draining the lot in a fight, so another draw is probably too much.
Since we're still in limbo about what can be added to book TW gear, I think I'm gonna hold off on modding my stuff, for now--just keeping my armor charged up eats up my ISP recharge rate at the moment, and this fight showed me that I definitely am capable of draining the lot in a fight, so another draw is probably too much.
Sir Blurre
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Re: Kim's Workshop
Hey, that’s a fair point. Rill is always willing to cast Sustain on anyone who needs it for pretty much any reason.Freemage wrote:Kim doesn't need sleep--that's why Rill's there, to cast Sustain (succor) whenever she gets drowsy.
Since we're still in limbo about what can be added to book TW gear, I think I'm gonna hold off on modding my stuff, for now--just keeping my armor charged up eats up my ISP recharge rate at the moment, and this fight showed me that I definitely am capable of draining the lot in a fight, so another draw is probably too much.
Character Sheet
Re: Kim's Workshop
I took my benny back, since I went and rolled my wild dice, as I should have before, and got a success on the minor upgrade.
Succor can be used to let someone go without sleep? I didn't know that. If that's true, then sure, Kim will work 36 hours straight. Jack might need to give her a massage after, since her back will ache from bending over her workbench.
No, succor won't help that. Only a massage from Jack
Succor can be used to let someone go without sleep? I didn't know that. If that's true, then sure, Kim will work 36 hours straight. Jack might need to give her a massage after, since her back will ache from bending over her workbench.
No, succor won't help that. Only a massage from Jack
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Re: Kim's Workshop
Sleep is enforced via FVigor checks every 12 hours; failure gets you a level of Fatigue. Succor removes Fatigue. Now, that said, I'd say that as time goes on, you still get the increasing penalties to the rolls (so at 36 hours you have a -2, 48 hours a -4, and 60+, it caps out at -6 every 12 hours)--it's just fairly easy to overcome the consequences of failure.Kim Black wrote:I took my benny back, since I went and rolled my wild dice, as I should have before, and got a success on the minor upgrade.
Succor can be used to let someone go without sleep? I didn't know that. If that's true, then sure, Kim will work 36 hours straight. Jack might need to give her a massage after, since her back will ache from bending over her workbench.
No, succor won't help that. Only a massage from Jack
Re: Kim's Workshop
Ah, okay. That makes some sense, then.
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Re: Kim's Workshop
Fix the Desert Fox (2 Wounds) and Keegan's hovercycle (wrecked).
Last edited by Kim Black on Thu Apr 05, 2018 2:42 am, edited 1 time in total.
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- Severianna
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Re: Kim's Workshop
Pretty please...
Tribe of One wrote: ...As for detaching one of the underbarrel grenade launchers and turning it into a tail weapon, it would be possible, but fairly complicated. I'd say same cost and time requirement as a minor TW upgrade, so 5,000 credits and 2d6 hours. Same to add a vibro- bayonet.
Re: Kim's Workshop
If you have the 10K credits, sure. Kim will need 4.5 hours for the grenade launcher and 5 hours for the bayonet. Maybe she can get some done on the drive? I don't know.
Time and repair rolls for fixing things are above in the first post.
Desert Fox: 2 hours (credits?)
Keegan's hovercycle: 45 hours (credits?)
Sev's grenade launcher: 4.5 hours, 5K cr
Sev's vibro-bayonet: 5 hours, 5K cr
This is all assuming she's doing this in the back of the van at -2 and not in a garage or dedicated, stocked facility.
Time and repair rolls for fixing things are above in the first post.
Desert Fox: 2 hours (credits?)
Keegan's hovercycle: 45 hours (credits?)
Sev's grenade launcher: 4.5 hours, 5K cr
Sev's vibro-bayonet: 5 hours, 5K cr
This is all assuming she's doing this in the back of the van at -2 and not in a garage or dedicated, stocked facility.
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- Tribe of One
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Re: Kim's Workshop
For Sev's gear: In lieu of the 5,000 credits for each of the modifications Sev is after, you could sacrifice an additional pistol or rifle, providing parts for the grenade launcher attachment, and a vibro-knife, providing parts for the bayonet. Then it's just the time required.Kim Black wrote:If you have the 10K credits, sure. Kim will need 4.5 hours for the grenade launcher and 5 hours for the bayonet. Maybe she can get some done on the drive? I don't know.
Time and repair rolls for fixing things are above in the first post.
Desert Fox: 2 hours (credits?)
Keegan's hovercycle: 45 hours (credits?)
Sev's grenade launcher: 4.5 hours, 5K cr
Sev's vibro-bayonet: 5 hours, 5K cr
This is all assuming she's doing this in the back of the van at -2 and not in a garage or dedicated, stocked facility.
For the hovercycles: Keegan's hovercycle was destroyed -- even if the rules would let you fix it, it's probably not worth the trouble, but you can use the parts to repair the Desert Fox at no additional cost.
GM Bennies: 7/7
- Sir Blurre
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- Severianna
- Diamond Patron
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Re: Kim's Workshop
Can we use the salvage? We have lots of pistol and rifle parts no one seems to want. Always happy for anyone else to gain advantage from salvage as well.Tribe of One wrote:For Sev's gear: In lieu of the 5,000 credits for each of the modifications Sev is after, you could sacrifice an additional pistol or rifle, providing parts for the grenade launcher attachment, and a vibro-knife, providing parts for the bayonet. Then it's just the time required.Kim Black wrote:If you have the 10K credits, sure. Kim will need 4.5 hours for the grenade launcher and 5 hours for the bayonet. Maybe she can get some done on the drive? I don't know.
Time and repair rolls for fixing things are above in the first post.
Desert Fox: 2 hours (credits?)
Keegan's hovercycle: 45 hours (credits?)
Sev's grenade launcher: 4.5 hours, 5K cr
Sev's vibro-bayonet: 5 hours, 5K cr
This is all assuming she's doing this in the back of the van at -2 and not in a garage or dedicated, stocked facility.
For the hovercycles: Keegan's hovercycle was destroyed -- even if the rules would let you fix it, it's probably not worth the trouble, but you can use the parts to repair the Desert Fox at no additional cost.
Re: Kim's Workshop
Does that require a roll? Seems that would be plug and play. But maybe not.Sir Blurre wrote:Transfer scope from Blurre's NG-L5 to the LGR-360 rifle.
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Re: Kim's Workshop
I'm fine doing that, yes.Severianna wrote:Can we use the salvage? We have lots of pistol and rifle parts no one seems to want. Always happy for anyone else to gain advantage from salvage as well.Tribe of One wrote:For Sev's gear: In lieu of the 5,000 credits for each of the modifications Sev is after, you could sacrifice an additional pistol or rifle, providing parts for the grenade launcher attachment, and a vibro-knife, providing parts for the bayonet. Then it's just the time required.Kim Black wrote:If you have the 10K credits, sure. Kim will need 4.5 hours for the grenade launcher and 5 hours for the bayonet. Maybe she can get some done on the drive? I don't know.
Time and repair rolls for fixing things are above in the first post.
Desert Fox: 2 hours (credits?)
Keegan's hovercycle: 45 hours (credits?)
Sev's grenade launcher: 4.5 hours, 5K cr
Sev's vibro-bayonet: 5 hours, 5K cr
This is all assuming she's doing this in the back of the van at -2 and not in a garage or dedicated, stocked facility.
For the hovercycles: Keegan's hovercycle was destroyed -- even if the rules would let you fix it, it's probably not worth the trouble, but you can use the parts to repair the Desert Fox at no additional cost.
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Re: Kim's Workshop
Desert Fox: 2 hours
Sev's grenade launcher: 4.5 hours
Sev's vibro-bayonet: 5 hours
Sev's grenade launcher: 4.5 hours
Sev's vibro-bayonet: 5 hours
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Re: Kim's Workshop
I'll let Tribe make that call; you might be right--especially for someone with the Repair skill, it makes sense that some tasks are just automatic.Kim Black wrote:Does that require a roll? Seems that would be plug and play. But maybe not.Sir Blurre wrote:Transfer scope from Blurre's NG-L5 to the LGR-360 rifle.
Re: Kim's Workshop
Need to continue rolling down here. Apparently too many in the first post.
Converting the Sky Siren
Wild Ace [dice:dz7wu134]39255:0[/dice:dz7wu134]
4. Sky Siren Upgrades to Piloting 5, 7, 13, 7; 10,000 credits each; 8 days, 8 days, 6 days, 6 days - Minor Mod +1 Piloting
Major Upgrade 1: +1 die type Piloting
Engineering (+4 Machine Maestro, -4 major mod) [dice:dz7wu134]39255:1[/dice:dz7wu134]
Wild [dice:dz7wu134]39255:2[/dice:dz7wu134]
Time: [dice:dz7wu134]39255:3[/dice:dz7wu134] days
Major Upgrade 2: +1 die type Piloting - will need to benny later, when done
Engineering (+4 Machine Maestro, -4 major mod) [dice:dz7wu134]39255:4[/dice:dz7wu134]
Wild [dice:dz7wu134]39255:5[/dice:dz7wu134]
Ace [dice:dz7wu134]39255:14[/dice:dz7wu134]
Time: [dice:dz7wu134]39255:6[/dice:dz7wu134] days
Major Upgrade 3: +1 die type Piloting - Minor Mod +1 Piloting
Engineering (+4 Machine Maestro, -4 major mod) [dice:dz7wu134]39255:7[/dice:dz7wu134]
Ace [dice:dz7wu134]39255:13[/dice:dz7wu134]
Wild [dice:dz7wu134]39255:8[/dice:dz7wu134]
Time: [dice:dz7wu134]39255:9[/dice:dz7wu134] days
Major Upgrade 4: +1 die type Piloting
Engineering (+4 Machine Maestro, -4 major mod) [dice:dz7wu134]39255:10[/dice:dz7wu134]
Wild [dice:dz7wu134]39255:11[/dice:dz7wu134]
Time: [dice:dz7wu134]39255:12[/dice:dz7wu134] days
Converting the Sky Siren
Wild Ace [dice:dz7wu134]39255:0[/dice:dz7wu134]
4. Sky Siren Upgrades to Piloting 5, 7, 13, 7; 10,000 credits each; 8 days, 8 days, 6 days, 6 days - Minor Mod +1 Piloting
Major Upgrade 1: +1 die type Piloting
Engineering (+4 Machine Maestro, -4 major mod) [dice:dz7wu134]39255:1[/dice:dz7wu134]
Wild [dice:dz7wu134]39255:2[/dice:dz7wu134]
Time: [dice:dz7wu134]39255:3[/dice:dz7wu134] days
Major Upgrade 2: +1 die type Piloting - will need to benny later, when done
Engineering (+4 Machine Maestro, -4 major mod) [dice:dz7wu134]39255:4[/dice:dz7wu134]
Wild [dice:dz7wu134]39255:5[/dice:dz7wu134]
Ace [dice:dz7wu134]39255:14[/dice:dz7wu134]
Time: [dice:dz7wu134]39255:6[/dice:dz7wu134] days
Major Upgrade 3: +1 die type Piloting - Minor Mod +1 Piloting
Engineering (+4 Machine Maestro, -4 major mod) [dice:dz7wu134]39255:7[/dice:dz7wu134]
Ace [dice:dz7wu134]39255:13[/dice:dz7wu134]
Wild [dice:dz7wu134]39255:8[/dice:dz7wu134]
Time: [dice:dz7wu134]39255:9[/dice:dz7wu134] days
Major Upgrade 4: +1 die type Piloting
Engineering (+4 Machine Maestro, -4 major mod) [dice:dz7wu134]39255:10[/dice:dz7wu134]
Wild [dice:dz7wu134]39255:11[/dice:dz7wu134]
Time: [dice:dz7wu134]39255:12[/dice:dz7wu134] days
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Re: Kim's Workshop
Converting Seswarick's NG-33 Laser Pistol
Cost: 650 credits
Time: [dice:20g2f81p]50898:0[/dice:20g2f81p] hours
Build Roll: +4 Machine Maestro
K. Arcana [dice:20g2f81p]50898:1[/dice:20g2f81p]
Wild [dice:20g2f81p]50898:2[/dice:20g2f81p]
Ace [dice:20g2f81p]50898:3[/dice:20g2f81p]
Raise: Minor Upgrade (+1 to hit)
Cost: 650 credits
Time: [dice:20g2f81p]50898:0[/dice:20g2f81p] hours
Build Roll: +4 Machine Maestro
K. Arcana [dice:20g2f81p]50898:1[/dice:20g2f81p]
Wild [dice:20g2f81p]50898:2[/dice:20g2f81p]
Ace [dice:20g2f81p]50898:3[/dice:20g2f81p]
Raise: Minor Upgrade (+1 to hit)
Last edited by Kim Black on Sun Mar 31, 2019 11:16 pm, edited 1 time in total.
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Re: Kim's Workshop
+1 to hit please on the minorKim Black wrote: ↑Fri Mar 29, 2019 5:00 am Converting Seswarick's NG-33 Laser Pistol
Cost: 650 credits
Time: [dice:1bizhvii]50898:0[/dice:1bizhvii] hours
Build Roll: +4 Machine Maestro
K. Arcana [dice:1bizhvii]50898:1[/dice:1bizhvii]
Wild [dice:1bizhvii]50898:2[/dice:1bizhvii]
Ace [dice:1bizhvii]50898:3[/dice:1bizhvii]
Raise: Minor Upgrade (???)
Active Effects:
[/list]
- Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Re: Kim's Workshop
Done. Whenever we get 19 hours of downtime, she'll work it up.
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Re: Kim's Workshop
Fixing Whomper
Serious Problem: Until repaired, Whomper applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.
Repair: A Serious Problem takes 1d6 hours, a Repair check at −2, and parts equal to 20% of the item’s cost (32000).
Also -2 because it's Supertech.
Serious Problem: Until repaired, Whomper applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.
Repair: A Serious Problem takes 1d6 hours, a Repair check at −2, and parts equal to 20% of the item’s cost (32000).
Also -2 because it's Supertech.
Repair 8
Hours: [dice:3h9dmptk]52584:2[/dice:3h9dmptk] - 1 hour for Mr. FixitCharacter Tracking
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