Item Creation: Tinkering Machine Modification

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High Command
The Savage Inquisition
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Item Creation: Tinkering Machine Modification

Post by High Command »

Tinkering Machine Modification Rules
Your character may not be a Techno-Wizard, but she is still incredibly valuable where machines are concerned. The Tinkerer may make permanent, non-arcane modifications to mechanical devices by rolling the lower of her Repair, Knowledge (Engineering), or the second Scientific Knowledge skill used to qualify for the Edge, which is called a Build Roll. To add a Minor Upgrade, she makes her Build Roll at -2. To add a Major Ugrade, she makes her Build Roll at -4. On a success, she installs the Upgrade as planned. On a raise, she may install an extra Minor Upgrade for free, assuming the device has room for one (see below).
  • Unlike a Tecnho-Wizard, a Tinkerer may not add any arcane trappings or powers to a device, nor may she install any Edge that requires an Arcane Skill or Background as a Prerequisite.
  • All Upgrades installed by a Tinkerer must have science-based trappings and be approved by the GM in advance.
  • Any device may have up to 2 Minor and up to 3 Major Upgrades
    • (Though the Tinkerer may exchange Major Upgrade spaces for additional Minor Upgrades, provided no Minor Upgrade may be taken more than twice)
  • These Upgrade slots do not stack with modification slots available for Techno-Wizard, Enchanted, or Super Tech devices.
  • Any device Upgraded by a Tinkerer suffers a -2 to any Repair roll made to repair it.
Minor Upgrades
Adding a Minor Upgrade to a device costs 5,000 credits in parts and requires 4d6 hours.
  • +1 to a specific Trait roll appropriate to the item.
  • +1 damage to a weapon.
  • +2 armor to armor, shield, or clothing.
  • +1 Parry to a shield or close combat weapon.
  • Halve the weight of the item (quarter if taken twice).
  • Apply a mundane Trapping to the device (silver, fire, electricity, etc.)
  • Apply a tech Trapping to the device (laser, ion, plasma, etc.)
  • +2 to Stealth checks in a single environment such as urban or woodlands (body armor only, can be taken once for each environment but switching takes an action)
  • +1 embedded Toughness to a suit of body armor
  • Add Full Environmental Protection to a suit of body armor.
  • Reduce a Strength Minimum of armor or weapon by one die type.
  • +1 to Pace for a suit of body armor.
  • +2 AP to a weapon (Special: may only be taken once).
  • +20% to Range of a weapon, rounded up.
  • +25% to the shot capacity of a weapon.
  • Other Minor Upgrades as allowed by the GM
Major Upgrades
Installation takes 2d6 days + 1d6 per 10,000 credit cost of the Major Upgrade. Cost depends on the specific upgrade (listed below).
  • Add an Edge to device (Cost: 20,000 credits per Rank of Edge. No Edges requiring an Arcane Background. Edge Rank may not exceed the Rank of the Tinkerer installing the upgrade.)
  • +1 die type to a specific Trait appropriate to the item (Cost: 10,000 credits).
  • Add an upgrade that emulates a Cybernetic System appropriate to the device (Special: For anything with a strain rating over 1 on the following list, the item costs an additional Minor Upgrade slot. Many cybernetic options are already represented by other Upgrades, and so only the following are allowed with this option:
    • internal life support, secret compartment, ranged data system, targeting eye, audio package, core electronics package, environmental sensors, optics package, signal booster, aquatic mode, booster jets for armor or boots, climbing package, or the ultimate walking tool package.
    If the system is not integrated into an item with an existing power source, a battery pack must be added, adding a further 5 lbs. to the weight of the device. Battery life is generally 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source). Prerequisites for cybernetic systems added this way must still be met, either by other Upgrades or by cybernetics installed in the user. (Cost: Varies by cost of cybernetic, 150% of the cost of the cybernetic system, plus 10,000 credits for battery pack, if applicable).
  • Add an embedded personal weapon or gear to a device. For every twenty pounds (round down) add one die type to the device's minimum Str rating, and multiply the cost by 1.5 to get the implanted version cost. The weapon comes with it's own E-Clip or ammunition port, which may be logically located anywhere on the device.
  • +50% to Range of a weapon, rounded up (can only be added once)
  • +50% to shot capacity of a weapon (can only be added once)
  • Other Major Upgrades as allowed by the GM (Cost: Varies)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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