Techno-Wizard Item Creation Room

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Stoic
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Techno-Wizard Item Creation Room

Post by Stoic »

Techno-Wizard Item Creation Room
GM Bennies 9/9
Wild Card Bennies ?
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Freemage
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Re: Techno-Wizard Item Creation Room

Post by Freemage »

For Serival:. Grapnel gun, +2 Shooting, +2 DT Shooting.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Doc Olliday
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Collapsable Shield - Xiang

Post by Doc Olliday »

Imperator wrote: Tue Mar 03, 2020 4:24 pm Sgt 86Delta Pending Mike's approval I would like the following modifications to Xiang's shield.

Med Polymer Shield
Parry +2 (+4)
Cover −2 (-4)
Min Strength d6
Weight 4
Notes: Can collapse down into a bracer. When activated with 1 pp it gains +2 to its parry and a -2 improvement to its cover bonus.
Base Cost 3000
Value after mods 27,200

Modifications:
Add "HJ mod" collapsible. It folds down into a bracer providing no bonuses when it is shrunk down. Cost 3000
TW Conversion Cost 1200
TW Minor mod: +1 Parry Cost 5,000
TW Minor mod: +1 Parry Cost 5,000
TW Minor mod: -1 Cover Cost 5,000
TW Minor mod: -1 Cover Cost 5,000

Total Cost to Modify, 24,200 (already have shield)
@Xiang
Last edited by Doc Olliday on Thu Apr 09, 2020 8:45 pm, edited 2 times in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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Grapnel Gun - Serival Drumm

Post by Doc Olliday »

Freemage wrote: Tue Mar 03, 2020 6:31 pm For Serival:. Grapnel gun, +2 Shooting, +2 DT Shooting.
Conversion of the Gun will take 3d12 hours.
+2 Shooting will take 2d6 hours for each +1.
+2 DT Shooting will take 2d6 days per +1 DT.

Note that a Raise on the initial conversion will let you add in one of the +1 DT Shooting bonuses for "free" (time-wise, not materials).

PS: Initial conversion says you should apply a Trapping to the device. I'll let you pick that--ideally, something that match's Doc's 'style'. Rockets on the grapnel? Magno-stablizers that increase the accuracy? Maybe he turns it into a Spider-man style web-shooter? I dunno, go crazy, man.


Doc's Notes
Occult, Repair, and Techno-Wizardry are at a d10

Max of 5 Total Build Rolls
  • Conversion (1d10)
    Minor Mod (1d10-1)
    Minor Mod (1d10-1)
    Major Mod (1d10-2)
    Major Mod (1d10-2)
Min of 3 Total Build Rolls
  • Conversion (1d10)
    Minor Mod (1d10-1)
    Major Mod (1d10-2)
Max of 5 Total Time Rolls - Max of 15 1/2 days
  • Conversion from Stock to TW - HOURS (3d12)
    Minor Mod (Shooting +1) - HOURS (2d6)
    Minor Mod (Shooting +1) - HOURS (2d6)
    Major Mod (Shooting +1DT) - DAYS (2d6)
    Major Mod (Shooting +1DT) - DAYS (2d6)
Min of 3 Total Time Rolls - Min of 2 days and 5 hours
  • Conversion from Stock to TW - HOURS (3d12)
    Minor Mod (Shooting +1) - HOURS (2d6)
    Major Mod (Shooting +1DT) - DAYS (2d6)
@Serival Drumm
Last edited by Doc Olliday on Thu Apr 09, 2020 8:45 pm, edited 2 times in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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Re: Techno-Wizard Item Creation Room

Post by Doc Olliday »

TECHNO-WIZARD GEAR CONVERSION
Techno-Wizards have the capacity to
convert almost any technological gear into
Techno-Wizardry (TW) gear. This has the
advantage of powering such gear via ISP/
PPE instead of a normal energy source or
even ammunition—note that once a piece of
gear undergoes TW conversion, it no longer
draws energy from normal sources.
For example, a converted Wilk’s 320 Laser
Pistol operates purely on Power Points, and
can no longer operate using E-clips.

TW Conversion Cost and Time: The
Techno-Wizard needs parts costing onefifth of the item’s list price, with a −1 on
Gear Availability rolls to find and purchase
the parts per 10,000 credits of cost (see Gear
Availability on page 84). The procedure
takes 3d12 hours for personal gear, or 2d6
days for vehicles and related equipment
(including robot vehicles, power armor, and
vehicular mods).

TW Build Rolls: The Techno-Wizard
makes a roll using the lower of Occult,
Repair, or Techno-Wizardry; this is the
standard roll for TW creations and is called
a Build Roll. With a failure, the time and
parts are wasted, and with a Critical Failure
the gear being converted or upgraded is
destroyed. With a success the conversion
is complete, and with a raise the TechnoWizard may add one Upgrade to the gear
(up to the maximum, see below).
Arcane Trappings: An arcane Trapping
available to the gear’s creator must be chosen
when TW gear is converted or upgraded;
charged TW weapons count as magical
against creatures vulnerable to such—see
Trappings in Savage Worlds.

TECHNO-WIZARD GEAR UPGRADES
Techno-Wizards can upgrade gear with
powerful abilities, but they are only available
while an item is charged with arcane energy.
Most Techno-Wizards can install up to two
Minor Upgrades and two Major Upgrades
per piece of TW gear. When a TechnoWizard reaches Veteran Rank, he may add
up to three Minor and three Major Upgrades
to a piece of TW gear; at Legendary Rank
this increases to four of each. GMs decide
what upgrades are appropriate to all items.
Already magical items cannot be TW
converted or upgraded. Techno-Wizards
cannot further upgrade devices they did not
create themselves.

MINOR UPGRADES
Each piece of TW gear can only have the
same upgrade twice.
Build Roll: Made at −1 penalty, a raise adds
another Minor Upgrade (if possible)—see
TW Build Rolls above.

Cost and Time: 5,000 credits and 2d6 hours.
„ +1 to a specific Trait roll appropriate
to the item.
„ +1 damage or +2 AP to a weapon.
„ +2 Armor to armor, shield, or clothing.
„ +1 Parry to a shield or weapon.
„ 5 stored PPE usable to charge the device
and activate embedded powers†
„ Halve the weight of the item (quarter if
taken twice).
„ Other Minor Upgrades as allowed
by the GM.

MAJOR UPGRADES
Each piece of TW gear can only have the
same upgrade twice.
Build Roll: Made at −2 penalty, a raise
adds another Major Upgrade (if possible)—
see TW Build Rolls above.

Cost and Time: 1d6 days + 1d6 per 10,000
credit cost of the Major Upgrade.
„ Any Minor Upgrade as allowed by the
GM (Cost: 5,000 credits); may still only
have the same upgrade twice in total.
„ Add a power to the device* (Cost: 20,000
credits and −1 availability per Rank of
the power).
„ Add an Edge to a device. The creator
must have either the Edge, warrior's gift,
or a power thematically related to nonCombat Edges (Cost: 25,000 credits and
–1 availability per Rank of the Edge).
„ Add a power modifier available to the
creator to a device power. Increase
the activate cost accordingly* (Cost:
20,000 credits).
„ +1 die type to an item appropriate Trait,
stacks with Minor Upgrades (Cost:
10,000 credits).
„ +10 stored PPE usable to charge the
device and activate embedded powers†
(cost 30,000 credits, −1 availability).
„ Ley line powered, the gear or vehicle
is always charged on a ley line (Cost:
10,000 credits and –1 availability per
Size of the item).
„ +25% MPH and Handling +1 on ley line
for vehicles (Cost: 10,000 credits and −1
availability per vehicle Size).
„ Other Major Upgrades as allowed by
the GM (Cost: Varies).

* A Techno-Wizard can only install powers
of his Rank or less and the powers or
modifiers must be from the TechnoWizard's power list (though he doesn’t
have to actually know them); only those
with Master of Magic can include Mega
Power Modifiers. For triple the credits
and +1 to Power Point activation costs, the
power activates as part of another action
(an attack roll for a weapon, roll to activate
another power, etc.) using the Trait result
of the primary action. Power Points are
spent before rolling, and with a failure on
the primary action the power fails as well.

† A device that stores PPE may be recharged
with Power Points by any character with
the ability to use TW gear, or may be
recharged on a ley line at 5 PPE per hour.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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Grapnel Gun - Serival Drumm

Post by Doc Olliday »

Die rolls for Serival's Grapnel Gun

Conversion (1d10) [dice:3nk5kc07]63948:0[/dice:3nk5kc07]
Conversion Time - Hours (3d12) [dice:3nk5kc07]63948:1[/dice:3nk5kc07]

15 hours to tinker with and familiarize himself with the mechanical features. Something in the conversion malfunctioned between the PPE Charger and the coiled cable wiring. When it was test fired the contraption fired out an near endless stream of silly string, the strands of which quickly disappeared in a few minutes.

Scrapping the 1st Grapnel Gun for parts and case studies. Doc invested his own funds into making the Grapnel Gun.

Conversion 2 (1d10) [dice:3nk5kc07]63948:2[/dice:3nk5kc07]
Conversion Time - Hours (3d12) [dice:3nk5kc07]63948:3[/dice:3nk5kc07]

Maybe it is due to the rush he is putting on himself (or its the first recorded TW project for Doc). Either way the conversion failed. Doc is grateful that the device didn't explode or some other disasterous event.

3rd Attempt:

Conversion 3 (1d10) [dice:3nk5kc07]63948:4[/dice:3nk5kc07]
Conversion Time - Hours (3d12) [dice:3nk5kc07]63948:5[/dice:3nk5kc07]

Doc's lab is csuddenly filled with sounds of metal uncoling at a very rapid rate and then springs coming undone and nuts and bolts bouncing all over the place. A whole day wasted.
Last edited by Doc Olliday on Thu Apr 09, 2020 10:09 pm, edited 1 time in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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Collapsable Shield - Xiang

Post by Doc Olliday »

Die rolls for Xiang's Polymer Shield

Conversion (1d10) [dice:1556omub]63949:0[/dice:1556omub]
Conversion Time - Hours (3d12) [dice:1556omub]63949:1[/dice:1556omub]

Seventeen Hours to apply power to the shield and then charge the composite structure to collapse/shrink on itself. WHEW!

Minor Mod (Parry) (1d10-1) [dice:1556omub]63949:2[/dice:1556omub]
Minor Mod (Parry) Time - Hours (2d6) [dice:1556omub]63949:3[/dice:1556omub]

One should keep projects separate, Doc thinks to himself or that werecat is just really lucky. What ever the case maybe. The first attempt on Serival's Grapnel Gun shoots silly string all over the tech chamber and the shield fully deployed, deftly dodges the bursts of sticky string.

Minor Mod (Parry 2) (1d10-1) [dice:1556omub]63949:4[/dice:1556omub]
Minor Mod (Parry 2) Time - Hours (2d6) [dice:1556omub]63949:5[/dice:1556omub]

Success. Grateful that the application of the Parry Mod went so well, he tells Xiang that he will need to add the Cover Mod features at a later time.
Last edited by Doc Olliday on Thu Apr 09, 2020 10:09 pm, edited 1 time in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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Grapnel Gun - Serival Drumm

Post by Doc Olliday »

Doc approaches @Serival Drumm, "Mind giving me some details on where you want to put this Grapnel Gun? It is to small to do Glass any good."

Not really concerned that people watch him while he works, he invites Serival to talk about his desired outcomes for his converted Grapnel Gun.

Conversion (1d10) [dice:8w3mmpau]63974:0[/dice:8w3mmpau]
Conversion Time - Hours (3d12) [dice:8w3mmpau]63974:1[/dice:8w3mmpau]

Serival stays for a bit and then leaves and a few hours later Doc finishes another attempt at the Grapnel Gun.

2nd Conversion Attempt (1d10) [dice:8w3mmpau]63974:2[/dice:8w3mmpau]
Conversion Time - Hours (3d12) [dice:8w3mmpau]63974:3[/dice:8w3mmpau]

Thinking on the design, Doc decides that making it one armed is inefficient and makes his next design with the Branigan Over Coat.

3rd Conversion Attempt(1d10) [dice:8w3mmpau]63974:4[/dice:8w3mmpau]
Conversion Time - Hours (3d12) [dice:8w3mmpau]63974:5[/dice:8w3mmpau]

Having borrowed Serival's Coat, Doc is able to mount a very light weight and flexible indoskeleton. The design allows the grapnel gun to be shot from either arm. The wearer inserts their hand into a pocket/holster and load the grapnel hook into the sleeve. If both arms are used then two hooks. The interior of the coat contains two spools of mono-filament wire attached to two seperate winches. The wearer only needs to have the coat buttoned closed in order to activate the retractors on the winch.

Doc is rather pleased with himself. Four days and a few refinements and a pile of discarded electronic designs and the conversion is complete.

"Good news Serival, the conversion is done, with a +1 DT to your Shooting skill."
Last edited by Doc Olliday on Thu Apr 09, 2020 10:10 pm, edited 1 time in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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Re: Techno-Wizard Item Creation Room

Post by Serival Drumm »

Serival looks over the work, clearly impressed, and tests the new device a couple of times--his test-firing is still awkward, but he at least seems able to get it in the vicinity of his target most of the time. "Marvelous work. I'm a poor shot, so if at some point in the future you have the time, further upgrades would be greatly appreciated, but this is an excellent start. I do have the additional parts you should need for it. My thanks." He waves @Doc Olliday and heads off again to practice a bit.
OOC Comments
+1 DT means he's no longer Shooting unskilled!
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Doc Olliday
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Grapnel Gun - Serival Drumm

Post by Doc Olliday »

Doc waits for an off time when he can get the over coat back from @Serival Drumm, "Time to put the upgrades on the grapnel."

With the coat draped over his arm, he heads back to his shop and begins working.

+1 to Shooting - Minor Upgrade
Minor Upgrade -1 Build Roll
Upgrade via Techno-Wizardry (1d10) [dice:26xwcypn]64313:0[/dice:26xwcypn]
Upgrade Time (2d6) [dice:26xwcypn]64313:1[/dice:26xwcypn] [6 Hours]

Six hours and not a complete bust. Doc is happy with his discoveries.

+1 to Shooting - Minor Upgrade
Minor Upgrade -1 Build Roll
Upgrade via Techno-Wizardry (1d10) [dice:26xwcypn]64313:2[/dice:26xwcypn]
Upgrade Time (2d6) [dice:26xwcypn]64313:3[/dice:26xwcypn] [6 Hours]

"It's a work in progress. Slightly temperamental."

+1 to Shooting - Minor Upgrade
Minor Upgrade -1 Build Roll
Upgrade via Techno-Wizardry (1d10) [dice:26xwcypn]64313:4[/dice:26xwcypn]
Upgrade Time (2d6) [dice:26xwcypn]64313:5[/dice:26xwcypn] [10 Hours]

Doc checks his equipment and verifies the quality of the materials. so close. He could feel the application holding then it faded.

+1 to Shooting - Minor Upgrade
Minor Upgrade -1 Build Roll
Upgrade via Techno-Wizardry (1d10) [dice:26xwcypn]64313:6[/dice:26xwcypn]
Upgrade Time (2d6) [dice:26xwcypn]64313:7[/dice:26xwcypn] [8 Hours]

"Eight Hours is the sweet spot. Will have to shoot for that length of time of the next upgrade."

Total materials spent 20,000 UC
Total Time 30 hours
+1 to Shooting (Minor Upgrade) Installed
Last edited by Doc Olliday on Thu Apr 09, 2020 10:10 pm, edited 1 time in total.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Item Creation Reference Links

Post by Doc Olliday »

Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Doc Olliday
Posts: 206
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Grapnel Gun - Serival Drumm

Post by Doc Olliday »

In between the various events, Doc manages time to tweak the Great coat for @Serival Drumm.

+1 to Shooting - Minor Upgrade
Minor Upgrade -1 Build Roll
Upgrade via Techno-Wizardry (1d10) [dice:1tyvxxir]65364:0[/dice:1tyvxxir]
Upgrade Time (2d6) [dice:1tyvxxir]65364:1[/dice:1tyvxxir] [6 Hours]

Doc is a bit stumped on what else to add to the build.

to Mike
@Stoic
could I add a stealth mod to the grapnel gun at a -1 or -2.
harder to notice, that is.
Tinkering with the coat and its gun arms, Doc feels he is ready for the last few upgrades.

+1DT to Shooting - Major Upgrade (10,000 UC)
Major Upgrade -2 Build Roll
Upgrade via Techno-Wizardry (1d10) [dice:1tyvxxir]65364:2[/dice:1tyvxxir]
Upgrade Time (1d6) [dice:1tyvxxir]65364:3[/dice:1tyvxxir] [5 Days]
PLUS 1d6 for 10000 credit upgrade (1d6) [dice:1tyvxxir]65364:4[/dice:1tyvxxir] [6 Days]

After 12 grueling days, Doc is able get the Grapnel Gun functioning with die type upgrade to shooting.

Free Runner Edge - Major Upgrade (25,000 UC)
Major Upgrade -2 Build Roll
Upgrade via Techno-Wizardry (1d10) [dice:1tyvxxir]65364:5[/dice:1tyvxxir]
Upgrade Time (1d6) [dice:1tyvxxir]65364:6[/dice:1tyvxxir] [2 Days]
PLUS 1d6 for 10000 credit upgrade (3d6) [dice:1tyvxxir]65364:7[/dice:1tyvxxir] [17 Days]

19 days of work and the design schematics were a bust. Back to the drawing board.

Free Runner Edge - Major Upgrade (25,000 UC)
Major Upgrade -2 Build Roll
Upgrade via Techno-Wizardry (1d10) [dice:1tyvxxir]65364:8[/dice:1tyvxxir]
Upgrade Time (1d6) [dice:1tyvxxir]65364:9[/dice:1tyvxxir] [3 Days]
PLUS 1d6 for 10000 credit upgrade (3d6) [dice:1tyvxxir]65364:10[/dice:1tyvxxir] [13 Days]

The work on the last feature of the Grapnel Gun proves to be quite tricky. Fiddling with the design, Doc comes across what he thinks is more a structural feature in the great coat.

Free Runner Edge - Major Upgrade (25,000 UC)
Major Upgrade -2 Build Roll
Upgrade via Techno-Wizardry (1d10) [dice:1tyvxxir]65364:11[/dice:1tyvxxir]
Upgrade Time (1d6) [dice:1tyvxxir]65364:12[/dice:1tyvxxir] [1 Days]
PLUS 1d6 for 10000 credit upgrade (3d6) [dice:1tyvxxir]65364:13[/dice:1tyvxxir] [9 Days]

10 days later proves the design flaw was in the great coat itself. Elated, he calls @Serival Drumm and presents him with the Grapnel Gun.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Surveillance Drone

Post by Doc Olliday »

Minor Mods
  • 15 PPE [15K UC]
Major Mods
  • Power: Fly [20K UC]
    Power: Darksight [20K UC]
    Power: Farsight [20K UC]
    Doc Olliday
    Doc Olliday
    Pace: 6; Parry: 2 Toughness: <10>(<0>)
    Combat-Relevant Edges & Abilities:
    • na
    Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
    Bennies: 3/3
    Adventure Cards
    • 52: Payback
      Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
    • 38: Folk Hero
      Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
    • #: Card - Effect
    Doc Olliday
    Edit Signature
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