Tinkerer's Thread
- Underguard
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- Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513
Tinkerer's Thread
THIS IS NOT A CHAT THREAD.
Permissions:
Ronith: grants standing permission to work on the team's vehicle, provided such work doesn't run a serious risk of causing its engine to crap out. As for Ronith's personal gear, he will withhold permission until the tinkerer in question presents a plan for the specific modifications he/she has in mind.
Barracuda: gives permission to tinker with all of his stuff.
Sense of Craftsmanship:
Completed Tasks
XXXXX's To-Do List
Salvage Parts & Useful Material
Jury-Rig Repairs
Repair and Soup-Up Machines & Vehicles
Permissions:
Ronith: grants standing permission to work on the team's vehicle, provided such work doesn't run a serious risk of causing its engine to crap out. As for Ronith's personal gear, he will withhold permission until the tinkerer in question presents a plan for the specific modifications he/she has in mind.
Barracuda: gives permission to tinker with all of his stuff.
Sense of Craftsmanship:
Completed Tasks
XXXXX's To-Do List
Salvage Parts & Useful Material
Jury-Rig Repairs
Repair and Soup-Up Machines & Vehicles
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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- Underguard
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Re: Tinkerer's Thread
My quick guidelines for Operator work
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Operator only knows the roleplaying factors of which he's aware (not at his shop, not working with full tool set, working under pressure, etc.)
3.) The Operator will receive a number of attempts per day equal to his Experience Level.
4.) Repairs to multi-location items require each location to be repaired separately.
Indicates that an item has been destroyed due to gross incompetence; impossible to salvage.
Indicates that an item has been disabled/broken due to some mistakes; it's repairable though.
Indicates that an item has not been successfully altered, no harm done though.
Indicates that an item has been successfully altered to the desired effect.
Indicates that an item has been miraculously altered beyond the expected results.
Players will be prompted to PM rolls to cover a specific time-frame periodically which the GM will use to determine the results of the character's labors.
Quick Guidelines for TW device creation
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Techno-Wizard only knows the roleplaying factors of which he's aware (not at his shop, not working with full tool set, working under pressure, etc.)
3.) The Techno-Wizard will receive a number of attempts per day equal to his Experience Level.
4.) Must Supply Form of Device, Intended Functions of the Device, Level of device (no higher than Level of the Techno-Wizard), whether it is a Ley Line Device or not, and Intended P.P.E. storage if any.
The GM will then PM the following to you.
1.) Number of spell chains and spells needed.
2.) Required Gems.
3.) Base P.P.E. Construction Cost.
4.) Activation Cost.
5.) Construction Time.
6.) Extra Components if any.
7.) List of skill rolls needed in addition to Techno-Wizard Construction Skill.
Building of the device should then be role-played.
Indicates that, due to gross incompetence, the spells misfired and destroyed all components used.
Indicates that device does something, though maybe not what was intended.
Indicates that the device was not successfully created, something went wrong procedurally, no harm done aside from wasted P.P.E.
Indicates that the device has the intended function, though it may have quirks.
Indicates that the device works exactly as planned, perhaps even better.
Neither the GM nor the Worker/s will be altering your stats, do that yourself and check back here periodically for updates.
Guidelines for assessing attempts per day
Assistant types & Limitations on type of work
Operators and other tinkerers receive a number of attempts per day equal to their experience level.
Assistants are assessed at the highest level of skill possessed.
Unskilled assistants (possess no applicable technical skills) can only assist in basic repairs. (+1 attempt per day)
Basically skilled assistants (possess limited technical skills) can only assist in basic repairs. (+2 attempts per day)
Skilled assistants (possess an engineering skill) can assist in technical jobs within their area of expertise. (+3 attempts per day)
Highly skilled assistants (engineers in more than one field) can assist knowledgeably in any endeavor. (+4 attempts per day)
Basic Technical Skills
☞ Aircraft Mechanics
☞ Automotive Mechanics
☞ Basic Electronics
☞ Basic Mechanics
☞ Computer Repair
☞ Cybernetics: Basic
☞ General Repair & Maintenance
☞ Jury-Rig
☞ Salvage
Skilled Technical Skills
☞ Bioware Mechanics
☞ Electricity Generation
☞ Field Armorer & Munitions Expert
☞ Vehicle Armorer
Engineering Skills
☞ Electrical Engineer
☞ Mechanical Engineer
☞ Robot Electronics
☞ Robot Mechanics
☞ Weapons Engineer
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Operator only knows the roleplaying factors of which he's aware (not at his shop, not working with full tool set, working under pressure, etc.)
3.) The Operator will receive a number of attempts per day equal to his Experience Level.
4.) Repairs to multi-location items require each location to be repaired separately.
Indicates that an item has been destroyed due to gross incompetence; impossible to salvage.
Indicates that an item has been disabled/broken due to some mistakes; it's repairable though.
Indicates that an item has not been successfully altered, no harm done though.
Indicates that an item has been successfully altered to the desired effect.
Indicates that an item has been miraculously altered beyond the expected results.
Players will be prompted to PM rolls to cover a specific time-frame periodically which the GM will use to determine the results of the character's labors.
Quick Guidelines for TW device creation
1.) Only the GM knows just what modifiers are in place (+5%, -25%, etc.)
2.) The PC Techno-Wizard only knows the roleplaying factors of which he's aware (not at his shop, not working with full tool set, working under pressure, etc.)
3.) The Techno-Wizard will receive a number of attempts per day equal to his Experience Level.
4.) Must Supply Form of Device, Intended Functions of the Device, Level of device (no higher than Level of the Techno-Wizard), whether it is a Ley Line Device or not, and Intended P.P.E. storage if any.
The GM will then PM the following to you.
1.) Number of spell chains and spells needed.
2.) Required Gems.
3.) Base P.P.E. Construction Cost.
4.) Activation Cost.
5.) Construction Time.
6.) Extra Components if any.
7.) List of skill rolls needed in addition to Techno-Wizard Construction Skill.
Building of the device should then be role-played.
Indicates that, due to gross incompetence, the spells misfired and destroyed all components used.
Indicates that device does something, though maybe not what was intended.
Indicates that the device was not successfully created, something went wrong procedurally, no harm done aside from wasted P.P.E.
Indicates that the device has the intended function, though it may have quirks.
Indicates that the device works exactly as planned, perhaps even better.
Neither the GM nor the Worker/s will be altering your stats, do that yourself and check back here periodically for updates.
Guidelines for assessing attempts per day
Assistant types & Limitations on type of work
Operators and other tinkerers receive a number of attempts per day equal to their experience level.
Assistants are assessed at the highest level of skill possessed.
Unskilled assistants (possess no applicable technical skills) can only assist in basic repairs. (+1 attempt per day)
Basically skilled assistants (possess limited technical skills) can only assist in basic repairs. (+2 attempts per day)
Skilled assistants (possess an engineering skill) can assist in technical jobs within their area of expertise. (+3 attempts per day)
Highly skilled assistants (engineers in more than one field) can assist knowledgeably in any endeavor. (+4 attempts per day)
Basic Technical Skills
☞ Aircraft Mechanics
☞ Automotive Mechanics
☞ Basic Electronics
☞ Basic Mechanics
☞ Computer Repair
☞ Cybernetics: Basic
☞ General Repair & Maintenance
☞ Jury-Rig
☞ Salvage
Skilled Technical Skills
☞ Bioware Mechanics
☞ Electricity Generation
☞ Field Armorer & Munitions Expert
☞ Vehicle Armorer
Engineering Skills
☞ Electrical Engineer
☞ Mechanical Engineer
☞ Robot Electronics
☞ Robot Mechanics
☞ Weapons Engineer
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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- Underguard
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Re: Tinkerer's Thread
The Tinkerer's Assistants
Zoe Barenger (NPC)
☞ Zoe is unskilled labor and can only assist in basic repairs. (+1 attempt per day)
However, Zoe will not lower herself to do so unless the need is truly desperate.
Marit Delhomme (NPC)
☞ Marit is unskilled labor and can only assist in basic repairs. (+1 attempt per day)
Beltin Delhomme
☞ Beltin is unskilled labor and can only assist in basic repairs. (+1 attempt per day)
Barracuda
Basic Electronics—-40%
☞ Barracuda is unskilled labor and can only assist in basic repairs. (+1 attempt per day)
Sir Ronith
Armorer ☞ 96%
☞ Sir Ronith is basically skilled and can only assist in basic repairs. (+2 attempts per day)
Watcher
General Repair & Maintenance 86%
Basic Electronics 102%
Basic Mechanics 104%
Computer Repair 100%
Electrical Engineer 41%
☞ Watcher is a skilled assistant and can assist in technical jobs within his area of expertise. (+3 attempts per day)
Zoe Barenger (NPC)
☞ Zoe is unskilled labor and can only assist in basic repairs. (+1 attempt per day)
However, Zoe will not lower herself to do so unless the need is truly desperate.
Marit Delhomme (NPC)
☞ Marit is unskilled labor and can only assist in basic repairs. (+1 attempt per day)
Beltin Delhomme
☞ Beltin is unskilled labor and can only assist in basic repairs. (+1 attempt per day)
Barracuda
Basic Electronics—-40%
☞ Barracuda is unskilled labor and can only assist in basic repairs. (+1 attempt per day)
Sir Ronith
Armorer ☞ 96%
☞ Sir Ronith is basically skilled and can only assist in basic repairs. (+2 attempts per day)
Watcher
General Repair & Maintenance 86%
Basic Electronics 102%
Basic Mechanics 104%
Computer Repair 100%
Electrical Engineer 41%
☞ Watcher is a skilled assistant and can assist in technical jobs within his area of expertise. (+3 attempts per day)
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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- Underguard
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Re: Tinkerer's Thread
Spells Learned through Study
Green text indicates a spell learned through individual study of a scroll.
Blue text indicates a spell learned through individual study of a spell book, or other type of study material.
Purple text indicates a spell learned through tutelage at the Collegiate Arcane or another brotherhood/guildhall.
(This is used as an archive to record spells studied.)
Spell Scrolls on-hand
Spell Books on-hand
Name of Spell Being Actively Studied:
Length of Study Required:
Date Started:
Date of Expected Completion:
Green text indicates a spell learned through individual study of a scroll.
Blue text indicates a spell learned through individual study of a spell book, or other type of study material.
Purple text indicates a spell learned through tutelage at the Collegiate Arcane or another brotherhood/guildhall.
(This is used as an archive to record spells studied.)
Spell Scrolls on-hand
Spell Books on-hand
Name of Spell Being Actively Studied:
Length of Study Required:
Date Started:
Date of Expected Completion:
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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- Ronith
- Group Leader
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Re: Tinkerer's Thread
Ronith's CS Armor Repair
Ronith will use tools/supplies at the Haunt- if need be he'll go out and purchase anything he needs that the Haunt doesn't have. He'll take his time to make sure he doesn't do more harm than good to his armor.
Field Armorer skill proficiency is 98%. Two days' worth of attempts:
[dice]0[/dice], [dice]1[/dice], [dice]2[/dice], [dice]3[/dice]
Ronith will use tools/supplies at the Haunt- if need be he'll go out and purchase anything he needs that the Haunt doesn't have. He'll take his time to make sure he doesn't do more harm than good to his armor.
Field Armorer skill proficiency is 98%. Two days' worth of attempts:
[dice]0[/dice], [dice]1[/dice], [dice]2[/dice], [dice]3[/dice]
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
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Re: Tinkerer's Thread
CA-4 Dead Boy Armor
80/100 Main Body
30/60 Right Arm
26/60 Left Arm
65/80 Left Leg
75/80 Right Leg
24/70 Helmet
You need only 1 successful attempt per location. You have 4 successful rolls listed, so just choose which locations are to be fixed.
As there is no salvage/useful material listed, I can just charge you a nominal fee for such and consider that done off-screen.
80/100 Main Body
30/60 Right Arm
26/60 Left Arm
65/80 Left Leg
75/80 Right Leg
24/70 Helmet
You need only 1 successful attempt per location. You have 4 successful rolls listed, so just choose which locations are to be fixed.
As there is no salvage/useful material listed, I can just charge you a nominal fee for such and consider that done off-screen.
Re: Tinkerer's Thread
Main body, both arms, and the head. A nominal fee for materials is fine.
At what point should I post Ronith's attempts for the last two damaged locations?
At what point should I post Ronith's attempts for the last two damaged locations?
Why kill a PC when you can torture their player?
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Re: Tinkerer's Thread
Consider those locations repaired then.Dark Lord wrote:Main body, both arms, and the head. A nominal fee for materials is fine.
At what point should I post Ronith's attempts for the last two damaged locations?
When willing to commit such time to the repairs. TBH, now is as good a time as any.
Ronith doing work for 3 days = group stays in MercTown for (at least) 3 days IC...but you know how malleable time is in PBP.
Body Armor repairs from Operator: 500 credits per 1 M.D.C. repaired (this is the standard)
Let's assume only 200 credits per 1 M.D.C. is the material cost.
109 M.D.C. x 200 credits = 21,800 credits (This sum has already been deducted from Ronith's personal card)
- Ronith
- Group Leader
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Re: Tinkerer's Thread
Additional rolls for third day of repairs:
[dice]0[/dice], [dice]1[/dice]
vs. 98% Field Armorer skill
[dice]0[/dice], [dice]1[/dice]
vs. 98% Field Armorer skill
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
Re: Tinkerer's Thread
Watcher would be willing to help Ronith if asked and since it doesn't sleep is probably awake/around whenever Ronith might work on his armor. Watcher has the following repair type skills:
General Repair & Maintenance 86%
Basic Electronics 102%
Basic Mechanics 104%
Computer Repair 100%
Electrical Engineer 41%
Also Watcher has a project of its own to build/equip a nest where it can recharge when indoors for long stretches of time when it can't depend on the sun. The nest would probably be somewhere in the garage where there is access to power and the city telecom network, Watcher's knowledge of computers/communications/repair skills should be enough to extend the necessary wiring if there isn't a clear place already equipped.
General Repair & Maintenance 86%
Basic Electronics 102%
Basic Mechanics 104%
Computer Repair 100%
Electrical Engineer 41%
Also Watcher has a project of its own to build/equip a nest where it can recharge when indoors for long stretches of time when it can't depend on the sun. The nest would probably be somewhere in the garage where there is access to power and the city telecom network, Watcher's knowledge of computers/communications/repair skills should be enough to extend the necessary wiring if there isn't a clear place already equipped.
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Re: Tinkerer's Thread
Watcher's skills have been assessed and added to the Tinkerer's Assistants post.
Damn, Ronith, those rolls just barely squeaked by!
Unless there is any objection (which I don't foresee), I'll include Watcher in these repairs, thus cutting repair time effectively in half.
Watcher, post two days of rolls vs. General Repair.
-4,000 additional credits for complete repair of Dead Boy Armor. (Already deducted)
Damn, Ronith, those rolls just barely squeaked by!
Unless there is any objection (which I don't foresee), I'll include Watcher in these repairs, thus cutting repair time effectively in half.
Watcher, post two days of rolls vs. General Repair.
-4,000 additional credits for complete repair of Dead Boy Armor. (Already deducted)
Re: Tinkerer's Thread
General Repair & Maintenance 86%: [dice]0[/dice], [dice]1[/dice], [dice]2[/dice], [dice]3[/dice], [dice]4[/dice], [dice]5[/dice]
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Re: Tinkerer's Thread
Ronith's EBA: Repaired to normal stats. Costs already deducted. Time spent: Day and a half off-screen.
Ronith: go ahead and return your armor's stats to normal.
Ronith: go ahead and return your armor's stats to normal.
- Grant Latham
- Diamond Level Patron
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Re: Tinkerer's Thread
Grant has commissioned the creation of a techno-wizard device with Take Flight Techno-wizardry in Dweomer. First proto-type has a flaw and requires 3 times normal spell energy to activate. Grant has spent 150K credits so far towards the cost of the device. Second attempt in the works.
Seven League Boots TW Device
Primary Spell: Astral Hole
BOM p 138
Range: Self
P.P.E. Cost: 120
Duration: 1 melee round/level
Seven League Boots
TW Characteristics:
Seven League Boots TW Device
Primary Spell: Astral Hole
BOM p 138
Range: Self
P.P.E. Cost: 120
Duration: 1 melee round/level
IF the TW doesn't know the Astral Hole spell, and must hire a High Magus:1. Form of Device: M.D.C. Boots
2. Function of Device: Cast Astral Hole
3. Spell Chains Required: 1
4. Determine Required Gems: Citrine (4000 credits/carat)
4b. Device Level: 4
4c. Base Gem Carats: 2
4d. Used Gem Carats: 8
5. Base P.P.E. Construction Cost: (Total P.P.E. * Device Level * 10)/Total Carats = (120*4*10)/8 = 600
6. Activation Cost: P.P.E. Construction Cost / 20 = 600/20 = 30 P.P.E.
7. Construction Time: (P.P.E Construction Cost / 10) * Device Level = (600/10)*4 = 240 hours
8. Construction Cost: P.P.E. Construction Cost * 10 * Device Level + Gems + Base Item = 600*10*4 + 8*4000 + 1000 (boots and other minor material costs) = 57,000 credits.
9. Retail Cost: Construction Cost * 3 = 171,000 credits
Final Desired Result1. Form of Device: M.D.C. Boots
2. Function of Device: Cast Astral Hole
3. Spell Chains Required: 1
4. Determine Required Gems: Citrine (4000 credits/carat)
4b. Device Level: 4
4c. Base Gem Carats: 2
4d. Used Gem Carats: 12
5. Base P.P.E. Construction Cost: (Total P.P.E. * Device Level * 10 * 1.5 Unknown Spell Modifier)/Total Carats = (120*4*10*1.5)/12 = 600
6. Activation Cost: P.P.E. Construction Cost / 20 = 600/20 = 30 P.P.E.
7. Construction Time: (P.P.E Construction Cost / 10) * Device Level = (600/10)*4 = 240 hours
8. Construction Cost: P.P.E. Construction Cost * 10 * Device Level + Gems + Base Item = 600*10*4 + 12*4000 + 1000 (boots and other minor material costs) = 73,000 credits.
8b Cost to hire High Magus to be a part of the creation process to cast the spell. WB1 revised p125 suggests 2000 credits/level (plus up to a 100% difficulty fee): 22,000 to 44,000 credits. Total Cost: 95,000 to 113,000 credits.
9. Retail Cost: Construction Cost * 3 = 285,000 credits to 339,000 credits
Seven League Boots
- Range: Self
- P.P.E. Cost: 30 P.P.E.
- Duration: 1 minute
- Cost: ???
- Availability: ???
TW Characteristics:
- Astral Hole
- +2 to Dodge (costs one action)
- Travel to any visible location within 2000' (costs two actions)
- Grant Latham
- Diamond Level Patron
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Re: Tinkerer's Thread
Base Spell Modification (Grant): 28% (Intelligence Quotient) + 15% (Mental Endurance) + 11% (11th Level Lord Magi) + 134%/10 (Lore: Magic) + 10% (Traditional Spell Caster) = 77% (Does the skill bonus for high IQ get added to this?)
Modify Fleet Feet
As Grant has advanced as a Lord Magi, the alien training techniques have made him faster than most normal humans. As time has progressed, his use of the Fleet Feet spell has become more distasteful since his ability to cast magic isn't accelerated. His goal is to modify the spell to enhance his hand-eye coordination only.
Original Spell:
Modify Anti-Magic Cloud
In Grant's travels, he has had his magic shutdown on multiple occasions by the dreaded Anti-Magic Cloud. It's time to do something about it. In his research, he's found that the caster is immune to the cloud's effects and those of sufficient fortitude can resist the magic, but at half power. His goal is to create an anti-anti magic shield which moves with the caster.
Original Spell:
Modify Fleet Feet
As Grant has advanced as a Lord Magi, the alien training techniques have made him faster than most normal humans. As time has progressed, his use of the Fleet Feet spell has become more distasteful since his ability to cast magic isn't accelerated. His goal is to modify the spell to enhance his hand-eye coordination only.
Original Spell:
- Fleet Feet
Level: 6
PPE: 20
Range: Self Only
Duration: 2 melees per level of the caster
Effect: Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
Saving Throw: None
Source: PF2 186
- Enhanced Hand-Eye Coordination
Level: 5
PPE: 20
Range: Self or Other by Touch (It would be great if this could be cast on another, the original spell has been house-ruled that it cannot)
Duration: 2 melees per level of the caster
Effect: Double P.P., Spd (It would be great if this could be put in a Talisman, the original spell has been house-ruled that it cannot)
Source: Custom
Chance of Success: 77% +10% (less potent) + x% (access to Collegiate Arcane and Nexus)
Research Time: 10 Weeks (assuming a work day is 12 hours, if Grant works on this in a Time Hole after each adventuring day for 8 real hours, he could finish his research and testing in about 18 adventuring days)
Modify Anti-Magic Cloud
In Grant's travels, he has had his magic shutdown on multiple occasions by the dreaded Anti-Magic Cloud. It's time to do something about it. In his research, he's found that the caster is immune to the cloud's effects and those of sufficient fortitude can resist the magic, but at half power. His goal is to create an anti-anti magic shield which moves with the caster.
Original Spell:
- Anti-Magic Cloud
Level: 11
PPE: 140
Range: 100' radius/level
Duration: 20 melees per level of the caster
Effect: See Spell
Saving Throw: Save vs Magic 18+ (only P.E. bonuses apply), half strength on success
Source: RUE 221
- Magic Shield
Level: 10
PPE: 140
Range: Self Only
Duration: 10 melees per level of the caster
Effect: Allows the caster's magic to function even in the presence of an Anti-Magic Cloud
Saving Throw: Save vs Magic 18+ (only P.E. bonuses apply). On success, not affected by the Anti-Magic Cloud, on failure, magic is reduce by 50% as per what a success would mean for the original spell.
Source: Custom
Chance of Success: 77% +0% (potency is about the same, though the level of the spell has been reduced by 1 from the original) -10% (1 spell level above 9th) + x% (access to Collegiate Arcane and Nexus)
Research Time: 20 Weeks (assuming a work day is 12 hours, if Grant works on this in a Time Hole after each adventuring day for 8 real hours, he could finish his research and testing in about 35 adventuring days)
Re: Tinkerer's Thread
Spellcaster's Familiar Tinkering
Project EEE - Earth Elemental Elk
* The sounds one makes when trampled to death by this mighty steed! 'EeeeeEeeee!'
Step 1: Summon an
Step 2: Use Rifter 21, p.27-28, make it a Supernatural Creature. Permanent loss of 10-40 P.P.E. It's HP and SDC are now MDC!
Step 3: Use Rifter 21, p.27-28, to grant it the power of Restoration. Permanent loss of 15 P.P.E. If it dies, it may come back!
Step 4: Use Conversion Book 3, p.108. As a Shifter, summon a Greater Earth Elemental. Win a Battle of Wills, then make it possess your Elk familiar.
Project EEE - Earth Elemental Elk
* The sounds one makes when trampled to death by this mighty steed! 'EeeeeEeeee!'
Step 1: Summon an
Step 2: Use Rifter 21, p.27-28, make it a Supernatural Creature. Permanent loss of 10-40 P.P.E. It's HP and SDC are now MDC!
Step 3: Use Rifter 21, p.27-28, to grant it the power of Restoration. Permanent loss of 15 P.P.E. If it dies, it may come back!
Step 4: Use Conversion Book 3, p.108. As a Shifter, summon a Greater Earth Elemental. Win a Battle of Wills, then make it possess your Elk familiar.
- +400 M.D.C.
- Resist Fire, Heat and Cold
- Regenerative powers
- Elemental Magic
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Re: Tinkerer's Thread
*Weapon Enchantment Item Tinkering
* what weapon this is depends on the so far unresolved shopping efforts. Posting this early and will edit in the weapon type when I know what I have to work with.
Months to create: 2d4: [2, 1] = 3
Time Hole to speed things up: 6 to 1 ratio.
Additional: Cast Enchant Weapon on the item, granting the bonuses of that spell for a limited duration. This will suffice in the adventure to come before a more lasting enchantment can be implemented.
* what weapon this is depends on the so far unresolved shopping efforts. Posting this early and will edit in the weapon type when I know what I have to work with.
Months to create: 2d4: [2, 1] = 3
Time Hole to speed things up: 6 to 1 ratio.
- 4 months = 120 days normally = 20 days to craft via Time Hole
- 3 months normally = 90 days = 15 days to craft via Time Hole
- 2 months = 60 days normally = 10 days to craft via Time Hole
- The weapon can be just about any type of "passive" object, such as a belt, cape, cloak, walking stick/cane, staff, and so on. So one form will be a weapon as purchased on our purchasing thread, the second passive form shall be that of a toy owl. This satisfies the vessel needs of Cloudjumper, whilst simultaneously crafting a delightful intelligent weapon. When there is a need for fighting, Cloudjumper can become a weapon to be wielded (or even fight without a wielder thanks to its own psionic ability), otherwise Cloudjumper can roam as a toy Owl.
- Can be changed back and forth from one shape into the other endlessly.
- Transformation is limited to one specific weapon which can change into one specific common item.
- In either form, the object will register as enchanted.
Additional: Cast Enchant Weapon on the item, granting the bonuses of that spell for a limited duration. This will suffice in the adventure to come before a more lasting enchantment can be implemented.
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
- Underguard
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Re: Tinkerer's Thread
No IQ Bonus because the base IQ Attribute is addedGrant Latham wrote: ↑Tue Feb 20, 2024 12:26 pm Base Spell Modification (Grant): 28% (Intelligence Quotient) + 15% (Mental Endurance) + 11% (11th Level Lord Magi) + 134%/10 (Lore: Magic) + 10% (Traditional Spell Caster) = 77% (Does the skill bonus for high IQ get added to this?)
I used the rules from here - Please refer to it accordingly
Grant Latham wrote: ↑Tue Feb 20, 2024 12:26 pm Modify Fleet Feet
As Grant has advanced as a Lord Magi, the alien training techniques have made him faster than most normal humans. As time has progressed, his use of the Fleet Feet spell has become more distasteful since his ability to cast magic isn't accelerated. His goal is to modify the spell to enhance his hand-eye coordination only.
Original Spell:Desired Modified Spell:
- Fleet Feet
Level: 6
PPE: 20
Range: Self Only
Duration: 2 melees per level of the caster
Effect: Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
Saving Throw: None
Source: PF2 186
- Enhanced Hand-Eye Coordination
Level: 5
PPE: 20
Range: Self or Other by Touch (It would be great if this could be cast on another, the original spell has been house-ruled that it cannot)
Duration: 2 melees per level of the caster
Effect: Double P.P., Spd (It would be great if this could be put in a Talisman, the original spell has been house-ruled that it cannot)
Source: Custom
Chance of Success: 77% +10% (less potent) + x% (access to Collegiate Arcane and Nexus)
Research Time: 10 Weeks (assuming a work day is 12 hours, if Grant works on this in a Time Hole after each adventuring day for 8 real hours, he could finish his research and testing in about 18 adventuring days)
- At base, all modified spells are 1-6 levels higher than the modified spell. Considering the modifications, the original spell is Level 6, this spell could be Level 7. A more refined version of a spell (less potent) doesn't mean it's a lower level.
- I would allow this to be on Self or Other by touch, not range. The original Fleet Feet Spell will, for now, remain locked as is.
- TBD on Talisman ruling.
- +15% Bonus for Merctown Nexus/Collegiate
- You may roll when ready
Grant Latham wrote: ↑Tue Feb 20, 2024 12:26 pm Modify Anti-Magic Cloud
In Grant's travels, he has had his magic shutdown on multiple occasions by the dreaded Anti-Magic Cloud. It's time to do something about it. In his research, he's found that the caster is immune to the cloud's effects and those of sufficient fortitude can resist the magic, but at half power. His goal is to create an anti-anti magic shield which moves with the caster.
Original Spell:
- Anti-Magic Cloud
Level: 11
PPE: 140
Range: 100' radius/level
Duration: 20 melees per level of the caster
Effect: See Spell
Saving Throw: Save vs Magic 18+ (only P.E. bonuses apply), half strength on success
Source: RUE 221
- Magic Shield
Level: 14
PPE: 140
Range: Self Only
Duration: 10 melees per level of the caster
Effect: Allows the caster's magic to function even in the presence of an Anti-Magic Cloud
Saving Throw: Save vs Magic 18+ (only P.E. bonuses apply). On success, not affected by the Anti-Magic Cloud, on failure, magic is reduce by 50% as per what a success would mean for the original spell.
Source: Custom
Chance of Success: 77% +0% (potency is about the same, though the level of the spell has been reduced by 1 from the original) -10% (1 spell level above 9th) + x% (access to Collegiate Arcane and Nexus)
Research Time: 20 Weeks (assuming a work day is 12 hours, if Grant works on this in a Time Hole after each adventuring day for 8 real hours, he could finish his research and testing in about 35 adventuring days)
- This is dramatically altering the effect of the spell Anti-Magic Cloud to do the opposite of it's intention and subject to a -50% penalty.
- +15% from Merctown Nexus/Collegiate
- This would be more potent than AMC, as it is effectively nullifying an enemies AMC on yourself. As such, this would be a high-level spell. 14 or 15.
- There is another spell with the name Magic Shield that just creates a normal magical shield. So, maybe a new name?
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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- Underguard
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Re: Tinkerer's Thread
Achievable with "Summon and Control Animal," level 11 Spell, 125 PPE
Suitable as a familiar with the Familiar Link spell, Lvl 9, 55 PPE
Identify Lesser, Moderate or Greater for 10, 20 or 40 PPE Permanent Reduction from Hemlock
Acceptable as is
Conduct five 1d20+4 rolls; it needs a nat20 to beat your ME save, you need 3/5 wins to dominate it. Then you can have it possess the elk.Hemlock wrote: ↑Tue Feb 20, 2024 11:28 pmStep 4: Use Conversion Book 3, p.108. As a Shifter, summon a Greater Earth Elemental. Win a Battle of Wills, then make it possess your Elk familiar.Step 5: Between adventures, send the Elemental home. Enjoy the sight of a huge but mostly normal Elk (minus elemental boosts) in the Haven's yard, enjoying a meal on Ronith's tulips.
- +400 M.D.C.
- Resist Fire, Heat and Cold
- Regenerative powers
- Elemental Magic
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮
Familiar Summoning - Hemlock Style!
Familiar Summoning - Hemlock Style!
Just the raw rolls and build for our GM. I'll write the RP into the adventure thread somewhere. Presumably this happens in the Magic Guild, or someplace with space... Ronith might not appreciate a herd of wild Elk in the common room ;)
Building a mount worthy of Asgard!
1. Hemlock casts Summon and Control Animal (level 11 Spell, 125 PPE) and summons a 15 mighty Elks!
She inspects each in turn, looking for the strongest of the herd.
When the lucky Elk is chosen, she dismisses the remainder, sending them home.
Elk 5:
S.D.C.: 50
H.P.: 53
Augmentations:
Hemlock loses 40 P.P.E. of her essence to the dear forest beast, making it a Greater Supernatural Creature with 103 M.D.C.
Hemlock loses 15 P.P.E. granting it the power of .
What's better than a mighty Elk? A mighty Earth Elemental Elk!
But we're not done yet! Then she summons Greater Earth Elemental and dominates it.
Battle of Wills, Elemental needs 3 Nat 20's to win.
1d20+4: [1]+4 = 5 FAIL!
1d20+4: [17]+4 = 21 FAIL!
1d20+4: [20]+4 = 24 SUCCESS!
1d20+4: [16]+4 = 20 FAIL!
1d20+4: [16]+4 = 20 FAIL!
Powers granted to the Elk:
Bonuses (in addition to attributes):
P.S.: 4d6+46: [4, 5, 4, 6]+46 = 65
P.P.: 1d6+20: [2]+20 = 22 '+4 s/p/d
Spd: 3d4*10: [1, 4, 3]*10 = 80
Just the raw rolls and build for our GM. I'll write the RP into the adventure thread somewhere. Presumably this happens in the Magic Guild, or someplace with space... Ronith might not appreciate a herd of wild Elk in the common room ;)
Building a mount worthy of Asgard!
1. Hemlock casts Summon and Control Animal (level 11 Spell, 125 PPE) and summons a 15 mighty Elks!
She inspects each in turn, looking for the strongest of the herd.
When the lucky Elk is chosen, she dismisses the remainder, sending them home.
Elk 5:
S.D.C.: 50
H.P.: 53
Augmentations:
Hemlock loses 40 P.P.E. of her essence to the dear forest beast, making it a Greater Supernatural Creature with 103 M.D.C.
Hemlock loses 15 P.P.E. granting it the power of .
What's better than a mighty Elk? A mighty Earth Elemental Elk!
But we're not done yet! Then she summons Greater Earth Elemental and dominates it.
Battle of Wills, Elemental needs 3 Nat 20's to win.
1d20+4: [1]+4 = 5 FAIL!
1d20+4: [17]+4 = 21 FAIL!
1d20+4: [20]+4 = 24 SUCCESS!
1d20+4: [16]+4 = 20 FAIL!
1d20+4: [16]+4 = 20 FAIL!
Powers granted to the Elk:
- +400 M.D.C.
- Resist fire, heat and cold (half damage)
- All natural powers and magic of the Earth Elemental
- Regenerate damage at 4d6: [3, 1, 1, 1] = 6 4d6 M.D.C. per melee round. (Rolled randomly each round.)
- I.Q. 5
- Impervious to normal weapons
- Impervious to poison, chemicals, drugs, gas, and disease
- Impervious to horror factor and possession
- Does not breathe air
- Nightvision 1200'
- 98% Identify all gems, plants and substances found in the earth
- 32% Dimensional Teleport
- Create Stone: 1 P.P.E. per 200lbs of rock.
- Stone Shower: 1 P.P.E. for a 2d6 M.D. stone shower. Range 200'.
- Understands all languages
- Natural telepath (210' range)
- Travel through Earth and Stone at will.
Bonuses (in addition to attributes):
- 8 APM
- +1 initiative
- +3 strike/parry
- +3 pull punch, roll
- +6 save vs magic
- +4 save vs psionics
- All Earth spells at caster level 10.
- All caster ranges 100 times the range of a 1st level spell
- Other spells include;
- See the Invisible
- Sense P.P.E.
- Shadow Meld
- Climb
- Purification of Food and Water
- Spoil (Food and Water)
- Time Slip
- Life Drain
- Animate and Control Dead
- Commune with Spirits
- Negation
- Sickness
- Summon and Control Animals
- Summon Canines
- Summon Rodents
- Id Barrier
- Create Stone Golem
- Restoration
- Transformation
P.S.: 4d6+46: [4, 5, 4, 6]+46 = 65
P.P.: 1d6+20: [2]+20 = 22 '+4 s/p/d
Spd: 3d4*10: [1, 4, 3]*10 = 80
Re: Tinkerer's Thread
Temporary Weapon Enchantments
In each case Enchant Weapon (p.152, BoM) is cast upon the weapon. The weapon now inflicts twice its regular damage for 15 months.
For Keiko
GM Question: Can Keiko's Tesla Bow be enchanced with an Enchant Weapon spell? I didn't think so, but Keiko is optimistic :)
For Gloriosa
Hemlock's Arsenal
2 x
4 x
2 x
48 x
More work to be performed on this item. See next post.
In each case Enchant Weapon (p.152, BoM) is cast upon the weapon. The weapon now inflicts twice its regular damage for 15 months.
For Keiko
GM Question: Can Keiko's Tesla Bow be enchanced with an Enchant Weapon spell? I didn't think so, but Keiko is optimistic :)
Code: Select all
[b]Enchanted Cat-o-Nine Tails[/b]
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/Dwarven_Cat-o-Nine_Tails.png[/img]
[i]Superior Damage Dwarven Weapon[/i]
[size=85][list][*]Range: Close Combat
[*]Damage: 4D6+10
[*]Weight: 4 lbs
[*]Features: [list]W.P. Whip or W.P. Chain; one-handed and 3' long.[*]Silverized[*]250 M.D.C. enchanted weapon[/list]
[*]Modifiers: [list]Superior blade edge, strength, and construction, granting damage bonus of +5.
[*]Enchantment duration 15 months[/list]
[*]Book Reference: p.269 & 271, PFRPG 2ndEd[/list][/size]
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[b]Enchanted Dwarven Katana[/b]
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/Katana_Green.png[/img]
[i]Superior Balance Dwarven Weapon[/i]
[size=85][list][*]Range: Close Combat or ranged
[*]Damage: 6D6
[*]Weight: 2.5 lbs
[*]Features: [list]W.P. Sword; one-handed and 3.25' long[*]Silverized[*]300 M.D.C. enchanted weapon[/list]
[*]Modifiers: [list]Superior balance, granting +2 parry/strike[*]Enchantment duration 15 months[/list]
[*]Book Reference: p.271, PFRPG 2ndEd, p.119 Rifts WB8[/list][/size]
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[b]Enchanted Double-Dagger[/b]
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/Spiked_Dagger.png[/img]
[size=85][list][*]Range: Close Combat or 50' thrown
[*]Damage: 4D4+4 M.D.
[*]Weight: 6-7 lbs.
[*]Features: [list]W.P. Knife[*]Weapon damage is added to user's own augmented, robotic, or supernatural melee damage
[*]additional -1 to strike each 10' thrown beyond effective range
[*]250 M.D.C. enchanted weapon[/list]
[*]Modifiers: [list]+1 to strike and +2 to parry; does not apply when thrown[*]Enchantment duration 15 months[/list]
[*]Book Reference: p.77-78, WB23[/list][/size]
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[b]Enchanted Cat-o-Nine Tails[/b]
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/Dwarven_Cat-o-Nine_Tails.png[/img]
[i]Superior Damage Dwarven Weapon[/i]
[size=85][list][*]Range: Close Combat
[*]Damage: 4D6+10
[*]Weight: 4 lbs
[*]Features: [list]W.P. Whip or W.P. Chain; one-handed and 3' long.[*]Silverized[*]250 M.D.C. enchanted weapon[/list]
[*]Modifiers: [list]Superior blade edge, strength, and construction, granting damage bonus of +5.
[*]Enchantment duration 15 months[/list]
[*]Book Reference: p.269 & 271, PFRPG 2ndEd[/list][/size]
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[b]Enchanted Dwarven Katana[/b]
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/Katana_Green.png[/img]
[i]Superior Balance Dwarven Weapon[/i]
[size=85][list][*]Range: Close Combat or ranged
[*]Damage: 6D6
[*]Weight: 2.5 lbs
[*]Features: [list]W.P. Sword; one-handed and 3.25' long[*]Silverized[*]300 M.D.C. enchanted weapon[/list]
[*]Modifiers: [list]Superior balance, granting +2 parry/strike[*]Enchantment duration 15 months[/list]
[*]Book Reference: p.271, PFRPG 2ndEd, p.119 Rifts WB8[/list][/size]
Code: Select all
[b]Enchanted Dwarven Dagger[/b]
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/Dwarven_Dagger_Type_2.png[/img]
[i]Superior Balance Dwarven Weapon[/i]
[size=85][list][*]Range: Close Combat or ranged
[*]Damage: 2D6
[*]Weight: 1 lb
[*]Features: [list]W.P. Knife; one-handed and 5-10" long.[*]Range: 40' for P.S. 3-19, 80' for Ex. P.S. 20-30, 200' for SN P.S. 18+[*]Silverized[*]250 M.D.C. enchanted weapon[/list]
[*]Modifiers: [list]Superior balance, granting +2 parry/strike[*]Enchantment duration 15 months[/list]
[*]Book Reference: p.269 & 271, PFRPG 2ndEd[/list][/size]
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[b]Enchanted SteelTree Longbow[/b]
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/SteelTree_Longbow.png[/img]
[size=85][list][*]Range: 1000'
[*]Damage: 6D6
[*]Rate of Fire: per W.P. Archery
[*]Weight: 7 lbs.
[*]Features: [list]W.P. Archery; two-handed[*]Vulnerable to M.D. heat and takes 50% greater damage from M.D. fire and plasma, including magic fire attacks.[*]400 M.D.C. enchanted weapon[/list]
[*]Modifiers: [list]requires P.S. of 21, 18 (augmented bionic), 15 (robotic) or 6 (Supernatural) to use.
[*]-2 strike due to weapon weight[*]Enchantment duration 15 months[/list]
[*]Book Reference: p.79, WB26[/list][/size]
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[b]Enchanted SteelTree Broadhead[/b]
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/SteelTree_Broadhead.png[/img]
[size=85][list][*]Damage: 4 M.D.
[*]Length: 2"
[*]Weight: 6 oz.
[*]Features: [list]Vulnerable to M.D. heat and takes 50% greater damage from M.D. fire and plasma, including magic fire attacks.[*]50 M.D.C. enchanted weapon[/list]
[*]Modifiers: Enchantment duration 15 months
[*]Book Reference: p.79, WB26[/list][/size]
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[b]Enchanted SteelTree Longsword[/b]
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/SteelTree_Longsword.png[/img]
[size=85][list][*]Range: Close Combat
[*]Damage: 6D6
[*]Weight: 7 lbs
[*]Features: [list]W.P. Sword; one-handed and 3-4' long.[*]Vulnerable to M.D. heat and takes 50% greater damage from M.D. fire and plasma, including magic fire attacks.[*]300 M.D.C. enchanted weapon[/list]
[*]Modifiers: Enchantment duration 15 months
[*]Book Reference: p.79, WB26[/list][/size]
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[b]Enchanted SteelTree Staff[/b]
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/SteelTree_Staff.png[/img]
[size=85][list][*]Range: Close Combat
[*]Damage: 4D6+8
[*]Weight: 6-10 lbs
[*]Features: [list]W.P. Blunt; two-handed and 6-8' long.[*]Vulnerable to M.D. heat and takes 50% greater damage from M.D. fire and plasma, including magic fire attacks.[*]500 M.D.C. enchanted weapon[/list]
[*]Modifiers: Enchantment duration 15 months
[*]Book Reference: p.81, WB26[/list][/size]
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Re: Tinkerer's Thread
Cloudjumper - Air Staff
This Great Kachina Spirit of Air needs a vessel to possess. Hemlock offers a collaboration, she enchants her Enchanted SteelTree Staff (above) to harden and enhance it. Meanwhile Cloudjumper further enhances it with 'Create Spirit Dolls 94% 1d100' to create a toy owl atop the staff.
Cloudjumper the Air Staff
More than Meets the Eye - For Gloriosa
Hemlock takes the Bumblebee, and repeats the summoning process. This time her target is a Kachina Tectonic Spirit. p.145, WB15.
She asks the spirit to possess the Bumblebee Transformer's Toy. It's mission, to watch over Gloriosa and be a friend. Particularly for those times Hemlock will not be able to do so, and especially if she falls in the fight to come.
Invoke Trust/Intimidate 95%: 1d100
Battle of Wills, if needed. Kachina Tectonic Spirit needs 3 successes to win.
1d20
1d20
1d20
1d20
1d20
Fire Katana
After finding a suitable location away from any combustible materials. (So not Ronith's quarters! heh). Most likely the Magic Guild. Here is what follows:
Invoke Trust/Intimidate 95%: 1d100
Battle of Wills, if needed. Elemental needs 3 successes to win.
1d20
1d20
1d20
1d20
1d20
Flaming Katana
Superior Balance Dwarven Weapon
This Great Kachina Spirit of Air needs a vessel to possess. Hemlock offers a collaboration, she enchants her Enchanted SteelTree Staff (above) to harden and enhance it. Meanwhile Cloudjumper further enhances it with 'Create Spirit Dolls 94% 1d100' to create a toy owl atop the staff.
Cloudjumper the Air Staff
- Range: Close Combat
- Damage: 4D6+8
- Weight: 6 lbs
- Features:
- W.P. Blunt; two-handed and 6-8' long.
- Vulnerable to M.D. heat and takes 50% greater damage from M.D. fire and plasma, including magic fire attacks.
- 500 M.D.C. enchanted weapon
- Possessed by the essence of Cloudjumper.
- Modifiers: Enchantment duration 15 months
- Book Reference: p.81, WB26
PC Sheet Code
More than Meets the Eye - For Gloriosa
Hemlock takes the Bumblebee, and repeats the summoning process. This time her target is a Kachina Tectonic Spirit. p.145, WB15.
She asks the spirit to possess the Bumblebee Transformer's Toy. It's mission, to watch over Gloriosa and be a friend. Particularly for those times Hemlock will not be able to do so, and especially if she falls in the fight to come.
Invoke Trust/Intimidate 95%: 1d100
Battle of Wills, if needed. Kachina Tectonic Spirit needs 3 successes to win.
1d20
1d20
1d20
1d20
1d20
Fire Katana
After finding a suitable location away from any combustible materials. (So not Ronith's quarters! heh). Most likely the Magic Guild. Here is what follows:
Invoke Trust/Intimidate 95%: 1d100
Battle of Wills, if needed. Elemental needs 3 successes to win.
1d20
1d20
1d20
1d20
1d20
Flaming Katana
Superior Balance Dwarven Weapon
- Range: Close Combat or ranged
- Damage: 6D6
- Weight: 2.5 lbs
- Features:
- W.P. Sword; one-handed and 3.25' long
- Silverized
- 300 M.D.C. enchanted weapon
- Possessed by the essence of a Greater Fire Elemental Spirit.
- Modifiers:
- Superior balance, granting +2 parry/strike
- Enchantment duration 15 months
- Book Reference: p.271, PFRPG 2ndEd, p.119 Rifts WB8
PC Sheet Code
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
- Grant Latham
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Re: Tinkerer's Thread
Grant will continue his research into altering Fleet Feet. He'll table altering Anti-Magic cloud both become of the time required and that I don't think he could since the modified spell would still be greater than level 10.
- Enhanced Hand-Eye Coordination
Level: 7
PPE: 20
Range: Self or Other by Touch
Duration: 2 melees per level of the caster
Effect: Double P.P., Spd
Source: Custom
Chance of Success: 77% +10% (less potent) + 15% (access to Collegiate Arcane and Nexus) = 102%
Research Time: 10 Weeks (assuming a work day is 12 hours, if Grant works on this in a Time Hole after each adventuring day for 8 real hours, he could finish his research and testing in about 18 adventuring days)
- Underguard
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Re: Tinkerer's Thread
No. Patron Items cannot be modified.Hemlock wrote: ↑Mon Mar 11, 2024 6:28 pm Temporary Weapon Enchantments
In each case Enchant Weapon (p.152, BoM) is cast upon the weapon. The weapon now inflicts twice its regular damage for 15 months.
For Keiko
GM Question: Can Keiko's Tesla Bow be enchanced with an Enchant Weapon spell? I didn't think so, but Keiko is optimistic :)
The other "Enchant Weapon" castings happen and the MT Nexus is available.
The Mages Guild has specific summoning chambers designed to summon and contain what is summoned if the mage themselves fails. Figure the Mages' Guild for summons.
Hemlock did not roll the saves required for the Fire Elemental possessing the Katana or the Kachina Spirit. Please conduct those rolls for posterity sake, even if they have a nigh chance of defeating Hemlocks' DC
I'd figure a work-day as 8-10 hr day, not 12 but otherwise tracks.Grant wrote:Grant will continue his research into altering Fleet Feet. He'll table altering Anti-Magic cloud both become of the time required and that I don't think he could since the modified spell would still be greater than level 10.
Enhanced Hand-Eye Coordination
Level: 7
PPE: 20
Range: Self or Other by Touch
Duration: 2 melees per level of the caster
Effect: Double P.P., Spd
Source: Custom
Chance of Success: 77% +10% (less potent) + 15% (access to Collegiate Arcane and Nexus) = 102%
Research Time: 10 Weeks (assuming a work day is 12 hours, if Grant works on this in a Time Hole after each adventuring day for 8 real hours, he could finish his research and testing in about 18 adventuring days)
1 week full time in a time hole = 6 weeks, will need another 4 weeks of research time.
I didn't see an actual roll for Grant's spellwork; while at 102%, a 97-00 is still a failure.
Otherwise Enhanced Hand-Eye Coordination is good.
We can revisit Anti-AMC later
Folks, thank you for your patience while I've been backlogged.
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PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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Re: Tinkerer's Thread
I rolled those in the Magic Guild thread. Was weird wondering which one it ought to be done in. I want the roleplay, which can't be done here, it's flagged as not a chat thread, yet want to post the design here. So I wavered between Magic Guild and here.Underguard wrote: ↑Tue Mar 26, 2024 4:18 pm Hemlock did not roll the saves required for the Fire Elemental possessing the Katana or the Kachina Spirit. Please conduct those rolls for posterity sake, even if they have a nigh chance of defeating Hemlocks' DC[/color]
Anyhow, you'll find a link here, along with a Trust roll to try and coax it along willingly, or at least understand why it's being drawn into service.
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
- Grant Latham
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Re: Tinkerer's Thread
I hadn't rolled yet only because Grant hadn't reached the end of the spell research period, but I am happy to get it out of the way:Underguard wrote: ↑Tue Mar 26, 2024 4:18 pmI'd figure a work-day as 8-10 hr day, not 12 but otherwise tracks.Grant wrote:Grant will continue his research into altering Fleet Feet. He'll table altering Anti-Magic cloud both become of the time required and that I don't think he could since the modified spell would still be greater than level 10.
Enhanced Hand-Eye Coordination
Level: 7
PPE: 20
Range: Self or Other by Touch
Duration: 2 melees per level of the caster
Effect: Double P.P., Spd
Source: Custom
Chance of Success: 77% +10% (less potent) + 15% (access to Collegiate Arcane and Nexus) = 102%
Research Time: 10 Weeks (assuming a work day is 12 hours, if Grant works on this in a Time Hole after each adventuring day for 8 real hours, he could finish his research and testing in about 18 adventuring days)
1 week full time in a time hole = 6 weeks, will need another 4 weeks of research time.
I didn't see an actual roll for Grant's spellwork; while at 102%, a 97-00 is still a failure.
Otherwise Enhanced Hand-Eye Coordination is good.
We can revisit Anti-AMC later
Spell Creation: 102% vs 1d100: [18] = 18 | Success