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Critical Skills and rules ( required reading )

Posted by The CreatorFor group 0
The Creator
GM, 21 posts
Fri 4 Nov 2011
at 20:13
  • msg #1

Critical Skills and rules ( required reading )


Combat Mastery and Weapons training" Kill it, move on... "

combat specialists are the primary power of any combat oriented organization, they also allow less combative experts to work in relative security in the field. soldier,commandos, shock troopers mercs, gunslingers, and common thugs fit into this group.
  Combat techniques often work in conjunction with one another, or feats, abilities and talents from other sources. when fully integrated they allow a combat specialist to pull of maneuvers not possible under the normal rules.



Combat Mastery:
Mastery: a catch all phrase for a kill that reflects the skill, and proficiency of a Player in one of the major groups. It is more than simply learning a technique it is learning the nuances, secrets and dirty tricks of using a group of associated powers more efficiently and more effectively
          In certain cases a character must have as many ranks in Mastery as he does in a specified Skill, ability, or technique he wishes to learn.

COMBAT MASTERY AND DEFENSE
       as a rule each 3 ranks of combat mastery grant a =1 class bonus to his Armor class. This is in addition to any Equipment, dodge, or miscellaneous bonus to his AC and replaces the Normal Class AC Bonus. all limitations on class defense bonus apply to the combat Mastery Defense bonus as per normal rules.

Mastery Points. These function similar to action points. They are used to activate certain abilities or increase the effectiveness of ability. Unlike Action points Mastery Points refresh between sessions. As long a character has a chance to rest between combats. Continuous combat can deplete the internal reserves of any person.

(for play by post GM will inform players when Mastery Points refresh)

Mastery Point Pool: Wisdom Modifier +1 pt per rank in Mastery

Mastery points may be used in the following manner

Lvl 1 Mastery 1 rank
May spend mastery point to Increase damage +1
May spend mastery point to increase Range by 10%
May spend mastery point to increase his Defense bonus By an additional 2 pts

Lvl 2  3 ranks
May spend mastery Point to reduce recovery time/drain/cooldown 1 round/pt
May spend mastery Point to increase damage +2
May spend mastery point to increase Duration 1 round.
May spend mastery point increase target save DC by +1
May spend mastery point to increase Range by 15%
May spend mastery point to increase  area of affect 2.5ft
May spend mastery point to increase Defense bonus By an additional 2 pts

Level 3 6 ranks
May spend mastery Point to reduce manifestation time 1 step
May spend mastery Point to increase damage +die
May spend mastery Point to reduce recovery time/drain/cooldown 1 round/pt
May spend mastery point to increase Duration 2 rounds.
May spend mastery point to increase targets save DC by +2
May spend mastery point to increase Range by 25%
May spend mastery point to increase  area of affect 5ft
May spend mastery point to increase Defense bonus By an additional 2 pts

Level 4 10 ranks
May spend mastery Point to reduce manifestation time 2 steps
May spend mastery Point to increase damage + 1 die
May spend Mastery Point to recovery time/drain/cooldown 2 rounds/pts
May spend mastery point to increase targets save Dc by +3
May spend mastery point to increase Range by 50%
May spend mastery point to increase jDefense bonus By an additional 4 pts



NOTE:Ranks in combat techniques, and weapons training may not excede ranks in Combat mastery. ( ranks to purchase mutations are not counted towards maximum limit )



Weapons training:



All but a handful of weapons require some skill to use effectively. Almost anyone can pick p a club, knife or pistol and use I in a pinch, but their attacks are seldom accurate or particularly effective.  To hit consistently and put the attack where it needs to go to do the most damage requires some time on the rang or in the dojo working with the weapon sparring, target shooting or studying the finer points of it’s use.


 Weapons training replaces the Base attack Bonus and level based attack bonuses in combat. Instead the player uses his weapons training ranks+stat+modifiers as his attack bonus.  Weapon proficiency feats are used but only to gain a weapons skill as a class skill.

Purchasing ranks With weapons training
     Weapons training ranks are purchased with Advanced Skill points. At creation the character may select a number of weapons training skills as class skills and additional weapons training skills may be selected by choosing to use Personal firearm, Advanced Firearms, or Exotic weapons feats. Unarmed, simple weapons, archaic weapons feats are used to gain melee weapons and unarmed attacks as class skills.


Non Proficiency
      Attacks made by a weapon that a character has no weapons training with are made without a -4 non proficiency penalty .  The attacker lacks the skill and knowledge to properly hit vital areas with his attack and only blind luck ( a confirmed critical hit) would allow them to deliver a truly lethal attack with their weapon. for this reason called shots, bypassing armor, use of skills techniques, feats, talents, or other abilities, can not be attempted without weapons training.

Target Practice/sparring

Practice must be taken with each type weapon a character has training with. The character must spend 1 hour  practicing with his weapons each week to maintain his skill. For every week that passes without practice time his ranks are temporarily decreased by one until missed practice time is made up.
Practice expends ammunition and requires he clean and maintain his weapon, he must also have a range or at least an isolated area to use his weapon.

                Combat replaces weapons practice for the week. Extended combat negates the need for practice. As long as the character is engaged in combat at least once a week.


 cost,
purchase DC 8 per hour for range/gym rental( improvised range free)

Ammunition expended ( des not apply to unarmed and melee weapons)
100 rounds Pistol/rifle
250 round Full automatic weapon
5 rounds or ammunition belts heavy/crew served/or mounted weapon
Thrown weapons may be recovered or practice weapons substituted.
Crew served weapons require that entire crew practice together
Practice or inert/simulated ammo for crew served and heavy weapons may be used

VR Simulator practice  be substituted.( for certain weapons it may be the only practical choice) but doubles practice time. Simulator rental Purchase DC (15 per session)



NOTES:ranks spent to gain mutations, or evolutions after the first do not apply towards attack bonuses.

            Feats talents and abilities, which give an attack bonus or grant special attacks are still useful as they add to the training a character receives.  But no class level based attack bonus is added to the attack roll at any time.


Weapons listed as exotic require the exotic weapons feat to gain as a class skill, unless the character selects it through the use of his primary, secondary or tertiary Skill group choices.

Weapons Groups
Weapon types.
Unarmed
Simple                  Knives, clubs, sticks, staves)
Archaic                 swords, axes, maces, whips, chains etc
Thrown                  knives, boomerangs, rocks, beer mugs, grenades
Muscle powered ranged   bows,  slings, spear throwers etc.)

Personal Firearms
       Pistol           revolvers, semi automatic, and single shot pistols,
                        (includes both projectile and energy)
       Shotgun          all semi-automatic, single shot, and full auto shotguns
       Rifle            all semi automatic, single shot, and primative rifles

advanced firearm
       Machine Pistol   semi automatic pistols modified to fire burst or full
                        auto modes
       Submachine Gun   all pistol caliber full auto weapons including carbines.
       Assault rifle    all intermediate/rifle caliber firearms capable of full
                        auto. including rifle caliber machine guns and squad
                        weapons
Exotic Weapons
Heavy weapon           rocket/missile, projectile, energy,
Crew served weapon     rocket/missile, projectile, energy
Mounted Weapon         rocket/missile, projectile, energy
Artillery              direct, Indirect
Weapons used with techniques
When using or learning a weapons technique the shooter can not execute a techniques higher than his level in weapons training, or spend more ranks in a weapons technique tan he has in weapons training.




Additional bonuses.
As training progresses special abilities may be granted to the character allowing him to perform acts less experienced shooter can only dream of performing.


Lvl I  (1 rank)
May perform any special maneuver with his weapon aas well as use any techniques, feats or abilities you posses with this type weapon..
Can clear weapon jams as move action (repair check 10 to clear as free action)
May make untrained repair roll dc 10 to properly clean and maintain weapon. Weapon receives a fort save DC 14 to prevent weapon from jamming on  a critical failure. If successful the attack still misses, and ammunition is sill expended but the weapon functions normally.

Lvl II  (3ranks)
increase range increment by 5%/+1 damage to melee weapons

Lvl III (6 ranks)
Increase range increment by 10%
Reduce penalties on called shot by 1pt
Treat weapon as one size category smaller for using weapon one handed, or as part of a two weapon attack.

EVOLUTIONS
Lvl IV, 10ranks
Additional 1die damage with weapon.
+1 initiative with weapon
Increase range increment by 25 %
Decrease penalties for called shot 2pts
Increase critical threat range 1 pt
May use long arm at point blank ranges at half the normal penalties .

Lvl IVb 14 ranks
Weapon does not jam on a critical failure.
Melee weapons increase crit multiplier by +1

Lvl IVc 18 ranks
Increase critical threat range +1, decrease penalties for special maneuvers or attacks by 1pt.


tricks: can be purchased or learned by spending a single skill rank as log as the character has reached the appropriate skill level by expending the required ranks in the bass skill. ranks spent on trick do not apply to increasing the skill level of training, or ranks in skill or power for combat resolutions.

Lvl I
 trick shot. A character can perform a trick shot, or attack. This could be as simple as shooting a coin tossed into the air, nipping a button off someone jacket with a melee weapon. Or shooting the pips out of a playing card.
Trick shots suffer a penalty based on their difficulty,
Simple;                         no penalty
Routine:                       -2 penalty
Difficult:                     -4
Very difficult:                -6
Nearly impossible              -8
Legendary:                    -10
Trick shots can be used in conjunction with a perform check, grant a misc, bonus of ¼ the penalty for the trick

Trick shot Challenge:
A player may challenge another player or NPC to a trick shot challenge. To do so he sets the conditions of the trick, and goes first. If the trick shot attack is successful the opposing shooter must equal or surpass the roll made by the first shooter. If he opposing shooter fails to do so, the first shooter wins the challenge. If the character making the challenge misses his trick shot attack roll, then he loses automatically.

Lvl III:
Fast draw contest :a classic staple of old west movies this is different than attempting to attack before another character takes his action.  Instead using a fast draw maneuver allows the character to draw second and fire first.: against a specific target the character can take a held action and wait for the other character to attack. When the other character attacks the characters make opposed reflex saves. If the players roll is higher he draw his weapon and attacks after his target. However , if the attack is successful, he deals his damage first. If the damage or the effect of the attack are sufficient to stun, disable or kill the opposing character then the target attack is interrupted and he does not get his attack off.
     In most jurisdiction a claim of self defense can be made if the character waited until the opposing character actually drew his weapon or attempted to attack him. Although prearranged duels are still highly illegal in many areas, and in areas where they are allowed there are strict regulations on dueling.
    The attack is made at -4, in addition the character can not move and looses all modifiers but nay AC bonus provided by armor, barriers, or shield packs.
    If the combatant agree to the terms both combatants draw their weapons simultaneously, the winner of the opposed reflex save deals his damage first, then his opponent, if the opposing combatant I not disabled, incapacitated or killed by the initial attack.

Lvl III:
Signature Move: the character learns a move that is unique to him. Executing a signature move successfully will grant him a +2 to his reputation when dealing with anyone who has witnessed his move. This bonus lasts for a short time only usually a single encounter or scene. Botching a signature move has the exact opposite effect.
This message was last edited by the GM at 21:03, Fri 04 Nov 2011.
The Creator
GM, 24 posts
Sat 5 Nov 2011
at 00:38
  • msg #2

Re: Critical Skills and rules ( required reading )

Invent/Improvise
Associated Skill:
Invent   : science (most appropriate branch)
         : research
Improvise: Craft ( most appropriate version)
               Invent and Improvise are nearly identical in mechanics, the only difference being the cost, time needed to build, and reliability of the finished product. Both are used in the same way for determining those factors. However significant difference do exist in certain areas, which are addressed in detail below.
          Improvise is the art of making something useful out of trash and spare parts. Sometime you just don’t have the tools you need or someone took them away from you. In this case the tech calls on Patron Saint McGuyver and goes to work scrounging through the junk on hand.  In an hour he can usually throw together something that will get the job done,. It isn’t pretty, I will likely burst into flames and melt down before he end of the day, and it often resembles what it is...a collection of trash held together with spot welds, bailing wire, paperclips and bubble gum.
                 If the device lasts the day it will be a miracle and it should be retied with honor to the shelf over the techs workbench to spend the rest of it’s days a a shining example of his genius

            The older more mature bother of Improvise is Invent, through careful research, meticulous planning and precise engineering a scientist can counter an enemies advantage create a new and improved version of exiting devices or create a method of simulating techniques and abilities seen in his travls or during his research. Unlike Improvise though the requirements for Invent are strenuous. Uninterrupted research time, complicated manufacturing and diagnostic equipment. And more time than would ever be possible in the field.
          All this takes money, friends and resources. Fortunately for most scientists universities, corporations and governments are always happy to supply those in abundance to a talented inventor. For the price of turning over his latest invention to them to do with as they please.
           Independent and free lance researchers often find themselves strapped for resources and facilities leaving them an abundance of time to ponder their latest theory, if they aren’t forced into the mundane word of working for a living.
           While few scientists willingly take to the field to test their new discovery a few relish the challenge and adventure and personally take their devices out into the world to give them a thorough shake down before sending them off o the engineers who will turn them into marketable goods, or shelve them in a warehouse to collect dust until needed to resolve., or instigate, some unforeseen crisis.

             To determine the difficulty cost in resources, and time taken the tech has to determine the effective level of the device she intends to build.
  • Skill bonus: 1 level Per +1 ( max level of improvise known)
  • Damage : 1 level Per D6 of damage( improvise: max damage Level of Improvise +2)
  • Damage reduction/AC: 1 level per 2 pts DR or 1 pt AC
  • Movement: 1 per 5ft or 10mph
  • Hazard protection 1 per hazard+ 1 per level of
  • intensity
  • Range Increment: 1 level per 5 ft or 5 MPH( see notes)
  • Duration : See Notes
  • Radius of effect: 2 level per 5 feet 5 ft radius
  • Number of uses -2 levels for single use, +1 level per 3 uses
  • Saves : base 10, one lever per +2 to save DC
  • Imitate unknown power 5 levels per power imitated
  • Imitate extraordinary ability 10 levels
  • Skill Penalties: -1 level pr -2 skill penalty
  • Activation time: See Notes
  • Single use disposable: -2 levels
  • Single shot manual reload -1 level
  • Single shot internal magazine +0
  • Detachable magazine +1
  • Semi auto +1
  • Full auto fire +2
  • 3 round burst +1
  • External Power supply -1
  • Size of device
  • fine ( pen, pocket knife) 1/4 location +6
  • Diminutive cell phone wallet 1/2location +5
  • Tiny ( glove, small knife pistol)1 location +4
  • Small( laptop, large pistol 2 locations +3
  • Medium ( jacket, SMG) 3 locations +1 L
  • arge(rifle, body armor, suitcase)4 locations+0
  • Huge( machinegun, filing cabinet) -1
  • Gargantuan ( car, dumpster) -2
  • Reliability
  • Unreliable ( break roll on use/-4 on break save) -4
  • Poor reliability( Break roll on skill/attack failure -2)-2
  • Average ( break roll on crit fail, or +0 break roll) +0
  • Good ( break on damaged or + 2 beak save) +1
  • Excellent( no break roll, +4 break save) +2
  • Controls
  • Locked +2
  • Unique +0
  • Standard +4
  • Mass Production +6





SKILL BONUS: if an item decreases a skill bonus reverse the level of the penalty is subtracted from the total levels of the device. A -2 armor penalty, or a -2 to an attack roll = -2 levels

ARMOR CLASS/DR For invent armor and DR are treated as normal armor or force fields however improvised armor and force fields are notoriously unreliable. In effect increasing the crit threat range of any attack by two. If the attack is a critical threat only because of this modification the attack simply bypasses armor and does not inflict extra damage.
    Also if an attack misses or hits by a number equal to the amount of Ac the device grants then the armor or shield must make a breakage check. Fort Save DC damage rolled on attack. If this save is missed then the armor breaks and is useless or the shield pack fuses into a rather interesting bit of modern art and catches fire. Trusting you life to armor or shield you made out of scrap is the act of a truly desperate, or truly insane individual.

MOVEMENT is either combat move, or vehicular speed. 5 ft of movement comes out to roughly 5 miles per hour. For a character so at 30ft per round, running speed would be about 17 to 10 miles per hour. Of course a human cant keep this up for more than a few minutes at best. After al a 4 minute mile is considered a good rate for joggers and runners.( that is about 132 ft per round maintained for 4 minutes)
           IMPROVISE:  When using vehicular speeds, the standard move increment would be 5 miles per hour This movement is over land, or water for flying level costs are doubled and fight it clumsy. Hover can be added for an additional 2 levels.
        INVENT: when using vehicular speeds standard movement increase is 10mph for grond and water movement. Flight movement is 5MPH and the maneuverability is good, maneuverability increase movement costs by 1 per level of movement added.)
                Movement rates are intended to replace natural movement not amplify it. This is most useful for when a character has been injured and cant walk or when the character has to carry a heavy load and needs something to haul his gear and himself out of the area without stopping every ten minutes to catch his breath.
               If the device is intended to boost a characters natural running speed he must obey all normal rules for running including, encumbrance, reductions on movement due to injury, fatigue or exhaustion,  fortitude saves, to maintain his pace, and a pretty good chance of falling on his face and getting a good case of road rash.
HAZARD PROTECTION: to protect fro environmental hazards such as radiation, toxins, infectious disease, or nasty little parasites that want to burrow into your flesh and lay their eggs. protection must equal the intensity of the threat. The GM will assign a threat level each step up the list increases the level of the protection 1 pt. Nuisance
Light
Moderate
High
Severe
Dangerous
Lethal
each hazard must be protected against individually, in a nuclear fallout zone it would require both protection from background radiation, airborne fallout, and contact contamination.
       In a toxic disease ridden swamp it would require one for the airborne toxins, contact toxins, airborne diseases, and insect/contact borne diseases.
           Space only has one intensity level: lethal, boiling heat sub-arctic cold, lack of pressure and breathable air make protection against a grotesque and hideously painful death a bit tricky….better hope the improvised space suit your wearing doesn’t pack it in I the middle of a space walk.
          If a hazard actually deals any damage measured I dice, or hit point damage then the device will ave to include sufficient DR to resist ding destroyed by the environment itself. A fire proof suit would have to be able to resist the total damage of a fire to keep fro being slowly destroyed by the flames ( a 5d6 house fire would require at least DR 30 to avoid being incinerated if caught in the middle of it.)
       Armor designed to protect from one specific hazard, acid, heat, fire, electricity, etc has ¼ cost but it offers only ¼ it’s rating against other hazards, or attacks. But that fire proof suit that wont stop a dinky .22 caliber bullet sure looks good when that napalm canister you were trying to disarm blows up in your face.


Magazine : a magazine may be a power supply, battery, generator, fuel tank , or a group of projectiles/ power cells contained in a single storage unit. Without a magazine the device must be disassembled opened or broken down to replace the power source/ammunition  this takes significantly longer than simply swapping out a self contained unit such as a rifles clip, or a detachable fuel tank.

The number of rounds/uses in a magazine indicates the number of charges, batteries bullets the weapon holds. And the manner they are reloaded.. Each device that requires power to operate is assumed to have on 10 minute power supply. Each offensive weapon is assumed o hold one power charge or projectile. Items that require power are assumed to have enough power for one our of continuous use.

Manual reload: item must be opened, the old supply must be removed and new power supply/projectile  installed each time it operates. This is a full round action.

Internal magazine: holds a number of extra projectile or batteries. But user must manually eject used power source, chamber a new one, or switch to a new battery. This is a move action. Reloading the magazine is a full round action.

Self loading, device automatically ejects spent power source/projectile and replace it with a fresh one. Once magazine is empty the magazine must be refilled/replaced.

The number of rounds charges, uses a device can hold does not increase the cost or time taken to build a unit, it is simply recorded for completeness. Onl the ease and time taken to reload is taken into account in determining cost and time of construction or research.

Items that do not use power , armor, melee weapons, tools, do not require a magazine but at discretion of GM may not be able to use certain abilities, or effects.

DURATION: usually duration of effect is 1 skill check, or attack. However a tech can squeeze more life out of his toy with some creative thinking. Increasing the duration of a damaging effect indicates the target takes damage for a number of rounds equal to the duration. For skill bonuses, and defensive abilities the effect last for the duration instead of ending after the first attack mad against it.
Duration levels
For non damaging affects
1rnd/skill use      free
3 rnds                 +1 level
1 turn,                +4 levels
10 minutes         + 10 levels
For damaging effects
1 rd,                   +1 Level
1d3 rnd                +2 levels
3 rnds,                +4 levels


BREAKING YOUR TOYS: Inventions are far more robust, due to careful engineering and construction allowing them to function without risk of breaking as do improvised items. The ite has the same hit points and hardness as any highly complex device. Requiring more damage to destroy and not requiring checks
to determine if the item breaks after use.
          However improvised items break, sooner rather than later. Once all their uses have been depleted, or if the weapon is damaged, they break. Each time the weapon is used there is a 50% - ranks in improvise chance the iem will break after it is used allowing one last use before it fuses into useless junk.

IMITATING TECHNIQUES: Active techniques know by the builder ( or has a willing mentor to assist him) can be incorporated into the device this is expensive since most techniques require he use of sophisticated devices and rare resource that usually a accountant will have a hear attack for even considering the purchase of.  The builder can not exceed levels he has in his techniques and can not improvise a technique level higher than his invent level.

Negating techniques: a device may be required to combat some unique special ability or technique. The difficulty in doing so is extreme since it requires considerable understanding of the technique or special ability the scientists wish to negate. the level adjustment fo damping an ability is +1 level greater than imitating it.  To negate an ability requires that a test subject or willing assistant with the technique or ability assist the scientist. His requires the same upkeep and expense as hiring a trainer or mentor. In the cas of a test subject usually the expense is in keeping it safely confined while you wok on the project. More than one project has ended tragically when the researcher skimped on securing his prize blood thirsty face eating abomination from a distant world

INCREASED ACTIVATION: only suitable for attacks and defenses, usually an improvised device require a full round action to use. Not having time to properly set up the controls, and having to beg, cajole, or beat into submission a cranky device does not lead to fast reaction times.
Move action      +4 Levels
Attack Action  +2  Levels
Full attack         0  Level
Full round        -1  Level
1d3 rounds      - 3  Level
1 turn              -10 levels

CONTROLS
            Unique: Normally an invention has it’s own unique controls. This allows it to only be used by the inventor, or someone who he has trained to use the device.  If the item is a weapon or armor this causes the item to be an exotic weapon or armor. Requiring time and practice( expenditure of skill pts, device is considered an exotic type for skill point expenditure. And can not be bought as a class skill unless a feat. Exotic weapon/armor proficiency  is selected) to learn to master the weapon. Until this training is completed the device imparts a non proficiency penalty of -4 to any attacks or skill rolls made while using the weapon or wearing the armor.
           Standard: these control conform to a standardized system known to most people. It allows the item to be used by anyone with the appropriate skills without penalty. Or weapons and armor this allows the use of an existing weapons training or armor training skill to be applied with only a -1 penalty due to he weapons individual quirks.
            Mass Production: the controls mimic a set of well known and universally used controls. Intended for anyone to pick up the item and use it with existing skills without penalty.
             Locked: the item can not be used by anyone but the person it was designed and constructed for.



COST AND TIME
Multiple effects can be combined into one item. Effect increases the level of the device increasing expense in parts, and time to construct.

Research Time:
Before an invention can be produced it must first be researched. To do this the inventor will need time, resources and an assistant or mentor to help research any technique ability or skill he himself does not posses.  The cost, time and conditions for researching an new device are identical to the rules for learning a new technique.
            This is done out of game and is assumed to take 2d10 +(1d4 day per level of the invention). His training time is reduced by 1 day per point of wisdom but is never reduced below 1 day.
        During research  players time is spent in intensive meditation, practice and study, he may not perform any other strenuous or complex  task, and must spend at least 12 hours per day in research braking only to eat, re or carryon casual conversations, if he misses a day in research his research  time is increased by 1d3 days.
         Research requires a calm setting and ample room to set up experiments, equipment and upplies, while it might be as simple as a space cleared out in a warehouse, hold of a ship, or a formal and specialized lab, the area must be free of distractions and obstruction,. For safety most persons would be advised to avoid the area or observe from a discrete distance.
        Techniques and evolutions requiring a research specimen or specialized assistance for techniques or abilities not possessed by the researcher.  also require that the student provide lodgings, meals and often pay for the aid of the assistant. Each day of training is a Purchase dc (12 +2xLevl of device being researched learned) expense for each week of training.

           When esearch is completed the inventor can no produce a schematic for his new device, and proceed with construction of a prototype. Once the schematic is completed I can be manufactured by anyone with the proper craft skills and equipment if he wishes the inventor can send off the schematic and jet off for a well earned vacation or resume his travels and adventures unhindered by the need to do more than pay for the cost of production.  And rest comfortably knowing his new, untested, non-copyrighted design is in the hands of a complete stranger who may or may not know what he is doing.

Construction cost and time
Improvise: time and expediency are the key factors in improvise it has to be done fast cheap and dirty. Cost is generally Purchase DC= ½  the final adjusted level of device and time taken is equal to the purchase DC in minutes.

Invent:
Purchase DC in resources and equipment: is equal to the level of device after all adjustment. This can not be modified by mechanical genius, repair or any other cost time reducing technique or ability…hey, you have to be a genius just to put the thing together in the first place, you want to do it faster and cheaper too?

         Constructing your invention item requires 1d4 days per level of the device, adjusted by the researchers wisdom and modifier minimum 1 day

EXPERIENCE COSTS; improvise does not incur an experience cost to use since the device is likely to be used up fairly quickly and offers no long term benefit. HOWEVER, inventions do offer long term benefits and can radically alter the balance of power for a character.  To balance this Invent is one of the few techniques that require experience points to be used.  XP cost is based off the final adjusted level of the device.  XP COST = 10x level of device, minimum 10xp
             In the event te builder does not intend to use the item for more than one or two sessions the GM may waive xp costs, but at the end of this time the device ceases to be effective, breaks or simply vanishes.
.
         After the first prototype is constructed and tested the researcher my recreate his invention at the original purchase DC of construct -2, and half the time of the original,  there is no further cost in experience.. Of course this does not mean the final product will sell for such low prices, there are expenses to cover, the families of deceased research assistant to bribe into silence and off course the CEO would like to see some profit from the whole project. On the market the Purchase DC of the device wil likely be equal to or higher than the original prototypes cost ( original items Purchase DC +1)

The skill check to successfully improvise a device will be made by the GM, the player has no idea if he was successful or not until the device is actually put to use.  The check  Invent is at  DC (level of device)
This message was last edited by the GM at 01:11, Sat 05 Nov 2011.
The Creator
GM, 26 posts
Sat 5 Nov 2011
at 22:00
  • msg #3

Critical Skills and rules ( required reading ): Research

Researcher
Associated Skill (Science Varies By task)

Scientists are often viewed as lab coat wearing geeks who spend their lives surrounded by strange machines, beakers and test tubes.  For the dedicated researcher this is an al too accurate description. Their research may vary wildly in complexity and importance, one may be researching a cure for male pattern baldness,. the other researching a cure for a lethal plague ravaging their nation.
        Unlike the research skill, which is mostly dealing with finding preexisting information the research technique is focused on discovering new information or producing a useable solution to a threat or obstacle. This requires laboratories, supplies, and test samples., all of which requires, facilities, money and supplies . The cost, and equipment required for proper research facilities differs. But all require regular expenditure of funds during the research project to remain useful.

Level I lab. Purchase DC 18
 A small area with a  basic set of scientific equipment and a few basic supplies. A level one lab can be packed up into a pair of large steamer trunks and carried about without difficulty, in fact man come in specially crafted case for expeditions, and traveling experts to practice their craft in the field.

Lvl II lab Purchase DC 21
Level II labs are often a  couple of rooms, with simple difference engin, specialized equipment such as centrifuges, kilns and microscopes. More expensive chemicals and reagents are required for tests and some form of ventilation or special lighting may be included.

Lvl III lab  Purchase DC 29
A level III lab may be a dedicated building or wing of a larger complex. It has it’s own dedicated difference engine and often has highly specialized devices such as high powered microscopes, chemical analyzers, robotic manipulators and a large supply of complex chemicals and reagents to perform difficult tests and experiments with.  Level 3 labs are most often found in hospitals, industrial centers, municipal forensic labs,  or aboard a survey,/research craft.
    Staffing A level III lab requires 4 trained staff( level 4 ordinaries) and several untrained assistants. their wages are not included in the price of the lab.

Level IV Purchase DC 33
A level IV lab is the most complex and complete facility likely to be available to anyone other than governments major universities or corporations. Each lab has numerous complex devices, an exhaustive cache of chemicals including rare earths, exotic acids and solvents, and all but the most advanced devices. These would be similar to facilities aboard a dedicated research vessel, or a major urban hospital. Or average size university.
   Staffing A level IV lab requires One experienced Scientist ( level 7 ordinaries) a dozen trained personnel( level4 ordinaries, and as many as twenty untrained assistants.

To determine the time and cost of  a research project it is necessary to determine the complexity and difficulty of the research being attempted. And any danger or pecial requirements needed for the project.

First the GM should assign a difficulty to the project ranging from mundane to nearly impossible, this will determine the DC for success, expense and time required to complete the research.
Mundane            Lvl 1     Purchase DC  10 per day       Time 1d4 days
Average            Lvl 2     Purchase DC  12 per day       Time 1d10 days
Difficult          Lvl 3     Purchase DC  15 per day       Time 3d6+4 days
Very difficult     Lvl 4     Purchase DC  18 per day       Time 1d4 weeks

Dangerous:                   Purchase DC +4                Time x2
Illegal                      Purchase DC +6                Time x1.5
Requires sample              Purchase DC+ 1
Requires test Subjects       Purchase DC +4
Tech Level difference       + or -  2 Purchase DC levels per tech level difference between researchers Tec level and subject tech level.

During the duration of  a research project the daily peep of the lab must be paid, or that day of work is lost.  Each day lost due to lack of funds causes results to become tainted and extends research times by one day n addition to the day needed to make up for lost time.

To determine the success or failure of a days research the Player makes a research check DC 15+level of research being attempted. If failed that day was wasted an must be repeated. Up keep for the day must be paid regardless of success or failure of the research. A days research s assumed to consume 8 hours of time. Taking 10, is allowed n which case the days research I assumed to take 12 hours of time.

If attempting to research item, device or threat from a higher tech level all skill check DCs are increased by +4 per Tech level

Items, devices, or threat from radically alien sources impose a -4 penalty on research checks.
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