clockpunk
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Thinking about wasteland gambling machines and the skill...
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Post by clockpunk on Oct 5, 2013 2:54:02 GMT -8
Sorry chaps, I've removed the content for it has been submitted to Will for his consideration.
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Post by providence13 on Oct 5, 2013 7:19:04 GMT -8
It's about time we added a Demolitions Expert skill! I have thought of combining Chemical Tech with Gunsmithy for different ammo types..
Great info and well researched. Thanks clockpunk!
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clockpunk
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Thinking about wasteland gambling machines and the skill...
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Post by clockpunk on Oct 5, 2013 15:13:59 GMT -8
Thanks for the kind words, providence13! Indeed, with Guy Fawkes Night swiftly approaching, I felt keen to bring such relics into the game. I like the sound of your idea(s) - the inventive ammo types (poison and laser, for examples) are great additions to the game, and something I would like to see more of. And the more variety of skills, the better (in my opinion).
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Post by rexbannon on Oct 6, 2013 7:43:58 GMT -8
Wow
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clockpunk
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Thinking about wasteland gambling machines and the skill...
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Post by clockpunk on Oct 6, 2013 8:38:18 GMT -8
In a good way, I hope...?
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Post by rexbannon on Oct 6, 2013 15:06:54 GMT -8
Yeah in a good way! These fireworks are great. They could have some many applications in TME. Thanks for posting them.
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clockpunk
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Thinking about wasteland gambling machines and the skill...
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Post by clockpunk on Oct 14, 2013 16:42:34 GMT -8
^_^
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Post by providence13 on Oct 15, 2013 8:17:01 GMT -8
The more I think about this, the better I like it. These are just some thoughts to expand the parameters of a having a Demo Tech skill. Anyone who could make these devices should also be able to make.. Concussion grenades/rockets: 1/2 to 1/4 damage Incapacitator Missiles per pg 197 TME. Smoke Bombs/Signal FlaresFlash bang grenadesLand mines Home brewed bazooka : may blow up in your hands.
Maybe an INT HC to ensure the fuses (sounds like some are more sensitive than others) work as planned. A controlled fireworks display is probably different than a combat situation. If you can make firecrackers, you can make gunpowder and could possibly blow up a bridge. The HC would be for the detonation to occur on time or a few rounds before or after you intend. What might not be obvious to others who read this is the Random Color would be for found items only as specific elements provide specific colors. Whoever actually makes the device probably has crafted it for an exact result and color. Another HC.. 1 skill point: firecrackers, matches, black powder, propellent, simple fuses.2 skill points: improved rocket candy, stun specific ordinance, better color displays. Sparklers, waterproof fuses. 3 skill points: improved fuses, multiple effect displays, smokeless powder (and 1 point in Elec Tech or 1 point is required for complex timing.... hmmm). * 4 skill points: Can make images with colored explosions. ** 5 skill points: more complex images; 3d displays *Automatic skill 1-2 effects **2 rolls for skill 3 effects (I'm reminded of Lunk form Robotech the Next Generation. He could make missiles and repair mecha so fireworks weren't a problem. Maybe we could have military demolitions and civilian. Making ordinance can give you a few ranks in the civilian displays but they might not be as artsy. With the civilian version, you can create minor military ordinance but it won't be quite as effective as someone trained to blow tracks off a tank.) "UNIVERSAL FIREWORK EFFECTS ON INITIATIVE"Caught by surprise within 10 feet > -15 (-10 per additional firework within range – up to -45)Caught by surprise within Distractive Range > -10 (-5 per additional firework within range – up to -25)Caught by surprise and afraid of fire/explosions > -20 (-10 per additional firework within range – up to -60)This are pretty harsh compared to the few actual initiative bonuses in the books.
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clockpunk
New Member
Thinking about wasteland gambling machines and the skill...
Posts: 44
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Post by clockpunk on Oct 15, 2013 14:56:56 GMT -8
Hmmm... you could be right about the harshness of the penalities, I was just thinking beastial fear of fire and sudden noise, lack of familiarity with fire-spwing items, lack of easy healthcare... all would contribute to rather significant hesitation in the face of such effects. But I am happy to tone them down.
Excellent job on the skill - I could really see that. Perhaps somehting close to that might feature in a (hopeful) Sourcebook.
Also, I have a list of elements/compounds used to create colouration that might make for a nice little addition.
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