Post by Head Moderator on Jan 23, 2014 2:44:00 GMT -5
Ideas to add an engineering crafting area to our game are in the works, but I'd sure love to have your opinions as well as any suggestions for "schematics" as we are calling them.
Right now, the new skills that are being discussed are:
Engineering Knack : You have a knack for innovation in your craftsmanship, and are considered the most technologically advanced crafter in the community. This skill allows you to craft engineering feats and marvels of science with schematics. See our crafting rules for more information.
Prerequisite: Alchemy and Artisan Crafting (Clockwork)
Modified Engineering: You have taken the world of engineered crafting to new heights. You have now gained the ability to modify existing schematics to make them more powerful and stronger in their uses.
Prerequisite: Engineering Knack
Heavy Engineering: Simply modifying your existing schematics wasn't enough for you was it? You just had to push the scroll (instead of envelope, get it?) and amaze not only onlookers but yourself as well didn't you? Well now you have done it, you have created such complex pieces of art that they can only be proclaimed as heavy schematics.
Prerequisite: Modified Engineering
I was also considering a few extra skills that an Engineer could take, perhaps something that lets you sabotage existing schematics, and repair if someone has sabotaged your schematics. Or we could have repair kits for sell in the emporium.
Here are a few examples of what schematics will do:
SCHEMATIC USAGE RULES
DEPLOYMENTS
Effect schematics have ONE DEPLOYMENT.
Straight damage schematics have FIVE DEPLOYMENTS.
Exploding Disk 1000gp | 250gp | 1CP
Type: Exploding
Effects: Damage
Small disks that when stepped on causes them to explode. Each Exploding Trap schematic creates 5 disks to deploy. 1d3 dmg.
DAMAGE - Five Deployments
Modified: 2d3 DMG
Heavy: 3d3 DMG
Seekers 1000gp | 250gp | 1CP
Type: Exploding
Effects: Damage
Similar to the Exploding Disks, seekers go forward in search of moving objects/creatures and when close detonate themselves. Each Seeker schematic creates five seekers to deploy. 1d3 dmg.
DAMAGE - Five Deployments
Modified: 2d3 DMG
Heavy: 3d3 DMG
Zapper 1000gp | 250gp | 1CP
Type: Electricity
Effects: Effect
A zapper, when activated, releases a charge of electricity through the target rendering them unable to move for 1 round.
DAMAGE - One Deployment
Modified: 2 Rounds
Heavy: 3 Rounds
Zapper 1000gp | 250gp | 1CP
Type: Electricity
Effects: Effect
A zapper, when activated, releases a charge of electricity through the target rendering them unable to move for 1 round.
DAMAGE - One Deployment
Modified: 2 Rounds
Heavy: 3 Rounds
Crawling Shield?
A crawling shield is a mobile construct about the size of a standard buckler shield. It detects motion and moves to protect its wearer, somehow moving by prescience to ward off true threats and ignoring false ones. The typical crawling shield is made of mithral, and has three or four hooked legs that it uses to swing, jump, or climb around the body of its owner. It rarely moves at all when not in a combat situation, but during combat it scuttles slowly from place to place like an aggressive turtle on its hooked legs.
Metal Pinwheel
Induces crippling vertigo that can instantly render a person unconscious. It spins very rapidly even if very little force is used to start it's movement.
Spectroscope
Projects a hologram. Perhaps something to confuse the enemy. A roll of 1d3 to see if they hit the right person.
Chameleon Mines
Land mines that blend into the environment.
Tesla Gun
Tesla Grenade - AoE
Antigravity Generator
Grappling Hook Gun
Ice Flower Fireworks - Mesmerize
Defensive Wrist Bond - absorbs damage
Spine of the Saracen - attaches to spine, boosts qck and str.
Right now, the new skills that are being discussed are:
Engineering Knack : You have a knack for innovation in your craftsmanship, and are considered the most technologically advanced crafter in the community. This skill allows you to craft engineering feats and marvels of science with schematics. See our crafting rules for more information.
Prerequisite: Alchemy and Artisan Crafting (Clockwork)
Modified Engineering: You have taken the world of engineered crafting to new heights. You have now gained the ability to modify existing schematics to make them more powerful and stronger in their uses.
Prerequisite: Engineering Knack
Heavy Engineering: Simply modifying your existing schematics wasn't enough for you was it? You just had to push the scroll (instead of envelope, get it?) and amaze not only onlookers but yourself as well didn't you? Well now you have done it, you have created such complex pieces of art that they can only be proclaimed as heavy schematics.
Prerequisite: Modified Engineering
I was also considering a few extra skills that an Engineer could take, perhaps something that lets you sabotage existing schematics, and repair if someone has sabotaged your schematics. Or we could have repair kits for sell in the emporium.
Here are a few examples of what schematics will do:
SCHEMATIC USAGE RULES
DEPLOYMENTS
Effect schematics have ONE DEPLOYMENT.
Straight damage schematics have FIVE DEPLOYMENTS.
Exploding Disk 1000gp | 250gp | 1CP
Type: Exploding
Effects: Damage
Small disks that when stepped on causes them to explode. Each Exploding Trap schematic creates 5 disks to deploy. 1d3 dmg.
DAMAGE - Five Deployments
Modified: 2d3 DMG
Heavy: 3d3 DMG
Seekers 1000gp | 250gp | 1CP
Type: Exploding
Effects: Damage
Similar to the Exploding Disks, seekers go forward in search of moving objects/creatures and when close detonate themselves. Each Seeker schematic creates five seekers to deploy. 1d3 dmg.
DAMAGE - Five Deployments
Modified: 2d3 DMG
Heavy: 3d3 DMG
Zapper 1000gp | 250gp | 1CP
Type: Electricity
Effects: Effect
A zapper, when activated, releases a charge of electricity through the target rendering them unable to move for 1 round.
DAMAGE - One Deployment
Modified: 2 Rounds
Heavy: 3 Rounds
Zapper 1000gp | 250gp | 1CP
Type: Electricity
Effects: Effect
A zapper, when activated, releases a charge of electricity through the target rendering them unable to move for 1 round.
DAMAGE - One Deployment
Modified: 2 Rounds
Heavy: 3 Rounds
Crawling Shield?
A crawling shield is a mobile construct about the size of a standard buckler shield. It detects motion and moves to protect its wearer, somehow moving by prescience to ward off true threats and ignoring false ones. The typical crawling shield is made of mithral, and has three or four hooked legs that it uses to swing, jump, or climb around the body of its owner. It rarely moves at all when not in a combat situation, but during combat it scuttles slowly from place to place like an aggressive turtle on its hooked legs.
Metal Pinwheel
Induces crippling vertigo that can instantly render a person unconscious. It spins very rapidly even if very little force is used to start it's movement.
Spectroscope
Projects a hologram. Perhaps something to confuse the enemy. A roll of 1d3 to see if they hit the right person.
Chameleon Mines
Land mines that blend into the environment.
Tesla Gun
Tesla Grenade - AoE
Antigravity Generator
Grappling Hook Gun
Ice Flower Fireworks - Mesmerize
Defensive Wrist Bond - absorbs damage
Spine of the Saracen - attaches to spine, boosts qck and str.