Hardware: Mechanics (revised)
Moderators: Immortals, Supreme Beings, Old Ones
Hardware: Mechanics (revised)
Since I had done one, I went after mechanics as well. However, no player feedback on this one.
+++++++++++++++++++++++
Hardware: Mechanics
Skills
• Chemistry: Basic (+20%)
• Computer Ops (+15%)
• Electronics: Basic (+15%)
• General Repair and Maintenance (+15%)
• Math: Advanced (+20%)
• Navigation (+15%)
• Read Sensory Equipment (+20%)
• 2 Pilot skills of choice (+20%)
• 3 Pilot, Science, or Electronics of choice (+15%)
Special Skill: Mechanical Mastery (50/5%)
The Hardware: Mechanics genius is a master of force and motion; they understand the wide expanse of the Mechanics skill. The HW character would use this skill to build, evaluate, or hotwire any vehicle. Simply put, the character no longer requires other Mechanical category skills, because this skill supersedes them. Just as before, their skill may go over 98% to handle penalties.
Despite the fact that all HW: Mechanics characters are masters of their craft, each character has specialties where they shine brighter than others. This allows a broad range of possible mechanics, including the ultimate thief, the wacky racer, or the naval engineer. At first level, choose two specialties. Whenever seeking to perform something in that specialty, treat their Mechanical Mastery score as +20%. At every third level, the player can elect to add another specialty instead of a secondary skill.
Specialties
• Aircraft: Propeller craft, Jets, Helicopters, etc.
• Automotive: Cars, Trucks, Motorcycles, etc.
• Cybernetics: Limbs and Armor (Does not cover surgery)
• Exotics: Powered Pogo Sticks, Tunnel Borers, Cable Systems, etc.
• Hotwiring
• Hover Vehicles
• Personal Propulsion: Jetpacks, Monocycles, etc.
• Rail Systems
• Robotics
• Spacecraft
• Submersibles
• Systems: Anti-theft locks, Auto-repair tires, Stereo system, etc.
• Tracked Vehicles: Tanks, Construction equipment, etc.
• Watercraft: Boats, Ships, Water-scooters, etc.
Other Skills: +10% Electronics and Machine based skills
Options
With the GM’s permission, if the hero has chosen the Cybernetic Specialization, they may trade in all their budget to instead have up to two cyberlimbs, the appropriate reinforced exoskeleton, and a set of cyber armor (AR 11, SDC 120). An arm has PS and PP of 19 and $750,000 of features. A leg has a PS 22, Spd 188 (if there are 2 legs), and $500,000 of improvements.
+++++++++++++++++++++++
Hardware: Mechanics
Skills
• Chemistry: Basic (+20%)
• Computer Ops (+15%)
• Electronics: Basic (+15%)
• General Repair and Maintenance (+15%)
• Math: Advanced (+20%)
• Navigation (+15%)
• Read Sensory Equipment (+20%)
• 2 Pilot skills of choice (+20%)
• 3 Pilot, Science, or Electronics of choice (+15%)
Special Skill: Mechanical Mastery (50/5%)
The Hardware: Mechanics genius is a master of force and motion; they understand the wide expanse of the Mechanics skill. The HW character would use this skill to build, evaluate, or hotwire any vehicle. Simply put, the character no longer requires other Mechanical category skills, because this skill supersedes them. Just as before, their skill may go over 98% to handle penalties.
Despite the fact that all HW: Mechanics characters are masters of their craft, each character has specialties where they shine brighter than others. This allows a broad range of possible mechanics, including the ultimate thief, the wacky racer, or the naval engineer. At first level, choose two specialties. Whenever seeking to perform something in that specialty, treat their Mechanical Mastery score as +20%. At every third level, the player can elect to add another specialty instead of a secondary skill.
Specialties
• Aircraft: Propeller craft, Jets, Helicopters, etc.
• Automotive: Cars, Trucks, Motorcycles, etc.
• Cybernetics: Limbs and Armor (Does not cover surgery)
• Exotics: Powered Pogo Sticks, Tunnel Borers, Cable Systems, etc.
• Hotwiring
• Hover Vehicles
• Personal Propulsion: Jetpacks, Monocycles, etc.
• Rail Systems
• Robotics
• Spacecraft
• Submersibles
• Systems: Anti-theft locks, Auto-repair tires, Stereo system, etc.
• Tracked Vehicles: Tanks, Construction equipment, etc.
• Watercraft: Boats, Ships, Water-scooters, etc.
Other Skills: +10% Electronics and Machine based skills
Options
With the GM’s permission, if the hero has chosen the Cybernetic Specialization, they may trade in all their budget to instead have up to two cyberlimbs, the appropriate reinforced exoskeleton, and a set of cyber armor (AR 11, SDC 120). An arm has PS and PP of 19 and $750,000 of features. A leg has a PS 22, Spd 188 (if there are 2 legs), and $500,000 of improvements.
Re: Hardware: Mechanics (revised)
Does anyone see any problems or improvements?
If not, I was going to send it on its way to the Black Vault.
If not, I was going to send it on its way to the Black Vault.
- drewkitty ~..~
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Re: Hardware: Mechanics (revised)
I would put in a note that starship mechanics are limited to Alien chars.
To be more specific....starships are built via the AUGG starship const. rules. Where as spacecraft are like the US's space shuttle, built via the HU2 MB rules.
To be more specific....starships are built via the AUGG starship const. rules. Where as spacecraft are like the US's space shuttle, built via the HU2 MB rules.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Re: Hardware: Mechanics (revised)
I'll add that clarification something like Spacecraft (Starcraft only available to Aliens or with GM's permission)
- eliakon
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Re: Hardware: Mechanics (revised)
Fermat wrote:I'll add that clarification something like Spacecraft (Starcraft only available to Aliens or with GM's permission)
Wouldn't that be basically the norm though?
ALL skills are 'at the GMs permission' anyway. And since there is nothing that says a hardware can't work on space ships (and it is certainly in genre for a genius to have knowledge of space craft even if the rest of the planet doesn't know much about it....just like they know about bionics or power armor or nanotechnology or what ever else)
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
Re: Hardware: Mechanics (revised)
How about (starship mechanics are usually only available to galactic characters)?
- drewkitty ~..~
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Re: Hardware: Mechanics (revised)
yes.
What I was getting at more is to not 'hand out' FTL craft to earthlings just because 'spacecraft' are listed as a specialty.
What I was getting at more is to not 'hand out' FTL craft to earthlings just because 'spacecraft' are listed as a specialty.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
- eliakon
- Palladin
- Posts: 9093
- Joined: Sat Jul 14, 2007 9:40 pm
- Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
- Contact:
Re: Hardware: Mechanics (revised)
I would say sure you can have it...but you need to make sure it fits.
There are lots of examples of Earth scientists knowing how to make/fix FTL drives in comics and fiction. Enough to make it obvious that its not 'you can not take it unless your an alien'. Its just not that any old Earthling can take it either.
Of course an important thing to remember is that Spaceships and FTL are different skills. The Space Shuttle and the Saturn V are spaceships and were built by Earthlings after all....
There are lots of examples of Earth scientists knowing how to make/fix FTL drives in comics and fiction. Enough to make it obvious that its not 'you can not take it unless your an alien'. Its just not that any old Earthling can take it either.
Of course an important thing to remember is that Spaceships and FTL are different skills. The Space Shuttle and the Saturn V are spaceships and were built by Earthlings after all....
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
- drewkitty ~..~
- Monk
- Posts: 17782
- Joined: Sat Sep 30, 2000 1:01 am
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- Contact:
Re: Hardware: Mechanics (revised)
eliakon wrote:I would say sure you can have it...but you need to make sure it fits.
...snip.
agrees, it needs to fit the campaign.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Re: Hardware: Mechanics (revised)
I've made the changes, but does anyone know how to submit these to the Black Vault?
Re: Hardware: Mechanics (revised)
Here's the updated version.
//++++++++++++++++++++++++++++//
Hardware: Mechanics
Skills
• Chemistry: Basic (+20%)
• Computer Ops (+15%)
• Electronics: Basic (+15%)
• General Repair and Maintenance (+15%)
• Math: Advanced (+20%)
• Navigation (+15%)
• Read Sensory Equipment (+20%)
• 2 Pilot skills of choice (+20%)
• 3 Pilot, Science, or Electronics of choice (+15%)
Special Skill: Mechanical Mastery (50/5%)
The Hardware: Mechanics genius is a master of force and motion; they understand the wide expanse of the Mechanics skill. The HW character would use this skill to build, evaluate, or hotwire any vehicle. Simply put, the character no longer requires other Mechanical category skills, because this skill supersedes them. Just as before, their skill may go over 98% to handle penalties.
Despite the fact that all HW: Mechanics characters are masters of their craft, each character has specialties where they shine brighter than others. This allows a broad range of possible mechanics, including the ultimate thief, the wacky racer, or the naval engineer. At first level, choose two specialties. Whenever seeking to perform something in that specialty, treat their Mechanical Mastery score as +20%. At every third level, the player can elect to add another specialty instead of a secondary skill.
Specialties
• Aircraft: Propeller craft, Jets, Helicopters, etc.
• Automotive: Cars, Trucks, Motorcycles, etc.
• Cybernetics: Limbs and Armor (Does not cover surgery)
• Exotics: Powered Pogo Sticks, Tunnel Borers, Cable Systems, etc.
• Hotwiring
• Hover Vehicles
• Personal Propulsion: Jetpacks, Monocycles, etc.
• Rail Systems
• Robotics
• Spacecraft (Starcraft mechanics is commonly reserved for Galactic Heroes)
• Submersibles
• Systems: Anti-theft locks, Auto-repair tires, Stereo system, etc.
• Tracked Vehicles: Tanks, Construction equipment, etc.
• Watercraft: Boats, Ships, Water-scooters, etc.
Other Skills: +10% Electronics and Machine based skills
Options
With the GM’s permission, if the hero has chosen the Cybernetic Specialization, they may trade in all their budget to instead have up to two cyberlimbs, the appropriate reinforced exoskeleton, and a set of cyber armor (AR 11, SDC 120). An arm has PS and PP of 19 and $750,000 of features. A leg has a PS 22, Spd 188 (if there are 2 legs), and $500,000 of improvements.
//++++++++++++++++++++++++++++//
Hardware: Mechanics
Skills
• Chemistry: Basic (+20%)
• Computer Ops (+15%)
• Electronics: Basic (+15%)
• General Repair and Maintenance (+15%)
• Math: Advanced (+20%)
• Navigation (+15%)
• Read Sensory Equipment (+20%)
• 2 Pilot skills of choice (+20%)
• 3 Pilot, Science, or Electronics of choice (+15%)
Special Skill: Mechanical Mastery (50/5%)
The Hardware: Mechanics genius is a master of force and motion; they understand the wide expanse of the Mechanics skill. The HW character would use this skill to build, evaluate, or hotwire any vehicle. Simply put, the character no longer requires other Mechanical category skills, because this skill supersedes them. Just as before, their skill may go over 98% to handle penalties.
Despite the fact that all HW: Mechanics characters are masters of their craft, each character has specialties where they shine brighter than others. This allows a broad range of possible mechanics, including the ultimate thief, the wacky racer, or the naval engineer. At first level, choose two specialties. Whenever seeking to perform something in that specialty, treat their Mechanical Mastery score as +20%. At every third level, the player can elect to add another specialty instead of a secondary skill.
Specialties
• Aircraft: Propeller craft, Jets, Helicopters, etc.
• Automotive: Cars, Trucks, Motorcycles, etc.
• Cybernetics: Limbs and Armor (Does not cover surgery)
• Exotics: Powered Pogo Sticks, Tunnel Borers, Cable Systems, etc.
• Hotwiring
• Hover Vehicles
• Personal Propulsion: Jetpacks, Monocycles, etc.
• Rail Systems
• Robotics
• Spacecraft (Starcraft mechanics is commonly reserved for Galactic Heroes)
• Submersibles
• Systems: Anti-theft locks, Auto-repair tires, Stereo system, etc.
• Tracked Vehicles: Tanks, Construction equipment, etc.
• Watercraft: Boats, Ships, Water-scooters, etc.
Other Skills: +10% Electronics and Machine based skills
Options
With the GM’s permission, if the hero has chosen the Cybernetic Specialization, they may trade in all their budget to instead have up to two cyberlimbs, the appropriate reinforced exoskeleton, and a set of cyber armor (AR 11, SDC 120). An arm has PS and PP of 19 and $750,000 of features. A leg has a PS 22, Spd 188 (if there are 2 legs), and $500,000 of improvements.