Sunday, November 9, 2008

RET CON

SOOOO....

In the walk home between Allister's and my place... say 30 minutes. I came up with this

Advanced skill Super science:
PREQ: Level 2 in 2 of the following "technical Science" fields, medical, or "Physical science" fields
Complex skill (If a skill has multiple "fields" it may be taken twice to qualify)

Upon attaining a new complexity level of "Super science" char may pick ONE of the sub skills. And may only apply the "Super science" skill to make/install that technology.

Complexity 1
Radar
computers
helicopters
jet propulsion
rocketry
organ transplant
advanced Airframe design

Complexity 2
Penetrating radar
advance jet propulsion
guided rocketry
Lasers(targeting/usage)
Variable Pitch Vertical Take Off and Landing (VPVTOL)
Ground Effect technology
prosthetic cybernetics
experimental airframe design
Plastics

Complexity 3
Weaponized Lasers(heavy leaser)
Gaussian theory(heavy rail guns)
Dynamic electric field theory(Tesla coils)
Magnetic fields maipulation(mag cannons)
Advanced computers
invasive cybernetics
micronization (ray guns, man portables)
personal flight systems
robotics
atomic energy theory
Acoustic induction (Sonic cannons)
Bio chemistry
Advanced plastics

Complexity 4
Adv. Laser weapons (light laser/ sniper laser)
Advance Gaussian theory(light rail guns)
Advanced Cybernetic
Advanced micronization
advanced personal flight systems
Fusion
Micro Robotics

Complexity 5
Counter Iron equations
Imprinting
AI
Quantum mechanics
Neutron technology


*** Additional notes on super science ***


Burst of genius
A char may at any time purchase a new sub skill for a cost of 5 xp points

OR

Study
A char may attempt to "study" or "Figure out" a new sub skill rather than spend XP. This has 2 separate rules depending on how you wish to do it.
  1. With example: Char must posses, be able to study a piece of "super science", or be taugh by a teacher. He makes a unmodified "knowledge" check against a DC equal to 3 times the complexity level. He may add +1 to the roll if they take 1 week, +2 if they take 1 month, +3 if they take 3 months, +4 if they take 1 year to study the technology. At the end of the period selected they make the roll with the time modifier. If successful they gain the "sub skill" desired. (note: having the "fast learner" perk adds a flat +1 to this check)
  2. Without example: The character makes a unmodified "knowledge" check against a DC equal to 3 times the complexity level +2. He may add +1 to the roll if they takes 1 week, +2 if they take 1 month, +3 if they take 3 months, +4 if they take 1 year to study the technology. At the end of the period selected they make the roll with the time modifier. If successful they gain the "sub skill" desired.
Crib notes for learn new stuff DC's ( Study / figure out )
  1. = DC 3 / 5
  2. = DC 6 / 8
  3. = DC 9 / 11
  4. = DC 12 / 14
  5. = DC 15 / 17
MAKING / REPAIRING / TINKERING SUPER SHIT!

To Create:
  • Use the skill "Super science"
  • Must have LAB that provide bonus (Electrical or Mechanical, GM's choice)
  • DC for check = Learn DC
  • Success's required = Cplx lvl x Cplx lvl x 2
  • Rate of checks = once every 24 hours
  • Cost =
Crib notes for making stuff:
  1. DC = 3, Successes = 2
  2. DC = 6, Successes = 8
  3. DC = 9, Successes = 18
  4. DC = 12, Successes = 32
  5. DC = 15, Successes = 50
To repair
  • Use the skill "Super Science"
  • Must have LAB that provide bonus (Electrical or Mechanical, GM's choice)
  • DC for check = Learn DC
  • Success's required = Cplx lvl x 2
  • Rate of checks = once every 8 hours
  • Cost =
Crib notes for repairing stuff:
  1. DC = 3, Successes = 2
  2. DC = 6, Successes = 4
  3. DC = 9, Successes = 6
  4. DC = 12, Successes = 8
  5. DC = 15, Successes = 10
Tinkering
  • Use the skill "tinker"
  • Must have a Tinkering LAB
  • DC for check = Learn DC +2
  • Success's required = Cplx lvl x2
  • Rate of checks = once every 24 hours
  • Cost =
Crib notes for tinkering with stuff:
  1. DC = 5, Successes = 2
  2. DC = 8, Successes = 4
  3. DC = 11, Successes = 6
  4. DC = 15, Successes = 8
  5. DC = 17, Successes = 10

Note I place "light" laser and rail guns as more difficult to make as normally the BIG stuff is made then as the techniques are perfected they get smaller and smaller. In many cases Micro is way harder than macro.

WHAT DOES THIS MEAN????

  • Mike please ret con the following on Yuri.
Remove
Tech sci (computator)

Add
super science lvl 2, cplx 3
With the following sub skills: Radar, computers, helicopters, jet propulsion, rocketry, advanced Airframe design, VPVTOL, Dynamic electrics fields(Tesla coils)

*** probably shouldnt try and fit all that on the main skill list I guess. ***
  • Allister
You have 6 skill points to spend (ie: 6 xp points that can only be spent on skills) to balance out a bit the extra points I just threw mike.

****

I'm mostly doing this to lay down a grid work to set up some rules for dealing with this stuff as the rules provided by DP9 are a bit... vague.

PLEASE FEEL FREE TO COMMENT ON NEW SKILLS, SUGGESTED CHANGES, NEW NAMES, ETC.

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