![]() Doc is grateful that the device didn't explode or some other disasterous event.Ĭonversion 3 (1d10) 63948:4Ĭonversion Time - Hours (3d12) 63948:5ĭoc's lab is csuddenly filled with sounds of metal uncoling at a very rapid rate and then springs coming undone and nuts and bolts bouncing all over the place. Maybe it is due to the rush he is putting on himself (or its the first recorded TW project for Doc). Doc invested his own funds into making the Grapnel Gun.Ĭonversion 2 (1d10) 63948:2Ĭonversion Time - Hours (3d12) 63948:3 Scrapping the 1st Grapnel Gun for parts and case studies. When it was test fired the contraption fired out an near endless stream of silly string, the strands of which quickly disappeared in a few minutes. Something in the conversion malfunctioned between the PPE Charger and the coiled cable wiring. Recharged on a ley line at 5 PPE per hour.Ĭonversion (1d10) 63948:0Ĭonversion Time - Hours (3d12) 63948:1ġ5 hours to tinker with and familiarize himself with the mechanical features. † A device that stores PPE may be recharged The primary action the power fails as well. Spent before rolling, and with a failure on (an attack roll for a weapon, roll to activateĪnother power, etc.) using the Trait result ![]() ![]() Power activates as part of another action Modifiers must be from the TechnoWizard's power list (though he doesn’tĪnd +1 to Power Point activation costs, the * A Techno-Wizard can only install powers +1 die type to an item appropriate Trait,įor vehicles (Cost: 10,000 credits and −1 Or a power thematically related to nonCombat Edges (Cost: 25,000 credits and Must have either the Edge, warrior's gift, Add a power to the device* (Cost: 20,000 Halve the weight of the item (quarter ifĪdds another Major Upgrade (if possible). 5 stored PPE usable to charge the device +2 Armor to armor, shield, or clothing. +1 to a specific Trait roll appropriate What upgrades are appropriate to all items.Ĭannot further upgrade devices they did notīuild Roll: Made at −1 penalty, a raise addsĬost and Time: 5,000 credits and 2d6 hours. Up to three Minor and three Major Upgrades When a TechnoWizard reaches Veteran Rank, he may add Most Techno-Wizards can install up to two While an item is charged with arcane energy. Powerful abilities, but they are only available Is complete, and with a raise the TechnoWizard may add one Upgrade to the gearĪvailable to the gear’s creator must be chosen Parts are wasted, and with a Critical Failure Standard roll for TW creations and is calledĪ Build Roll. (including robot vehicles, power armor, and Takes 3d12 hours for personal gear, or 2d6 The parts per 10,000 credits of cost (see Gear Gear Availability rolls to find and purchase Techno-Wizard needs parts costing onefifth of the item’s list price, with a −1 on Pistol operates purely on Power Points, and Gear undergoes TW conversion, it no longerįor example, a converted Wilk’s 320 Laser Min of 3 Total Time Rolls - Min of 2 days and 5 hoursĬonvert almost any technological gear intoĮven ammunition-note that once a piece of Conversion from Stock to TW - HOURS (3d12).Max of 5 Total Time Rolls - Max of 15 1/2 days Occult, Repair, and Techno-Wizardry are at a d10 Rockets on the grapnel? Magno-stablizers that increase the accuracy? Maybe he turns it into a Spider-man style web-shooter? I dunno, go crazy, man. I'll let you pick that-ideally, something that match's Doc's 'style'. PS: Initial conversion says you should apply a Trapping to the device. Note that a Raise on the initial conversion will let you add in one of the +1 DT Shooting bonuses for "free" (time-wise, not materials). +2 DT Shooting will take 2d6 days per +1 DT. +2 Shooting will take 2d6 hours for each +1. Grapnel gun, +2 Shooting, +2 DT Shooting.Ĭonversion of the Gun will take 3d12 hours.
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