Tinkering

This is the parent forum for EU's site-wide rules, and the house rules for Rifts.

Moderator: Game Masters

Post Reply
User avatar
Augur
Admin
Posts: 5657
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Tinkering

Post by Augur »

Tinkering: The Mechanics of Fabrication, Modification and Repair

If you want to make something, repair something, or improve something that would generally count as either equipment or body modification, you are trying to tinker. These rules are for you.

Rules for TW Item Creation can be found by clicking this link.

A Tinkerer is a character that can build something above and beyond, with limited resources and/or time. They are the ones that can build on the spot; to make or repair something in an improvised or inventive way, making use of whatever items are at hand. A non Tinkerer can still Engineer and perform repairs

How do you determine who is a Tinkerer:
Any character can be a tinkerer, the number of skill checks one can attempt per day are based on the character's skills, but only player characters get an additional 1/2 their character level (round down) to the total number of skill checks.

Basic Technical Skills:
Each skill provides +1/4 skill check per day
  • Basic Electronics
  • Basic Mechanics
  • Computer Repair
  • Cybernetics: Basic
  • General Repair & Maintenance
  • Jury-Rig
  • Salvage
Skilled Technical Skills:
Each skill provides +1/2 skill check per day
  • Aircraft Mechanics
  • Automotive Mechanics
  • Bioware Mechanics
  • Electricity Generation
  • Field Armorer & Munitions Expert
  • Vehicle Armorer
  • Computer Programming
  • Class Ability (This is a catch all, for any characters who have a technical based class ability (or multiple). These class abilities usually mean they are more advanced than their skill based counterparts)
Engineering Skills:
Each skill provides +1 skill check per day
  • Electrical Engineer
  • Mechanical Engineer
  • Robot Electronics
  • Robot Mechanics
  • Weapons Engineer
  • Artificial Intelligence
  • Robotechnology Engineering
  • Starship Engineering
Definition of an Assistant:
Assistants are characters who have limited to no skills in construction, but can be directed by a Tinkerer to perform menial tasks such as lifting, carrying, and fetching items for the Tinkerer.

Assistants use the same criteria as a Tinkerer.

Situational Skills
  • Computer Operations (+1/4 skill check per day when dealing with computerized systems)
  • Sensory Equipment (+1/4 skill check per day when used in connection with diagnostic equipment)
  • Computer Hacking (+1/2 skill check per day when dealing with programming and modification of programs and A.I.s)
  • Chemistry: Basic (+1/4 skill check per day when dealing with chemical compounds)
  • Chemistry: Analytical (+1/2 skill check per day when dealing with chemical compounds)
  • Chemistry: Pharmaceutical (+1 skill check per day when dealing with chemical compounds and medicines, drugs, or toxins)
  • Juicer Technology (+1/2 skill check per day when dealing with drugs, medicines, and Juicer Conversion)
  • Biology (+1/4 skill check per day when dealing with interactions with living beings- cybernetics, drugs, toxins, medications, genetic modification, etc)
  • Xenology (+1/4 skill check per day when dealing with interaction with alien or inter-dimensional life, as per biology)
  • Genetics (+1/4 skill check per day for dealing with biological organisms)
  • Clinical Genetics (+1/2 skill check per day for dealing with biological organisms)
  • M.D. In Cybernetics (+1/4 skill check per day for dealing with cybernetics and bionics)
  • Gemology (+1/4 skill check per day for Techno-Wizardry/Assistants)
  • Recycling (+1/4 skill check per day when using salvaged or scrapyard components)
Specific Powers & Abilities
  • Psionic: Telemechanics: +1 skill check per day on anything to do with mechanics, electronics, artificial intelligence, programming, and all related fields.
  • Psionic: Total Recall: +1/4 skill check per day on anything that large volumes of memorized information would be useful (ie. genetic codes, mechanic's workbooks, computer programming, etc)
  • Spell: Create Metal: +1/4 skill check per day in salvage and fabrication situations
  • Power: Power Touch: +1 skill check per day in all repair situations and medical recovery.
    Ability: Indefatigable (needs little to no rest): +1 skill check per day
Others
  • In other situations when crafting, other skills could be useful and with GM's approval might net +1/4 skill check per day. A valid case for the skills use must be presented. Sewing might help make low-tech hide M.D.C. armors, while Weapon Proficiencies and Piloting skills may help with their specialties because of familiarization. Medical skills and healing spells and psionics may aid in recovery from cybernetics surgery or Juicer Augmentation.
Implementing Tinkering

Time Constraints
  • A Tinkerer's total number of skill checks per day (plus that of any assistants at his disposal) demonstrates the tinkerer's maximum possible productivity within a single day.
GMs determine the following factors:
  1. How many successful skill checks are required to succeed at a task.
  2. When something is impossible to build.
  3. What materials are required.
  4. What modifiers apply.
  5. The consequences of a failed skill check.
  6. Any quirks as a result of the relative success of the job (this is where GMs can be creative too).
  • Example:
    • Pete wants to rebuild a Glitter Boy arm he managed to salvage from his last mission.
    • The GM says rebuilding the arm will require 30,000 credits worth of robotic spare parts, and 80 M.D.C. of armor plating.
    • The GM says the job will require six successful skill checks to accomplish as the rules indicate that the job should take 6 hours.
    • Pete has one dumb robotic assistant whose skills total up to +1 skill check per day.
    • Pete is a competent operator and has 7 skill checks per day himself due to his own skills.
    • Combined, Pete has 8 skill checks per day at his disposal. In an 8 hour workday, Pete can get up to 8 hours of work done, depending on success.
    • Pete rolls for him & his assistant's skill checks for a day's work.
    • He rolls five successful skill checks out of the total of eight; he's one short.
    • Pete's going to have to finish this job the next day.

Q. What about Low Tech Crafters?
A. In specific circumstances, a GM can throw out the standard crafting skills, and instead use the following list (each provides .25 skill checks per day). Class abilities and character level count as normal (a high level Analytical Genius or Operator still might be helpful, just not as helpful). Class abilities still count as .5 skill checks per day.
  • Low Tech Crafting Skills
    Armor/Weapon Decoration (from Palladium Fantasy)
    Botany (herbs mostly)
    Brewing
    Carpentry
    Cooking
    Fashion Tools (from Palladium Fantasy)
    Holistic Medicine
    Masonry
    Mining and Prospecting (Metals)
    Mystic Herbology (from Rifts: England)
    Pottery (from Palladium Fantasy)
    Recycling (Metals mostly)
    Salvage
    Sewing
    Skin and Prepare Animal Hides
    Whittling and Sculpting
    Wilderness Survival (herbs and other plants mostly)
Diminishing scale of returns:
When adding multiple copies of a thing together to achieve a more powerful result, the following is the best-case result:
Base Damage/Effect Result: 100%
  • +1 additions: 75% of base (this additional unit will only achieve 75% of the base)
    +2 additions: 50% of base (this additional unit will only achieve 50% of the base)
    +3 additions: 25% of base (this additional unit will only achieve 25% of the base)
For Range: apply the above, and average the range results
User avatar
Augur
Admin
Posts: 5657
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Tinkering

Post by Augur »

Electronics Construction

-15% for micronization.
-20% for microprocessors.
-40% for nano-technology.
-15% for special optic systems (thermo, nightvision, etc).
-15% for special sensor and sensory capabilities.
-20% for laser technology (computer and communications only)
-35% if integrated into bio-systems; like cybernetics.
-5% for computer construction.
-10% for minor computer hardware/electronic enhancements.
-15% for major computer hardware/electronic enhancements.
-15% for complex memory systems and programming.
-10% for complex electronics, like expensive stereos, bugs, and optics.
-40% to robot electronics (half if the robot electronics skill is known).
-60% to work on artificial intelligences (half if the robot electronics skill is known).
-15% if implanting into or modifying a device for a robot.
-50% if dealing with alien components, devices and technology.
-10% to create a simple jury-rig of electronic stuff; lasts for 3D4 uses before it falls apart or shorts out.
-20% to create a complex jury-rigging of electronical stuff, or jury-rig with substandard components; lasts for 2D4 uses before it falls apart or shorts out.
-25% to jury-rig a means to recharge an Energy Clip.

Vehicle Construction

-10% Adding armor and/or turrets; a failed roll means the weight and design is awkward. Reduce maximum speed by 20%,
-10% on all piloting rolls, or tear it down and try again.
-10% Electrical wiring. A failed roll means not connected.
-10% Installing weapons. A failed roll means it does not function.
-5% Increasing speed and performance capabilities. A failed roll means no increase.
-10% Installing high-tech item or gimmick.
-5% Aircraft construction; any type of aircraft work other than maintenance. A complicated device on an aircraft.
-15% V.T.O.L. capabilities; tricky work.
-25% Hovercraft capability; anything, including propulsion/hover system.
-25% Underwater capability; very complicated.
-50% Space capabilities; very complex and expensive.
-50% If alien in nature.
-10% Own, original design for a ground vehicle.
-20% Own, original design for an aircraft/spacecraft.
-20% Rush Job; takes half the usual time, but may be flawed.
-10% For every 20 hours of continuous work without at least six hours of sleep.

Repairs & Maintenance:
-0% Repairs and Maintenance: Earth manufacture; low to medium-tech.
-10% Repairs and Maintenance: Earth manufacture; advanced, high-tech/foreign.
-15% Repairs and Maintenance: Earth manufacture; advanced, robotics or bionics.
-25% Repairs and Maintenance: Alien manufacture and advanced technology.
-40% Repairs and Maintenance: Alien manufacture and technology unlike anything he has ever seen.
-80% Repairs and Maintenance: Magic item.

Build/duplication:
-0% Build/Duplicate: Earth manufacture; low to medium-tech.
-20% Build/Duplicate: Earth manufacture; advanced, high-tech or foreign high-tech.
-30% BuildlDuplicate: Earth manufacture; advanced, robotics or bionics, including robot vehicles and exoskeletons.
-50% Build/Duplicate: Alien manufacture and advanced technology.
-70% Build/Duplicate: Alien manufacture and technology unlike anything he has ever seen.
-98% Build/Duplicate: Magic item.

Time Restrictions
1. Diagnosis of problem: 5-30 minutes depending on the complexity of the problem.
2. Maintenance such as oil change, lube job, changing or rotating tires, and similar will take 10-20 minutes per job, even for aircraft.
3. Minor body work, repairing dents and bullet holes or changing parts (like brakes, tires, and windshields), will take 8-36 hours depending on the severity of damage.
4. Adding or replacing additional body armor is a long, heavy job. Two hours per ten S.D.C. replaced or added. This time can be used for vehicles, robots, or body armor repair.
5. Major system work; Includes overhauling or rebuilding engines, replacing robot limbs, rebuilding a computer system, building a sensor or optic system, etc. 12-48 hours.
6. Adding mounts or turrets for weapon systems 6-24, hours each.

1. Quick Guess diagnosis of a problem, or determination of the purpose and operation/use of a particular machine: Simple machine/device of Earth manufacture: 2D4 melee rounds; -20% skill penalty.
Complex machine/device of advanced Earth manufacture (includes robots): 5-10 minutes; -30% skill penalty (-60% if under three minutes).
Complex machine/device of advanced Alien manufacture: 5-10 minutes; -60% skill penalty (-90% if under three minutes).
2. Proper Analysis, inspection and/or diagnosis of a problem, or the purpose and operation/use of a particular machine: Simple machine/device of Earth manufacture: 10-30 minutes depending on the complexity of the item. No penalty.
Complex machine/device of advanced Earth manufacture (includes robots): 2-8 hours depending on the complexity of the item. No penalty.
Complex machine/device of advanced Alien manufacture: 10-100 hours depending on the complexity of the item; -40% skill penalty (as noted in the previous table).
Complex machine/device of advanced Alien manufacture unlike anything seen before: 30-120 hours depending on the complexity of the item; -50% skill penalty (as noted in the previous table).
3. Minor body work, repairing dents and bullet holes or changing parts (like brakes, tires, and windshields), will take 10-36 hours depending on the severity of damage.
4. Adding or replacing additional body armor is a long, heavy job. Two hours per ten S.D.C. replaced or added. This time requirement can be used for vehicles, 'robots, or body armor repair.
5. Major system work. Includes overhauling or rebuilding engines, replacing robot limbs, rebuilding a computer system, building a sensor or optic system, etc. 24-48 hours.
6. Adding mounts or turrets for weapon systems, 12-24 hours each.
Note: Any of the above x100 when working on advanced alien machines and x10,000 if the alien machines are unlike anything seen before, minus the appropriate modifiers.
In all cases, a failed roll means the character doesn't know or can't perform the job at hand. Trying again is both noble and applicable, but requires 50% more time than the first attempt. A third try requires double the amount of time, a fourth 50% more than the last time.


Modifiers for Creating or Modifying a Weapon

-5% For each moving part.
-5% If explosives are involved (very touchy stuff).
-5% If electronics are involved (another touchy item).
-10% If miniaturization is involved.
-10% If the character is using his own design (experimental).
-15% If the character is not familiar with the weapon.
-25% Rush job, takes half the time, but may be flawed because of it.
-30% If an energy weapon (i.e. laser, particle beam, plasma, electricity, etc.).
-50% If an alien weapon and technology.
-90% If the alien weapon and technology is unlike anything he has ever seen.

Note, cannot build or repair magic items and needs instructions to their use.

Modifiers for Ancient Weapons
-10% Improve balance for throwing or parrying on an existing weapon (somebody else made it). +1 to parry.
-10% Improve sharpness of a blade (superior). +1 to damage
-25% Improve damage capability (usually involves additional mass and better balance). +2 to damage.
-25% Forge one's own weapon from scratch (good quality). +1 to parry.
-35% Forge one's own weapon from scratch with superior balance, damage and/or sharpness (add + 1 to strike, +2 to parry, and +4 to damage).
-10% Own design.
-20% Rush job, takes half the time, but may be flawed

Time Restrictions
A fair formula for determining time is one hour for every one point of modifier. Two hours per each penalty point if it's the character's own design, and add 10 hours for miniaturization; quadruple the total time if working on an alien device. This is the time for the specific work. Additional time may be spent on research, travel, and getting money for parts and materials.
Tyrannosapiens Rex

Re: Tinkering

Post by Tyrannosapiens Rex »

Isn't there a bonus for taking your time somewhere?
It may not be in the same area as the rest of that.

-50% Space capabilities; very complex and expensive.
That should be reduced or canceled if the character has Starship Engineering
Or Robotechnology Engineering- they're all space capable

-5% For each moving part.
so that makes a gun pretty hard.
even a revolver (wheel, hammer, trigger, firing pin)
User avatar
Augur
Admin
Posts: 5657
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Tinkering

Post by Augur »

So, the content I've posted (from HU2 Hardware section) in reply to the original tinkering post is what many in the A/GM chat have referenced as being the basis for tinkering rules.

Look it over and see what you think.
Post Reply

Return to “House Rules”