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Darius
Joined: Sat Feb 09, 2008 2:56 am Posts: 1606
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 Tinker
This is very much a work in progress. I have not returned to this in years.
Tinker: A jack of all trades or Mcgyver of the LE World. They are adept at repairing any building, ship, weapon, or contraption. They can also attempt to "build" a contraception to temporarily work. For example, an Engineer might be able to build a perfect glider, a Tinker with the right material can build one as well. However, it is likely to only be used for a few times before becoming unusable. They are apt to using whatever material are around them to fix, repair, and build items. While Pantology is the required abiltity, what keeps the Tinker alive is more often just plane luck.
Pantology, Evaluation, Weapons, Mechanics, Luck
12th Rank – Only Pantology and weapons possessed. No benefit save contact.
11th Rank – Pantology and Evaluation possessed. Guild membership available. Add two points to Pantology, Evaluation, and Weapons.
10th Rank – Pantology, Evaluation, Weapons and Mechanics possessed. Gain a set of tools that provides a 10% bonus to success on repairs
9th Rank – All five required abilities possessed. Add 2 points to Pantology, Evaluation, Weapons and Mechanics. However the addition cannot cause the Avatar to move to a higher rank. Add 4 points to Luck.
8th Rank – Pantology at 61. Gain Creativity at 20, or 10 if already possessed.
7th Rank - Pantology at 71. Add 2 points to the other 4 required abilities, add 3 to Luck.
6th Rank - Pantology at 81. Gain Metallurgy at 20, 10 if already possessed.
5th Rank – Pantology at 91. Add 2 points to the other 4 abilities, add 3 to Luck.
4th Rank – Pantology at 101. Gain learning at 20, or 10 is already possessed
3rd Rank – Pantology at 111. Add 2 points to the other 4 required abilities, add 3 to Luck
2nd Rank – Pantology at 121. Add waterfaring at 20 or add 10 to it if already possessed.
1st rank _ Pantology at 131. Add Commerce at 20, or add 10 if already possessed.
_________________ If a kid gets an answer right, tell him it was a lucky guess. That way, he develops a good lucky feeling.
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| Sat Feb 09, 2008 6:05 pm |
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deimos3428
Joined: Sat Feb 09, 2008 1:23 am Posts: 1485 Location: Toronto, Canada
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 Re: Tinker
I like this one a lot. I can also see the Brownie being eligible to entering this Order with perhaps a little bit of merit expenditure. (I ignore most "Order requirements", save that the required Abilities be in the order specified for the Order..."Vermick" would be 10th Rank, 9th if he raised Weapons above Mechanics and obtained Luck.)
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| Sat Feb 09, 2008 8:33 pm |
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Darius
Joined: Sat Feb 09, 2008 2:56 am Posts: 1606
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 Re: Tinker
Just playing around I quickly made up a Gnome then did a human for comparison. It seems that it will work well with a Gnome, but will need some merits spent. Humans could be very powerful as one. Make me wonder if everything is balanced out.
11th Rank Gnome Tinker
H 64 P 51 S 10
Pantology 66 Evaluation 53 Commerce: 45 Stealth 35 Mechanics 32 Weapons 12
8th Rank Human Tinker
H 68 P 47 S 12
Pantology 70 Evaluation 56 Weapons 30 Mechanics 29 Creativity 20 Luck 14
_________________ If a kid gets an answer right, tell him it was a lucky guess. That way, he develops a good lucky feeling.
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| Sat Feb 09, 2008 9:12 pm |
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deimos3428
Joined: Sat Feb 09, 2008 1:23 am Posts: 1485 Location: Toronto, Canada
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 Re: Tinker
*bump* Just bumping this one as I found it while searching for something else. It should probably be refined into a Homebrew Order PDF or merged with the Archetypes.
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| Mon Jan 26, 2009 1:39 pm |
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Darius
Joined: Sat Feb 09, 2008 2:56 am Posts: 1606
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 Re: Tinker
Either is fine. I wrote the Order a long time ago before I had realized Orders require guilds. I suppose there could be a Tinkerer guild, but overall it seems more like an archetype character. I think I listed the Tinkerer, for Archetypes, but I might have listed different abilities.
_________________ If a kid gets an answer right, tell him it was a lucky guess. That way, he develops a good lucky feeling.
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| Mon Jan 26, 2009 5:30 pm |
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Kersus
LGS Developer
Joined: Tue Feb 12, 2008 2:08 pm Posts: 439
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 Re: Tinker
What's the reasoning for Weapons being above Mechanics or Luck?
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| Sun Feb 01, 2009 1:17 am |
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Darius
Joined: Sat Feb 09, 2008 2:56 am Posts: 1606
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 Re: Tinker
I believe the answer I gave Gary when he asked me this was because I did not want the Avatar to suck at combat. Of course said discussion lead the the abandonment of Tinkerers and the development of the Engineer order.
I can give a slightly better reason now. Mechanics needs to be low, because actual "engineering" skills are minimal. At the same time, Mechanics would be possessed. So I need another ability in between. Luck could work for that, but I prefer weapons because the class is made for adventuring. So something beyond just basic weapon skills would be developed. Luck, I have grown to dislike this as an ability. It only serves as an ability that grants bonuses. It would never be something I used as a check, therefore I would want it low.
I can see multiple ways of doing this. None better than the other. I am not sure it is suitable to an Order.
_________________ If a kid gets an answer right, tell him it was a lucky guess. That way, he develops a good lucky feeling.
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| Sun Feb 01, 2009 6:18 am |
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