1. - Top - End - #14
    Troll in the Playground
     
    HalflingPirate

    Join Date
    Nov 2011

    Default Re: Random World Idea. Old West, Post-Apocalypse with Dinosaurs

    Two expert-class craft/knowledge skills would be a must:

    Mechanic- to make and maintain party equipment and to jury-rig remnant tech at need.

    Gunsmith- to make and repair firearms. Assuming alchemy covers gunpowder making, a gunsmith is still needed to choose the right powder for a weapon and to load/reload ammo.

    Also consider an additional class:

    Technomancer
    d6 HP/level
    Saves as Rogue
    6+Int Bonus Skill Points/level
    1 Feat +1 each at 3,6,9,12,15, and 18

    At level 1 the TM can 'Determine Use' of an unknown technological device with a d20+Mechanic Skill Ranks+Int Bonus vs. DC of the device.

    At level 2 the TM can 'Power Up' an unknown technological device from his available Batteries for a number of rounds equal to his level. To succeed the d20+Mechanic Skill +Int Bonus roll must exceed the DC of the device. The DC is also usually the Burn Out save, which if failed, results in the device being ruined. (Repairs may or may not be possible.)

    At level 3 the TM can 'Charge Batteries.' This feat includes knowing if a particular battery can be recharged.

    At level 5 the TM begins to comprehend basic electrical theory and can read basic electrical schematics. The Mechanic Skill may now be applied to power and lighting systems, but not to electronics, computers, or cybernetics, (which may continue to be used as the earlier feats describe.

    At level 7 the TM may 'Make Repairs' which restore a device to one of three states:
    Erratic operation in which annoying or unpredictable behaviors occur,
    Functional operation in which the device operates as intended,
    Or Damaged, which increases the next Repair DC by 5.
    Each device which can be repaired has two DCs. A single d20+Mechanic+Int roll is compared to both DCs. Achieving the higher results in a Functional repair. If that fails, the same total achieving the lower DC results in an Erratic repair. Failing both DCs results in a Damaged device, and each DC is increased by 5 for subsequent repair attempts.

    At level 9 the TM learns to craft batteries. This also allows construction of alternators and generators. The TM also gains a +TM levels bonus to avoid Burn Out results from Power Up attempts.

    At level 12 the TM begins to comprehend solid state devices and can use any of the TM feats to power, repair, or operate electronic equipment.

    At level 15 the TM learns how to 'Operate Basic Computers,' but not cybernetics. This allows tqoubleshooting and repair of computers via component replacement, but does not allow repair of damaged cards, boards, or components, nor does it grant comprehension of any computer languages.

    At level 18 the TM gains the ability to 'Operate Cybernetic Systems.' The TM can control and possibly reprogram robots, but cannot create or repair cybernetic components. This does not exclude the repair of mechanical, electrical, or solid state electronics systems on a robot.
    At this level the mysteries of computing begin to open up and computer programming is possible, as is the fabrication of electronic components.

    At level 21 the TM can reproduce the wonders of the Ancients.

    A TM requires a tool kit which grows as he levels. He also requires a workshop to fabricate components and a lab to train and experiment.
    Assume a took kit requires 1 cubic foot per level at 20 pounds per level.
    Assume a workshop requires 5 cubic feet per level for equipment and a workbench plus floor space to place the work and to work around it. 1000 cubic feet would be a minimum, but this can be a tent or makeshift shelter to protect the work from the elements.
    A lab is a permanent structure of no less than 1000 cubic feet plus 100 cubic feet per level. It may be rented, but must be stocked at costs similar to a wizard's lab.

    Donkeybot
    The great Technomancer's Guild builds and sells (to its members only) a robot draught machine designed to pull a donkey cart at walking speed. Its weight capacity is 200 pounds and its towing capacity is 2000 pounds on level ground. (Common roads limit this to 1500 pounds, while sleds may require less than 750 pounds.) Two or more donkeybots may be teamed for greater weight capacity, but not for increased speed.
    The Guild also offers a variety of batteries for sale to its members.
    Last edited by brian 333; 2021-02-23 at 12:36 AM.