May 29th 2010 I put my first post out here, and here I am, approaching this blog's fourth birthday. Over 200 posts and nearing the 10,000 page view mark has me thinking about all the different things I have posted here these past few years. Interviews, maps and such have moved through here, with a few ideas left hanging.
One of these days I want to pull all of my Tinker posts together, give it a polish and see what you all think. I will be doing more maps in the future, March was a blast for me. I also hope to post more OSR stuff here with different creatures, items and stuff. This is where I admit my April Artifice was a bit of a bust.
I will be at Origins, Gen Con, and Con on the Cob this year and I hope to be at Gary Con next year. A lot of things to look forward to. I am currently trying to get a DCC game off the ground, with a game on Memorial Day. I just have to settle on where to have it, in case my flgs is closed that day. In closing I will leave you folks with this question, what would you like to see here? Take care and I will be back!
Gamer/artist in North East Florida talks about running games for his kids, friends, and total strangers. Also his encounters with various artists (friend or otherwise). Also 'casting at anchor.fm/jim-yoder with game/media thoughts.
Showing posts with label Tinker. Show all posts
Showing posts with label Tinker. Show all posts
Tuesday, May 13, 2014
Friday, December 20, 2013
Tinker schematic rules change
No more schematic chart mandating how many of what level schematic a tinker can use, it will be up to the GM whether the character has access to the design to create it. To use a device just roll a d20 and subtract level of the device, looking to roll above 10. You get to add your intelligence bonus to the roll. A failed roll means it works but needs repaired before being used again, costing 5 gp per level of the design. A one on a failed roll means it does not even go off and you still have to repair it before you can use it again. So far I have given a quick description of how each device might work, usually key wound. I f you have an idea how you would like it to work, run it past your GM. Happy holidays and happy gaming!
PS. I adapted this from the Owl Hoot Trail rpg's gadgeteer class.
PS. I adapted this from the Owl Hoot Trail rpg's gadgeteer class.
Sunday, December 15, 2013
Holidays are not made for blogging
Christmas and New Years are rapidly approaching and here we are, pressed for time. This means, as you may have noticed, I am not worried about keeping up with the daily schedule from November. There will at least be one or two posts a week, especially if something comes up. I have more schematics waiting to be written up for the tinker, hopefully enough to make the class more interesting. I still have to finish telling you all about the rest of my time at Con on the Cob this year. Of course we have the Time of the Doctor Christmas special coming up! I am in the process of get the Shaintar adventure ready for January 18th, and there is plenty of room if anyone out there wants to sign up. Another game I am planning for next year is the Labyrinth Lord game where the players explore Vol' Choloris' lair. I am excited about what I have planned for next year and I hope you are as well!
Saturday, November 30, 2013
NaBloPoMo comes to a close
So here we are, last day of November, and the last day of my involvement in National Blog Post Month. It has been fun making sure I post something on a semi regular schedule. November was full of stuff happening that I enjoyed writing about, especially with the 50th anniversary of Doctor Who happening. Just over half of my posts were Who related, sometimes because of recovered episodes but mostly the bits of stuff leading up to the big day on the 23rd. I interviewed Andrew Raymond about his contribution to the local Who community and the amazing event that he helped coordinate at the local Grandview theater. When I attended the showing there, I almost felt like a reporter, though with a sucky camera. It was great and I look forward to attending more of these events and recommend the same to anyone able to, do it.
I decided to give a shot at making a D&D character class, the Tinker, driven by cogs and gears. They use devices and mechanisms designed for defense and offense, and trap detection/removal and lock picking. I love D&D and various related OSR games, a special love for Labyrinth Lord. In addition, I got to go to Con on the Cob and play in a game of Cryptworld run by Tim Snider (co-author of Cryptworld) I loved reporting on that game as well as other events at the con. A wonderful interview with Jason Braun, and me wanting to go to Gary Con 2014 rounds out my posts for the month. I hope you all have liked what I have to say and I will continue this type of post, though not everyday, at least during the holidays here. Take care, and enjoy!
I decided to give a shot at making a D&D character class, the Tinker, driven by cogs and gears. They use devices and mechanisms designed for defense and offense, and trap detection/removal and lock picking. I love D&D and various related OSR games, a special love for Labyrinth Lord. In addition, I got to go to Con on the Cob and play in a game of Cryptworld run by Tim Snider (co-author of Cryptworld) I loved reporting on that game as well as other events at the con. A wonderful interview with Jason Braun, and me wanting to go to Gary Con 2014 rounds out my posts for the month. I hope you all have liked what I have to say and I will continue this type of post, though not everyday, at least during the holidays here. Take care, and enjoy!
Labels:
Con on the Cob,
Cryptworld,
D&D,
Doctor Who,
Gary Con 2014,
Jason Braun,
Labyrinth Lord,
NaBloPoMo,
OSR,
Tim Snider,
Tinker
Design Schematics, part 5
Like before, comments are appreciated. Enjoy!
Cable of Grabbing, Advanced
Level 2
Duration: 1 turn
Range: 40'
This device is a step up from the first level version, as this can hold normal animals for the duration, up to 400 lbs. It is key wound, spiked to the ground and, when activated, springs a set of synchronized, articulated coils that capture the creature and lock into place. The beast is unable to move, though it can growl, roar or whatever.
Burning Geyser
Level 3
Duration: Instantaneous
Range: 20'
Key wound device, this can set to go off within 2 to 6 rounds (20 seconds to a minute) It produces a vertical column of flame 20' high and 5' in diameter, dealing 4d8 fire damage. Save vs. spells for half damage. The device can be set in place or thrown/ rolled/slid etc.
Lightning Rod
Level 3
Duration: 10 rounds per level
Range:
Once the mechanism has been wound and activated, it can attract a bolt of lightning that deals 2d8, +1d8 per level of the tinker who created it. The device must be driven securely into the ground, outdoors and in a stormy area. The target, who must be within 10' of the rod, may attempt to save vs. spells for half damage. The rod can attract lightning once every 10 rounds
Cable of Grabbing, Advanced
Level 2
Duration: 1 turn
Range: 40'
This device is a step up from the first level version, as this can hold normal animals for the duration, up to 400 lbs. It is key wound, spiked to the ground and, when activated, springs a set of synchronized, articulated coils that capture the creature and lock into place. The beast is unable to move, though it can growl, roar or whatever.
Burning Geyser
Level 3
Duration: Instantaneous
Range: 20'
Key wound device, this can set to go off within 2 to 6 rounds (20 seconds to a minute) It produces a vertical column of flame 20' high and 5' in diameter, dealing 4d8 fire damage. Save vs. spells for half damage. The device can be set in place or thrown/ rolled/slid etc.
Lightning Rod
Level 3
Duration: 10 rounds per level
Range:
Once the mechanism has been wound and activated, it can attract a bolt of lightning that deals 2d8, +1d8 per level of the tinker who created it. The device must be driven securely into the ground, outdoors and in a stormy area. The target, who must be within 10' of the rod, may attempt to save vs. spells for half damage. The rod can attract lightning once every 10 rounds
Thursday, November 21, 2013
More design schematics part 3
A few more schematics for you all, and I hope the updated stats are clear, later guys!
Crawler
Level 1
Duration: 10 turns (1 minute)
Range: 30'
This is a useful schematic that when built can be used to move devices undetected. A crawler is key wound and resembles a spider in shape. It is up to the GM what chance someone has of noticing this device in motion.
Drowsing Mist
Level 1
Duration: 4d4 turns
Range: 60' if thrown, 30' if using a crawler
A key wound timing device controls when sedating compound is misted into the air, affecting a 20' cubed area and up to 2d6 hd worth of creatures. The device can be thrown, rolled, or can be attached to a crawler. Sedated creatures are oblivious to most noises and jostling, but will be awakened by very loud noises and being slapped or wounded.
Ocular Fascination
Level 1
Duration: 1 round, + 1 round per level
Range: 5'
A glowing, key driven driven device that faintly resembles a metronome. This can only affect 1 person at a time, leaving them vulnerable to suggestion, though they can never knowingly take an action that would harm themselves or their loved ones.
Crawler
Level 1
Duration: 10 turns (1 minute)
Range: 30'
This is a useful schematic that when built can be used to move devices undetected. A crawler is key wound and resembles a spider in shape. It is up to the GM what chance someone has of noticing this device in motion.
Drowsing Mist
Level 1
Duration: 4d4 turns
Range: 60' if thrown, 30' if using a crawler
A key wound timing device controls when sedating compound is misted into the air, affecting a 20' cubed area and up to 2d6 hd worth of creatures. The device can be thrown, rolled, or can be attached to a crawler. Sedated creatures are oblivious to most noises and jostling, but will be awakened by very loud noises and being slapped or wounded.
Ocular Fascination
Level 1
Duration: 1 round, + 1 round per level
Range: 5'
A glowing, key driven driven device that faintly resembles a metronome. This can only affect 1 person at a time, leaving them vulnerable to suggestion, though they can never knowingly take an action that would harm themselves or their loved ones.
Sunday, November 17, 2013
The Tinker!
Tinker
Requirements: Dex 9
Prime Requisite: Int
Hit Dice: d6
Humans who become tinkers are fascinated by the way things work, especially clockworks. They enjoy creating wondrous mechanisms to delight and amaze. There are a select few who thrill to see there work used in new and different ways, possibly in dangerous circumstances. Tinkers learn and create schematics that allow them to create these mechanisms, and as they level, the designs become more and more complicated. Their armor is limited to leather and weapons they have some skill in are daggers, blunt weapons, and bows. Magic items a tinker may use; armor, weapons, rings and potions. Also, they are able to pick locks, find/remove traps, and hear noise as a thief of the same level. At the upper levels, they are able to create amazing mechanisms that can delight and thrill onlookers.
Character Attack Table
Armor Class
Level 0 1 2 3 4 5 6 7 8 9
1-3 19 18 17 16 15 14 13 12 11 10
4-5 18 17 16 15 14 13 12 11 10 09
6-8 17 16 15 14 13 12 11 10 09 08
9-10 16 15 14 13 12 11 10 09 08 07
11 15 14 13 12 11 10 09 08 07 06
12 14 13 12 11 10 09 08 07 06 05
Saving Throws:
Level Breath Attacks Poison/Death Petrify/Paralyze Wands Spells/Spell-like Devices
1-4 16 14 13 15 14
5-8 14 12 11 13 12
9-12 12 10 9 11 10
Gearborn Level Progression
Experience Level Hit Dice(d6)
0 1 1
1,240 2 2
2,480 3 3
4,960 4 4
9,920 5 5
19,840 6 6
39,680 7 7
77,500 8 8
155,000 9 9
232,500 10 10
310,000 11 10+ 1hp
387,500 12 10+ 2hp
Design Schematic Progression
Tinker Schematic Level
Level 1 2 3
1 1 - -
2 2 - -
3 2 1 -
4 2 2 -
5 2 2 1
6 2 2 2
7 3 3 2
8 4 3 2
9 4 4 3
10 5 4 3
11 6 5 4
Tinkers have a chance to learn schematics that they pick up while adventuring, based on their intelligence.Once they have rolled to see if they are able to learn a schematic, they are unable to try again unless the referee deems it acceptable.
Intelligence Learning
Score Probability
3 20%
4-5 30%
6-7 35%
8-9 40%
10-12 50%
13-14 70%
15-16 75%
17 85%
18 90%
More schematics to follow, including some specific ones for upper levels. Please let me know what you think and I will see what I can do.
Requirements: Dex 9
Prime Requisite: Int
Hit Dice: d6
Humans who become tinkers are fascinated by the way things work, especially clockworks. They enjoy creating wondrous mechanisms to delight and amaze. There are a select few who thrill to see there work used in new and different ways, possibly in dangerous circumstances. Tinkers learn and create schematics that allow them to create these mechanisms, and as they level, the designs become more and more complicated. Their armor is limited to leather and weapons they have some skill in are daggers, blunt weapons, and bows. Magic items a tinker may use; armor, weapons, rings and potions. Also, they are able to pick locks, find/remove traps, and hear noise as a thief of the same level. At the upper levels, they are able to create amazing mechanisms that can delight and thrill onlookers.
Character Attack Table
Armor Class
Level 0 1 2 3 4 5 6 7 8 9
1-3 19 18 17 16 15 14 13 12 11 10
4-5 18 17 16 15 14 13 12 11 10 09
6-8 17 16 15 14 13 12 11 10 09 08
9-10 16 15 14 13 12 11 10 09 08 07
11 15 14 13 12 11 10 09 08 07 06
12 14 13 12 11 10 09 08 07 06 05
Saving Throws:
Level Breath Attacks Poison/Death Petrify/Paralyze Wands Spells/Spell-like Devices
1-4 16 14 13 15 14
5-8 14 12 11 13 12
9-12 12 10 9 11 10
Gearborn Level Progression
Experience Level Hit Dice(d6)
0 1 1
1,240 2 2
2,480 3 3
4,960 4 4
9,920 5 5
19,840 6 6
39,680 7 7
77,500 8 8
155,000 9 9
232,500 10 10
310,000 11 10+ 1hp
387,500 12 10+ 2hp
Design Schematic Progression
Tinker Schematic Level
Level 1 2 3
1 1 - -
2 2 - -
3 2 1 -
4 2 2 -
5 2 2 1
6 2 2 2
7 3 3 2
8 4 3 2
9 4 4 3
10 5 4 3
11 6 5 4
Tinkers have a chance to learn schematics that they pick up while adventuring, based on their intelligence.Once they have rolled to see if they are able to learn a schematic, they are unable to try again unless the referee deems it acceptable.
Intelligence Learning
Score Probability
3 20%
4-5 30%
6-7 35%
8-9 40%
10-12 50%
13-14 70%
15-16 75%
17 85%
18 90%
More schematics to follow, including some specific ones for upper levels. Please let me know what you think and I will see what I can do.
Sunday, November 10, 2013
Design Schematics part 2
Some more designs for the tinker, let me know what you think. I will be updating the class info soon.
Electrifying Touch
Level 1
Duration: Instant
Range: Touch
A small key wound mechanism, which deals 1d8 +1 per tinker's level, fastens to the hand of the user. Only works if the user successfully strikes the target.
Stink Bug
Level 2
Duration: Permanent
Range: 30'
A key wound mechanism that moves a predetermined distance in a straight line, then discharges a 20' cubed patch of haziness, making living creatures within it helpless with nausea. This condition exists for as long as the creature is in the cloud and 1d4+1 rounds after it leaves. Any creature making a save vs. Poison when leaving is not affected for the additional rounds.
Tangle Mesh
Level 2
Duration: 48 turns
Range: 10'
A key wound, gear driven device delivers a mass of viscous mesh. It can be thrown at the target or sent in a manner similar to the Stink Bug. Creatures caught in it become ensnared in the strong, clinging threads. Entangled creatures cannot move, but can break loose depending on their strength. Any being with human range strength can break free of it in 2d4 turns. Creatures with a higher, or augmented strength (above 18) can break free in 4 rounds. The filaments in this mixture are flammable and all creatures in the mesh take 1d6 fire damage from it for 2 rounds. After this any surviving creatures are free.
Electrifying Touch
Level 1
Duration: Instant
Range: Touch
A small key wound mechanism, which deals 1d8 +1 per tinker's level, fastens to the hand of the user. Only works if the user successfully strikes the target.
Stink Bug
Level 2
Duration: Permanent
Range: 30'
A key wound mechanism that moves a predetermined distance in a straight line, then discharges a 20' cubed patch of haziness, making living creatures within it helpless with nausea. This condition exists for as long as the creature is in the cloud and 1d4+1 rounds after it leaves. Any creature making a save vs. Poison when leaving is not affected for the additional rounds.
Tangle Mesh
Level 2
Duration: 48 turns
Range: 10'
A key wound, gear driven device delivers a mass of viscous mesh. It can be thrown at the target or sent in a manner similar to the Stink Bug. Creatures caught in it become ensnared in the strong, clinging threads. Entangled creatures cannot move, but can break loose depending on their strength. Any being with human range strength can break free of it in 2d4 turns. Creatures with a higher, or augmented strength (above 18) can break free in 4 rounds. The filaments in this mixture are flammable and all creatures in the mesh take 1d6 fire damage from it for 2 rounds. After this any surviving creatures are free.
Saturday, November 9, 2013
Design Schematics part 1
Shimmer Dust
Level 1
Duration: 4 rounds per level
Range:12'
This schematic creates a small hand held, bellows like contraption that produces a cone of pale phosphorescence that adheres to those in it's path. This creates a glow that outlines those affected with a shimmering luminescence, up to 12' per level of the person creating the device. This means 2 human sized targets at level 1 and 4 human sized at level 2. This phosphorescence does not harm the creatures, but it makes it easier to see them, giving anyone attacking them a +2 to hit.
Cable of Grabbing
Level 1
Duration: 1 turn
Range: 40'
This schematic typically creates a long articulated coil that fastens to the ground and can be set to spring, via a winding mechanism, on an individual walking into it, or can be tossed at someone. If used in the former way, the victim gets a save vs. spells at -2. They are able to speak, though they cannot move as the coil wraps around them and gears lock it in place. May only affect one person/creature at a time.
To create items found in these schematics, the Tinker (previously gearborn) needs a kit to facilitate this. The tinker's kit costs 30 gp. and has some gears and cylinders, but also molds for creating more, as well as various tools needed. More to come, let me know what you think!
Level 1
Duration: 4 rounds per level
Range:12'
This schematic creates a small hand held, bellows like contraption that produces a cone of pale phosphorescence that adheres to those in it's path. This creates a glow that outlines those affected with a shimmering luminescence, up to 12' per level of the person creating the device. This means 2 human sized targets at level 1 and 4 human sized at level 2. This phosphorescence does not harm the creatures, but it makes it easier to see them, giving anyone attacking them a +2 to hit.
Cable of Grabbing
Level 1
Duration: 1 turn
Range: 40'
This schematic typically creates a long articulated coil that fastens to the ground and can be set to spring, via a winding mechanism, on an individual walking into it, or can be tossed at someone. If used in the former way, the victim gets a save vs. spells at -2. They are able to speak, though they cannot move as the coil wraps around them and gears lock it in place. May only affect one person/creature at a time.
To create items found in these schematics, the Tinker (previously gearborn) needs a kit to facilitate this. The tinker's kit costs 30 gp. and has some gears and cylinders, but also molds for creating more, as well as various tools needed. More to come, let me know what you think!
Subscribe to:
Posts (Atom)
