Difference between revisions of "Class: Greasemonkey"

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L O L, just kidding for nao.
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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
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! colspan="12;" style="background:#9B9F9E;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Greasemonkey</font></div>
=Vehicles=
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|-
This section will outline, in general terms, how vehicles work. Notable sections will be vehicle construction, vehicle classes, and rules specific to vehicles regarding their function.
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| colspan="2"|&nbsp;
 
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| colspan="4" style="background:#B4B7B7;"|<font color="black">'''Technology'''</font>
==Vehicle Overview==
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Vehicles function similarly to characters: they have hit points, an AC, ability scores, classes, and so forth. However, vehicles are not creatures, but are objects, and so their interactions with other rules are a bit unusual.
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All vehicles have a base AC of 5, rather than 10.
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==Ability Scores==
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Vehicles have Strength, Dexterity, Constitution, and Perception scores. In a vehicle's class, its Strength represents the raw force the vehicle can apply; its Dexterity represents its agility and maneuverability; its Constitution represents how well-constructed and sturdy it is; and its Perception represents the quality of its sensors and the ability of occupants to see outside the vehicle.
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When created, the greasemonkey chooses what the vehicle's stats are, using the point buy system; the greasemonkey has 18 points to distribute to his vehicle's stats. Alternatively, the greasemonkey may opt to roll his vehicle's ability scores, in a manner similar to how a character is created.
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A vehicle's ability scores are modified by its size.
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==Vehicle Level==
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Vehicles have levels independent of the greasemonkey that built them. Many stock vehicles, such as those that are available for purchase, have levels of their own, and come with modules already installed, with the intent that an end-user not have to tinker with the vehicle to make it function.
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When a greasemonkey constructs a vehicle, he can make a vehicle with a vehicle level no higher than his student level. He can also modify previously-existing vehicles, adding levels to them provided that their total vehicle level is no higher than his student level. A greasemonkey can have any number of vehicles built at a time.
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==Vehicle Configuration==
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Once a vehicle's ability scores are determined, the greasemonkey must now design the configuration of the vehicle. In order, the greasemonkey will determine the following:
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* Slot Layout and Progression
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* Base Speed, Cargo, and Power
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* Size
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* Hardpoints
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* Power Plant(s)
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* Locomotion Type
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===Slot Layout===
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{| class="collapsible" width="40%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="6;" style="background:#555555;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Slot Layouts</font></div>
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|-
 
|-
 
|width="10%"|'''Level'''
 
|width="10%"|'''Level'''
|width="18%"|'''Worst'''
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|width="30%" align="left"|'''Special'''
|width="18%"|'''Poor'''
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|width="15%"|''Device Slots''
|width="18%"|'''Average'''
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|width="15%"|''Max Device Grade''
|width="18%"|'''Good'''
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|width="15%"|''Fields''
|width="18%"|'''Best'''
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|width="15%"|''Devices Known''
|-style="background:#22DD22;"
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|'''Cost''' || -1 || 0 || 1 || 2 || 4
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|-style="background:#CCCCCC;"
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|1 || 0 || 0 || 1 || 1 || 2
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|-
 
|-
|2 || 0 || 0 || 1 || 1 || 2
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|1 || align="left"|Vehicle || 2 || Prototype || 1 || 3
|-style="background:#CCCCCC;"
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|-style="background:#CDCFCF;"
|3 || 0 || 0 || 1 || 1 || 2
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|2 || align="left"|Vehicle Expertise || 2 || Prototype || 1 || 4
 
|-
 
|-
|4 || 0 || 0 || 1 || 2 || 3
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|3 || align="left"|&nbsp; || 2 || Prototype || 2 || 5
|-style="background:#CCCCCC;"
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|-style="background:#CDCFCF;"
|5 || 0 || 0 || 1 || 2 || 2
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|4 || align="left"|Vehicle Expertise || 3 || Prototype || 2 || 6
 
|-
 
|-
|6 || 0 || 0 || 2 || 2 || 3
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|5 || align="left"|&nbsp; || 3 || Refined || 2 || 7
|-style="background:#CCCCCC;"
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|-style="background:#CDCFCF;"
|7 || 0 || 0 || 2 || 2 || 4
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|6 || align="left"|Vehicle Expertise || 4 || Refined || 2 || 8
 
|-
 
|-
|8 || 0 || 1 || 2 || 3 || 4
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|7 || align="left"|&nbsp; || 4 || Refined || 3 || 9
|-style="background:#CCCCCC;"
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|-style="background:#CDCFCF;"
|9 || 0 || 1 || 2 || 3 || 4
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|8 || align="left"|Vehicle Expertise || 4 || Refined || 3 || 11
 
|-
 
|-
|10 || 0 || 1 || 2 || 3 || 5
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|9 || align="left"|&nbsp; || 5 || Refined || 3 || 12
|-style="background:#CCCCCC;"
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|-style="background:#CDCFCF;"
|11 || 0 || 1 || 3 || 4 || 5
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|10 || align="left"|Greasemonkey Talent || 5 || Improved || 3 || 13
 
|-
 
|-
|12 || 0 || 1 || 3 || 4 || 5
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|11 || align="left"|&nbsp; || 6 || Improved || 4 || 14
|-style="background:#CCCCCC;"
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|-style="background:#CDCFCF;"
|13 || 0 || 1 || 3 || 4 || 6
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|12 || align="left"|Greasemonkey Talent || 6 || Improved || 4 || 15
 
|-
 
|-
|14 || 0 || 1 || 3 || 4 || 6
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|13 || align="left"|&nbsp; || 6 || Improved || 4 || 16
|-style="background:#CCCCCC;"
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|-style="background:#CDCFCF;"
|15 || 0 || 1 || 3 || 5 || 6
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|14 || align="left"|Greasemonkey Talent || 7 || Improved || 4 || 17
 
|-
 
|-
|16 || 0 || 2 || 4 || 5 || 7
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|15 || align="left"|&nbsp; || 7 || Improved || 5 || 19
|-style="background:#CCCCCC;"
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|-style="background:#CDCFCF;"
|17 || 0 || 2 || 4 || 5 || 7
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|16 || align="left"|Greasemonkey Talent || 8 || Improved || 5 || 20
 
|-
 
|-
|18 || 0 || 2 || 4 || 6 || 7
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|17 || align="left"|&nbsp; || 8 || Augmented || 5 || 21
|-style="background:#CCCCCC;"
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|-style="background:#CDCFCF;"
|19 || 0 || 2 || 4 || 6 || 8
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|18 || align="left"|Greasemonkey Talent || 8 || Augmented || 5 || 22
 
|-
 
|-
|20 || 0 || 2 || 4 || 6 || 8
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|19 || align="left"|&nbsp; || 9 || Augmented || 6 || 23
 +
|-style="background:#CDCFCF;"
 +
|20 || align="left"|Greasemonkey Talent || 9 || Augmented || 6 || 24
 
|}
 
|}
Vehicles use ''slots'', into which the greasemonkey places devices. Unlike other students, the greasemonkey's devices are intended to be "plugged into" a vehicle - that is, a greasemonkey's devices are useless on their own. In essence, a vehicle becomes a device platform, capable of quite a bit of versatility in its own right. Mechanically, all greasemonkey vehicles have the [module] descriptor, which indicates that the device must be slotted into a vehicle in order to function.
 
  
Slots come in three grades: high, mid, and low. These slots are vaguely indicative of how much power from the vehicle's power plant the device must draw, though this is not represented directly mechanically. In general, high slots are used for weapons, shield generators, and similar "high-power" devices; mid slots are used for armor, shield modifications, significant weapon enhancements, engine and capacitor enhancements, or "electronic warfare" modules that have a variety of effects, such as making targets easier to hit; and low slots are for minor weapon and shield enhancements, small but persistent speed boosts, mild modifications of the power plant, or changing the configuration of the vehicle in a variety of ways.
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&nbsp;
  
When constructing a vehicle, the greasemonkey has a pool of 5 points to spend on their slot layout. Some greasemonkey abilities, or some feats, can modify this initial value. For each type of slot - high, mid, and low - the greasemonkey spends a number of points, which grants the vehicle some number of initial slots (at first level), and allows the greasemonkey to improve the vehicle over time to accommodate a higher number of slots over time (these additional slots are gained when the greasemonkey has at least eight hours of downtime to modify the vehicle, and does not require a workshop or facility to do so).
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=Greasemonkey=
 +
[[Image:Kaylee.jpg|thumb|375px|right|Kaylee, iconic greasemonkey]]
 +
: ''"Burn the land, boil the sea: you can't take the skies from me..."''
  
Slot layout has a significant impact on a vehicle's function. In addition, later decisions - specifically, the configuration for turret, shield, and reactor ''hardpoints'' - relate to this decision, as hardpoints effectively act as modifiers to previously-existing slots and do not exist by themselves (for instance, if you have a vehicle that has 1 turret hardpoint but no high slots, there are no available high slots to attach the turret hardpoint to, and thus the turret hardpoint is useless).
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The vehicle is arguably the epitome of technological endeavor. Enabling individuals to travel land far faster than on foot, to voyage across the seas, to traverse the skies, or even to venture into the unknown depths of space: vehicles are the means to extreme exploration on a monumental scale.
  
Regardless of slot layout, talents, or feats that grant additional slots, a vehicle cannot have any more slots of a given type than its vehicle level.
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Greasemonkeys come in a variety of flavors. Some are hotshot pilots, and while they have the minimal know-how to keep their vehicles in prime condition, their primary skills lie in taking any vehicle and pushing it to its limits - and sometimes beyond; some are tinkers and modders, and what they lack in pure piloting skill or technical knowledge they make up for with the ability to make any vehicle suit their needs; while others are engineers, devising new devices and contraptions that can be added to vehicles, vastly extending their capabilities, while somewhat lacking in piloting or the ability to modify vehicles on the fly.
  
&nbsp;
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It is important to note that a greasemonkey without a vehicle is at a severe disadvantage. While greasemonkeys have basic combat skills and knowledge of firearms, their devices are useless without the context of the energy output of a vehicle, and their marksmanship is nowhere near comparable to that of [[Gunslinger|gunslingers]]. While they can pass for a [[Gadgeteer|gadgeteer]] in a pinch, with some ability to recognize and disable traps and similar devices, they are sorely outmatched unless seated behind the wheel. Fortunately, greasemonkeys are quite capable of building and piloting vehicles of a smaller scale, and while such vehicles tend to be out-classed by larger ones, they are certainly able to hold their own in the sorts of encounters adventuring greasemonkeys will likely find themselves in.
  
&nbsp;
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==Game Rule Information==
 +
Greasemonkeys have the following game statistics.
  
&nbsp;
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'''[[The_Forces#Force Alignment | Force Alignment]]:''' Technology.
  
===Design Layout===
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'''[[The_Forces#Force_Resistance | Force Resistances]]:''' SR 5 + level, PR 5 + level.
{| class="collapsible" width="40%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="4;" style="background:#555555;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Design Layouts</font></div>
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'''Abilities:''' Dexterity is the most important ability for a greasemonkey, as that is what modifies their ability to pilot vehicles. Vehicles often make use of firearms, and as such Perception can also be important.
|-
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|width="19%"|'''Points'''
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'''Hit Points at 1st Level:''' 5 + Con score.
|width="27%"|'''Speed'''
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|width="27%"|'''Cargo'''
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'''Hit Points at Each Additional Level:''' 5 + Con modifier.
|width="27%"|'''Power'''
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|-style="background:#CCCCCC;"
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| -1 || 20 ft. || 10 lb. || 4
+
|-
+
|0 || 30 ft. || 20 lb. || 8
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|-style="background:#CCCCCC;"
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|1 || 40 ft. || 30 lb. || 10
+
|-
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|2 || 50 ft. || 50 lb. || 12
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|-style="background:#CCCCCC;"
+
|3 || 60 ft. || 80 lb. || 16
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|-
+
|4 || 80 ft. || 120 lb. || 20
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|-style="background:#CCCCCC;"
+
|5 || 100 ft. || 150 lb. || 26
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|-
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|7 || 120 ft. || 200 lb. || 32
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|-style="background:#CCCCCC;"
+
|10 || 150 ft. || 300 lb. || 40
+
|}
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Independent of slot layout is the ''design'' layout. At this step, the greasemonkey makes structural decisions about the vehicle, determining the vehicle's base values for its speed, cargo capacity, and available power, or ''capacitor''.
+
  
Similar to slot layout, the greasemonkey has 5 points to spend on each category, which results in a base value; this base value will then be modified, later, based upon the vehicle's size.
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'''Healing Surges:''' 6 + Con modifier.
  
A vehicle with a speed of 0 feet cannot move, and is essentially an immobile platform. A vehicle with a capacitor of 0 cannot use devices of any kind, even those that do not require capacitor to use. A vehicle with a cargo capacity of 0 lbs. can fit nothing other than its pilot carrying at most a light load, but vehicles always have room for a pilot of at least the vehicle's size.
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'''Defenses:''' Fort +0; Ref +4; Will +2; Det +2.
  
Carrying capacity within a vehicle can also be used to fit passengers: in essence, the notion that a vehicle has to have specified additional slots for passengers - or even crew - is pretty much dead.
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'''Starting Age:''' Simple.
  
A passenger takes up 100 lbs' worth of cargo, for a Medium-size passenger. Every size category smaller halves the amount (so Small take up 50 lbs, Tiny take up 25, and so forth), while every category larger doubles it (so Large is 200 lbs, Huge is 400 lbs, and so forth).  
+
==Class Features==
 +
All of the following are class features of the greasemonkey core class.
  
===Size===
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<div id="Proficiencies">
{|class="collapsible" align="right" width="62%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="11" style="background:#555555;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Vehicle Sizes</font></div>
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! style="background:#9B9F9E;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
|-style="background:white;" align="center"
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|&nbsp;
+
|&nbsp;
+
|&nbsp;
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| colspan="3" style="background:#919191;"|'''Design Layout Modifiers'''
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| colspan="4" style="background:#919191;" width="30%"|'''Combat Modifiers'''
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|&nbsp;
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|-align="center"
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|'''Size''' || '''Abrev''' || '''Space''' || ''Speed'' || ''Cargo'' || ''Power'' || ''Size'' || ''Grapple'' || ''Hide'' || ''PCP'' || '''Available at...'''
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|-align="center" style="background:#CCCCCC;"
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| Medium || M || 5 ft. || x1.5 || x1 || x0.75 || +0 || +0 || +0 || +0 || 1st
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|-align="center"
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| Large || L || 10 ft. || x1 || x2 || x1 || -1 || +4 || -4 || +0 || 1st
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|-align="center" style="background:#CCCCCC;"
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| Huge || H || 15 ft. || x1 || x4 || x1.25 || -2 || +8 || -8 || -2 || 3rd
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|-align="center"
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| Gargantuan || G || 20 ft. || x0.75 || x6 || x1.5 || -4 || +12 || -12 || -4 || 6th
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|-align="center" style="background:#CCCCCC;"
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| Colossal || C || 30 ft. || x0.75 || x8 || x2 || -8 || +16 || -16 || -6 || 9th
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|-align="center"
+
| Vast || V || 40 ft. || x0.75 || x10 || x2.5 || -12 || +20 || -20 || -8 || 12th
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|-align="center" style="background:#CCCCCC;"
+
| Enormous || E || 50 ft. || x0.5 || x15 || x3 || -16 || +24 || -24 || -10 || 15th
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|-align="center"
+
| Immense || I || 60 ft. || x0.5 || x20 || x3.5 || -20 || +28 || -28 || -12 || 18th
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|-align="center" style="background:#CCCCCC;"
+
| Titanic || T || 80 ft. || x0.5 || x25 || x4 || -20 || +32 || -32 || -16 || 21st
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|-align="center"
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| Awesome || A || 100 ft. || x0.25 || x40 || x5 || -20 || +36 || -36 || -20 || 24th
+
 
|}
 
|}
At this point, the greasemonkey can decide on the size of the vehicle being constructed.
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'''Weapons:''' Choose three.
  
A vehicle's size impacts the vehicle in a number of significant ways. Larger vehicles are slower, but have more cargo capacity and can hold significantly larger capacitor reserves. In addition, larger vehicles suffer all the standard penalties that characters do for being larger: a lower AC, penalties to attack rolls, and penalties to Hide checks. On the other hand, larger vehicles gain bonuses to grapple checks (if they are capable of doing so), overrun attacks, and can mount larger, more powerful weapons on their ''hardpoints''.
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'''Armor:''' Light, mystic.
  
In addition, larger vehicles are also considerably harder to control. Characters attempting to make Pilot checks to control a vehicle suffer a penalty to that check equal to the PCP (Pilot Check Penalty) of the vehicle, as per the table.
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'''Implements:''' [[D20_Mechanic:_Implements#Gadgets|Gadgets]], Widgets.
  
Larger vehicles, however, tend to be more complex, and require more skill to build and maintain. The minimum greasemonkey level necessary to construct a vehicle of a given size is listed on the table. That said, greasemonkeys can maintain previously-existing vehicles of sizes larger than they can handle, but usually require larger crews (see below).
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<div id="Devices">
 +
{| class="collapsible" width="98%" style="text-align:right; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#9B9F9E;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Devices</font></div>
 +
|}
 +
Greasemonkeys are students, which means that they make use of ''devices'', technological contraptions that generally have a single function. As students, greasemonkeys can construct as many devices as they desire, but are limited in how many they can have maintained at any one time. With a ''long rest'', the greasemonkey can change her device selection. A device always takes up one device slot.
  
Note that vehicles of unusually large size are more common than the requisite greasemonkey level would indicate. The level indicated is the level at which the greasemonkey can reasonably construct a vehicle of such size on her own, and also operate on her own, without a copilot or crew.
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&nbsp;
  
In terms of larger vehicles, the number of greasemonkeys required to maintain its operation is dependent upon its size; in essence, each greasemonkey on a larger vehicle can take a "chunk" of the vehicle equal to the size of the largest vehicle she herself could pilot. So a vehicle that is 400 feet long, 50 feet wide, and 100 feet tall would consist of 2,000,000 cubic feet; a 24th-level greasemonkey can singly control and maintain a vehicle of 1,000,000 cubic feet, and a 400x50x100 vehicle would require two 24th-level greasemonkeys.
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{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="57;" style="background:#9B9F9E;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Technological Fields</font></div>
 +
|-
 +
|width="10%"|'''Field'''
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|width="10%"|'''Secondary Ability'''
 +
|width="80%" align="left"|'''Description'''
 +
|-
 +
|Atomical || Brv || align="left"|Harnessing the powers of physics to the fullest, atomical devices are often inherently dangerous simply by existing, but are capable of extraordinary things.
 +
|-style="background:#CDCFCF;"
 +
|Biomedical || Cha || align="left"|Interacting with humanoid (and other) physiologies, biomedical devices can restore health and vigor, or improve existing abilities.
 +
|-
 +
|Chemical || Con || align="left"|Investigating the properties of the natural world, chemical devices take advantage of the interactions between the fundamental elements of reality.
 +
|-style="background:#CDCFCF;"
 +
|Differential || Wis || align="left"|Working within the realm of information, differential devices are conceptual extensions of analytical engines, with unparalleled information processing power.
 +
|-
 +
|Electrical || Dex || align="left"|Operating on the principles of electricity and magnetism, electrical devices produce astounding effects through manipulation of these two forces.
 +
|-style="background:#CDCFCF;"
 +
|Mechanical || Str || align="left"|Favoring physical effects such as levers and hydraulics, mechanical devices can get a great deal of work done very quickly and effectively.
 +
|}
  
===Hardpoints===
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&nbsp;
Hardpoints come in three varieties: turret, shield, and reactor. Turret hardpoints are used to mount weapons on the vehicle; shield hardpoints allow for a shield generator, and accompanying shield-modifying modules; reactor hardpoints allow for additional power generation or otherwise manipulating the vehicle's power plant.
+
  
There are two default configurations available for vehicles: one hardpoint of each type (turret, shield, reactor); or two hardpoints of one type of your choice.
+
Technology is not a guarantee, and devices do not always work. A greasemonkey's devices have an ''error rate''. Whenever the greasemonkey activates a device, she must roll a ''technological device malfunction'' check (TDM, for short); if the result is less than or equal to the device's error rate, the device fails to activate and will not function until the greasemonkey spends time to investigate the problem and repair the device (in short: she must take a ''long rest'' and prepare her devices; repairing all malfunctioning devices is considered part of this process).
  
Hardpoints do not have designated slot types, and are not associated with a specific slot. Instead, a vehicle's build is valid if it has a number of modules with a given descriptor (turret, shield, or reactor) equal to or less than the number of hardpoints it has of the same type.
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: '''Special:''' If a device requires you make a ''technological attack'', that roll is used to determine if the device has an error.
  
Vehicle classes - weapons, armor, and engines - grant additional hardpoints of a particular type (weapons grants turret hardpoints; armor grants shield hardpoints; and engines grants reactor hardpoints). The fourth basic vehicle class, systems, does not grant hardpoints.
+
A device's error rate is based upon the device's ''grade'', as per the table to the right.
  
===Power Plant===
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{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
Every vehicle has a power plant. A vehicle cannot have more than one power plant; redundant power plants can be added to a vehicle by using reactor modules that replicate power plant function.
+
! colspan="5;" style="background:#9B9F9E; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Devices Stats by Grade</font></div>
 +
|-
 +
! width="20%"|Grade
 +
! width="20%"|Minimum Intelligence
 +
! width="20%"|Minimum Secondary Ability
 +
! width="20%"|Construction Cost (tp)
 +
! width="20%"|Error Rate
 +
|-
 +
| Prototype || 11 || 10 || 5 || 4
 +
|-style="background:#CDCFCF;"
 +
| Refined || 14 || 12 || 20 || 3
 +
|-
 +
| Improved || 17 || 14 || 45 || 2
 +
|-style="background:#CDCFCF;"
 +
| Augmented || 20 || 16 || 80 || 1
 +
|-
 +
| Perfected || 23 || 18 || 125 || 0
 +
|}
  
Power plants impact two factors on a vehicle: its maximum capacitor and its recharge rate.
+
Devices come in four grades. ''Prototype'' devices are those that the greasemonkey has just recently come to an understanding of, and are - essentially - experimental. ''Refined'' devices are those that she has studied in somewhat more detail, and has learned how to make them slightly more effective. ''Improved'' devices typically have expanded functionality, while ''augmented'' devices are those that the greasemonkey understands to the best degree that modern science can explain.
  
A vehicle regains an amount of capacitor at the beginning of its pilot's turn equal to its recharge rate; if the vehicle has no pilot, the vehicle instead recharges its capacitor on its own turn or at the end of a round.
+
The greasemonkey gains bonus device slots from a high Intelligence. If she has an Intelligence bonus, she gains a bonus device slot at every third level (3rd, 6th, 9th, etc), until she has gained bonus device slots equal to her Intelligence modifier. To use devices, a greasemonkey must have an Intelligence score of at least 10, and usually higher to use devices of higher grades; to use a device of a particular field, she must have at least a 10 in the field's associated ability.
  
...we're not going to deal with different varieties of power plants just this second.
+
The greasemonkey begins with three "devices known" slots. A device known has two possible uses: she can gain knowledge of a new device of any field she can access, as a ''prototype''; or, she can improve her understanding of a device she already knows, and improve its grade by one (from ''prototype'' to ''refined'', to ''improved'', to ''augmented''). She gains knowledge of additional devices each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two ''prototype'' devices she knows (or reduce the grade of a device she knows) for either new devices, or to improve the grade of devices she already knows.
  
The base recharge rate for vehicles is equal to 5% (rounded down, minimum 1) of its max capacitor.
+
Unlike most other Forces, greasemonkeys must construct their devices; not measured in common currencies, the construction costs for devices are measured in ''technology pieces'', which are an abstract currency that various technological bits - conduits, bolts, and the like - can be translated into. Such tp can be purchased in most civilized locations, and objects can be scrapped to turn into tp. The cost to construct a device depends on its grade.
 +
 
 +
The greasemonkey's ''key ability'' for her ''technological attacks'' is her Intelligence; if her secondary ability score for the device's field is greater than her Intelligence, she can use that instead (for instance, if you have a 16 Int and an 18 Dex, you can use your Dexterity for ''technological attacks'' made with Electrical devices).
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In addition to their standard uses, greasemonkeys - through their knowledge of their own work - can temporarily improve the function of a device, by activating its ''clutch''. This is not necessarily a literal clutch, but is a process by which the greasemonkey can temporarily make a device function better, at the expense of it being guaranteed to fail shortly. You can activate a device's ''clutch'' as part of its activation; once the duration of the ''clutch'' ends, the device immediately ''malfunctions''. However, the ''clutch'' has one additional benefit: when you use it, for that particular activation of the device, you ignore the device's ''error rate''. If a device has multiple ''clutches'', you can only choose one when you activate the ''clutch''.
  
 
=Design Notes=
 
=Design Notes=
 
Might as well put this section here, because there's going to be notes.
 
Might as well put this section here, because there's going to be notes.
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'''Feb 26, 2017:''' "Self, let's make the greasemonkey as complicated as humanly possible!" I apparently said at one time. Well that time is over. Let ease of play reign. We're gonna take a hammer to this whole deal: it's time for simple, sensible vehicle mechanics.
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{{Class_Breadcrumb}}
  
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]
 
[[Category:Technology]]
 
[[Category:Technology]]
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[[Category:Base Classes]]

Latest revision as of 14:20, 27 October 2017

The Greasemonkey
  Technology
Level Special Device Slots Max Device Grade Fields Devices Known
1 Vehicle 2 Prototype 1 3
2 Vehicle Expertise 2 Prototype 1 4
3   2 Prototype 2 5
4 Vehicle Expertise 3 Prototype 2 6
5   3 Refined 2 7
6 Vehicle Expertise 4 Refined 2 8
7   4 Refined 3 9
8 Vehicle Expertise 4 Refined 3 11
9   5 Refined 3 12
10 Greasemonkey Talent 5 Improved 3 13
11   6 Improved 4 14
12 Greasemonkey Talent 6 Improved 4 15
13   6 Improved 4 16
14 Greasemonkey Talent 7 Improved 4 17
15   7 Improved 5 19
16 Greasemonkey Talent 8 Improved 5 20
17   8 Augmented 5 21
18 Greasemonkey Talent 8 Augmented 5 22
19   9 Augmented 6 23
20 Greasemonkey Talent 9 Augmented 6 24

 

Greasemonkey

Kaylee, iconic greasemonkey
"Burn the land, boil the sea: you can't take the skies from me..."

The vehicle is arguably the epitome of technological endeavor. Enabling individuals to travel land far faster than on foot, to voyage across the seas, to traverse the skies, or even to venture into the unknown depths of space: vehicles are the means to extreme exploration on a monumental scale.

Greasemonkeys come in a variety of flavors. Some are hotshot pilots, and while they have the minimal know-how to keep their vehicles in prime condition, their primary skills lie in taking any vehicle and pushing it to its limits - and sometimes beyond; some are tinkers and modders, and what they lack in pure piloting skill or technical knowledge they make up for with the ability to make any vehicle suit their needs; while others are engineers, devising new devices and contraptions that can be added to vehicles, vastly extending their capabilities, while somewhat lacking in piloting or the ability to modify vehicles on the fly.

It is important to note that a greasemonkey without a vehicle is at a severe disadvantage. While greasemonkeys have basic combat skills and knowledge of firearms, their devices are useless without the context of the energy output of a vehicle, and their marksmanship is nowhere near comparable to that of gunslingers. While they can pass for a gadgeteer in a pinch, with some ability to recognize and disable traps and similar devices, they are sorely outmatched unless seated behind the wheel. Fortunately, greasemonkeys are quite capable of building and piloting vehicles of a smaller scale, and while such vehicles tend to be out-classed by larger ones, they are certainly able to hold their own in the sorts of encounters adventuring greasemonkeys will likely find themselves in.

Game Rule Information

Greasemonkeys have the following game statistics.

Force Alignment: Technology.

Force Resistances: SR 5 + level, PR 5 + level.

Abilities: Dexterity is the most important ability for a greasemonkey, as that is what modifies their ability to pilot vehicles. Vehicles often make use of firearms, and as such Perception can also be important.

Hit Points at 1st Level: 5 + Con score.

Hit Points at Each Additional Level: 5 + Con modifier.

Healing Surges: 6 + Con modifier.

Defenses: Fort +0; Ref +4; Will +2; Det +2.

Starting Age: Simple.

Class Features

All of the following are class features of the greasemonkey core class.

Proficiencies

Weapons: Choose three.

Armor: Light, mystic.

Implements: Gadgets, Widgets.

Devices

Greasemonkeys are students, which means that they make use of devices, technological contraptions that generally have a single function. As students, greasemonkeys can construct as many devices as they desire, but are limited in how many they can have maintained at any one time. With a long rest, the greasemonkey can change her device selection. A device always takes up one device slot.

 

Technological Fields
Field Secondary Ability Description
Atomical Brv Harnessing the powers of physics to the fullest, atomical devices are often inherently dangerous simply by existing, but are capable of extraordinary things.
Biomedical Cha Interacting with humanoid (and other) physiologies, biomedical devices can restore health and vigor, or improve existing abilities.
Chemical Con Investigating the properties of the natural world, chemical devices take advantage of the interactions between the fundamental elements of reality.
Differential Wis Working within the realm of information, differential devices are conceptual extensions of analytical engines, with unparalleled information processing power.
Electrical Dex Operating on the principles of electricity and magnetism, electrical devices produce astounding effects through manipulation of these two forces.
Mechanical Str Favoring physical effects such as levers and hydraulics, mechanical devices can get a great deal of work done very quickly and effectively.

 

Technology is not a guarantee, and devices do not always work. A greasemonkey's devices have an error rate. Whenever the greasemonkey activates a device, she must roll a technological device malfunction check (TDM, for short); if the result is less than or equal to the device's error rate, the device fails to activate and will not function until the greasemonkey spends time to investigate the problem and repair the device (in short: she must take a long rest and prepare her devices; repairing all malfunctioning devices is considered part of this process).

Special: If a device requires you make a technological attack, that roll is used to determine if the device has an error.

A device's error rate is based upon the device's grade, as per the table to the right.

Devices Stats by Grade
Grade Minimum Intelligence Minimum Secondary Ability Construction Cost (tp) Error Rate
Prototype 11 10 5 4
Refined 14 12 20 3
Improved 17 14 45 2
Augmented 20 16 80 1
Perfected 23 18 125 0

Devices come in four grades. Prototype devices are those that the greasemonkey has just recently come to an understanding of, and are - essentially - experimental. Refined devices are those that she has studied in somewhat more detail, and has learned how to make them slightly more effective. Improved devices typically have expanded functionality, while augmented devices are those that the greasemonkey understands to the best degree that modern science can explain.

The greasemonkey gains bonus device slots from a high Intelligence. If she has an Intelligence bonus, she gains a bonus device slot at every third level (3rd, 6th, 9th, etc), until she has gained bonus device slots equal to her Intelligence modifier. To use devices, a greasemonkey must have an Intelligence score of at least 10, and usually higher to use devices of higher grades; to use a device of a particular field, she must have at least a 10 in the field's associated ability.

The greasemonkey begins with three "devices known" slots. A device known has two possible uses: she can gain knowledge of a new device of any field she can access, as a prototype; or, she can improve her understanding of a device she already knows, and improve its grade by one (from prototype to refined, to improved, to augmented). She gains knowledge of additional devices each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two prototype devices she knows (or reduce the grade of a device she knows) for either new devices, or to improve the grade of devices she already knows.

Unlike most other Forces, greasemonkeys must construct their devices; not measured in common currencies, the construction costs for devices are measured in technology pieces, which are an abstract currency that various technological bits - conduits, bolts, and the like - can be translated into. Such tp can be purchased in most civilized locations, and objects can be scrapped to turn into tp. The cost to construct a device depends on its grade.

The greasemonkey's key ability for her technological attacks is her Intelligence; if her secondary ability score for the device's field is greater than her Intelligence, she can use that instead (for instance, if you have a 16 Int and an 18 Dex, you can use your Dexterity for technological attacks made with Electrical devices).

In addition to their standard uses, greasemonkeys - through their knowledge of their own work - can temporarily improve the function of a device, by activating its clutch. This is not necessarily a literal clutch, but is a process by which the greasemonkey can temporarily make a device function better, at the expense of it being guaranteed to fail shortly. You can activate a device's clutch as part of its activation; once the duration of the clutch ends, the device immediately malfunctions. However, the clutch has one additional benefit: when you use it, for that particular activation of the device, you ignore the device's error rate. If a device has multiple clutches, you can only choose one when you activate the clutch.

Design Notes

Might as well put this section here, because there's going to be notes.

Feb 26, 2017: "Self, let's make the greasemonkey as complicated as humanly possible!" I apparently said at one time. Well that time is over. Let ease of play reign. We're gonna take a hammer to this whole deal: it's time for simple, sensible vehicle mechanics.


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