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Just some Steampunk-style Classes....
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<blockquote data-quote="Steampunk" data-source="post: 1749835" data-attributes="member: 22683"><p><strong>Okay....</strong></p><p></p><p>First of all, I'm happy that someone has replied. And I have looked at your class, I do like it, but its not quite what I'm looking for. Though I do especially like the Defect Sense parts, I was thinking of a feat called Wrecker that allows a character to score criticals against a construct though.</p><p>Well, I do definately have the Steam & Sorcery book, as well as the Warcraft book (for the tinker occupation), the Quintessential Gnome for the mechanical crafting abilities there, and the OGL Steampunk book. I also got the Steam & Steel sourcebook off of RPGNow and the two available add on's for it, and by and large that's my favorite set of Steam-tech or Steampunk style rules. As for the engine creation ability rules, well here it goes.</p><p></p><p>The Steam & Steel has engine creation as a list of feats that a character can gain, needing for most at least a Craft (Steam-works) Rank of 8 for the Oil Burner, Coal Burner and Crystal Burner, as well as other prerequisites for more exotic engines, Alchemy Rank 8 for the Alchemical Engine, High levels in certain Knowledge skills for the Solar Trap.</p><p>Most engines are pretty cheap (for an adventurer), however I'm using a weird system for the cost when it comes to the functions of the device. I've based the function systems off of OGL Steampunk, at least loosely. I'm not using the system the way it was meant to be used. They have steam-tech creation in weeks not days, and that would make a inventor class very underpowered and weak in my opinion, they'd maybe be able to divise only 2 to 3 inventions in an campaign depending on what they want to create.</p><p>In OGL Steampunk each function has a CP (I believe its Construction Points), for me each CP is worth 150 GP in cost. For example, Jump (which adds +5 to Jump skill) is worth 3 CP or 450 GP and can be bought up to 3 times.</p><p>The amount of space in a device is determined by its size of course. There are tables in the OGL Steampunk book that detail the amount of space in each style of device (Vehicle, Weapon, Automaton, etc....). Each has a CP rating, I count that as the number of CP that a device can hold before it becomes more difficult to create the device. A invention that counts as a piece of miscellaneous equipment and is Fine sized has a frame that can hold 8 CP worth of space. As such you can install 2 Jump functions and still have 2 points left. Extra functions can be added, but for every CP over the number of CP in the frame it raises the Craft DC (which is originally 20). It takes 8 hours per 250 GP (rounded up) spent on the creation of the device, a 25% increase in the time for the planning. So in the end here's the total for the creation of a pair of Steam-powered Jumping Boots for instance(yes I'm aware they're fine sized, so hardly any one could wear them). The required ranks in Craft is equal to 5 + 1 per CP in functions over the max CP in the frame of the invention.</p><p></p><p><strong>Steam-powered Jump Boots</strong></p><p>Coal Burner Furnace (fine): 10 GP</p><p>Fuel Per Day: 31 CP I think (or in otherwords 5 GP divied by 16)</p><p>Fine Sized Hull (8 CP max)</p><p>Jump Function x 3 (+15 to Jump) 3 CP @, 450 GP</p><p>Craft (Steam-works) DC 20 (+1 for 1 point above 8 CP max of Hull) 21</p><p>Total Cost: 460 GP</p><p>Total Time: 24 hours, + 6 hours for planning</p><p><strong>Requirements</strong></p><p>Craft (Steam-works) Rank 6</p><p>Master Mechanic Feat (for building a Coal burner Engine)</p><p></p><p>Hope this all makes sense, its much easier if you have access to <strong>Steam & Steel: A Guide to Fantasy Steamworks</strong> and <strong>OGL Steampunk </strong> though. I'll admit though that my reworking of the invention system from Steam & Steel and Steampunk hasn't been playtested much though.</p><p></p><p>As a note, might lose AOL tomorrow, so I'll post again as soon as I can if there are anymore replies.</p></blockquote><p></p>
[QUOTE="Steampunk, post: 1749835, member: 22683"] [b]Okay....[/b] First of all, I'm happy that someone has replied. And I have looked at your class, I do like it, but its not quite what I'm looking for. Though I do especially like the Defect Sense parts, I was thinking of a feat called Wrecker that allows a character to score criticals against a construct though. Well, I do definately have the Steam & Sorcery book, as well as the Warcraft book (for the tinker occupation), the Quintessential Gnome for the mechanical crafting abilities there, and the OGL Steampunk book. I also got the Steam & Steel sourcebook off of RPGNow and the two available add on's for it, and by and large that's my favorite set of Steam-tech or Steampunk style rules. As for the engine creation ability rules, well here it goes. The Steam & Steel has engine creation as a list of feats that a character can gain, needing for most at least a Craft (Steam-works) Rank of 8 for the Oil Burner, Coal Burner and Crystal Burner, as well as other prerequisites for more exotic engines, Alchemy Rank 8 for the Alchemical Engine, High levels in certain Knowledge skills for the Solar Trap. Most engines are pretty cheap (for an adventurer), however I'm using a weird system for the cost when it comes to the functions of the device. I've based the function systems off of OGL Steampunk, at least loosely. I'm not using the system the way it was meant to be used. They have steam-tech creation in weeks not days, and that would make a inventor class very underpowered and weak in my opinion, they'd maybe be able to divise only 2 to 3 inventions in an campaign depending on what they want to create. In OGL Steampunk each function has a CP (I believe its Construction Points), for me each CP is worth 150 GP in cost. For example, Jump (which adds +5 to Jump skill) is worth 3 CP or 450 GP and can be bought up to 3 times. The amount of space in a device is determined by its size of course. There are tables in the OGL Steampunk book that detail the amount of space in each style of device (Vehicle, Weapon, Automaton, etc....). Each has a CP rating, I count that as the number of CP that a device can hold before it becomes more difficult to create the device. A invention that counts as a piece of miscellaneous equipment and is Fine sized has a frame that can hold 8 CP worth of space. As such you can install 2 Jump functions and still have 2 points left. Extra functions can be added, but for every CP over the number of CP in the frame it raises the Craft DC (which is originally 20). It takes 8 hours per 250 GP (rounded up) spent on the creation of the device, a 25% increase in the time for the planning. So in the end here's the total for the creation of a pair of Steam-powered Jumping Boots for instance(yes I'm aware they're fine sized, so hardly any one could wear them). The required ranks in Craft is equal to 5 + 1 per CP in functions over the max CP in the frame of the invention. [B]Steam-powered Jump Boots[/B] Coal Burner Furnace (fine): 10 GP Fuel Per Day: 31 CP I think (or in otherwords 5 GP divied by 16) Fine Sized Hull (8 CP max) Jump Function x 3 (+15 to Jump) 3 CP @, 450 GP Craft (Steam-works) DC 20 (+1 for 1 point above 8 CP max of Hull) 21 Total Cost: 460 GP Total Time: 24 hours, + 6 hours for planning [B]Requirements[/B] Craft (Steam-works) Rank 6 Master Mechanic Feat (for building a Coal burner Engine) Hope this all makes sense, its much easier if you have access to [B]Steam & Steel: A Guide to Fantasy Steamworks[/B] and [B]OGL Steampunk [/B] though. I'll admit though that my reworking of the invention system from Steam & Steel and Steampunk hasn't been playtested much though. As a note, might lose AOL tomorrow, so I'll post again as soon as I can if there are anymore replies. [/QUOTE]
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