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<blockquote data-quote="Dismas" data-source="post: 1224886" data-attributes="member: 7195"><p>I have been starting to flesh out a campaign using the Tangents rules (Project Slipstream: <a href="http://www.wirepaladin.co.uk/viewtopic.php?t=27" target="_blank">http://www.wirepaladin.co.uk/viewtopic.php?t=27</a>) . </p><p>The really good thing about the old Tangents book is that the world generation rules don't need to be converted, leaving very little to convert.</p><p></p><p></p><p><strong>Quantum Tunneler</strong></p><p>A Quantum Tunneler resembles a large PDA. The screen gives the user feedback as to the current state of the system. When activated it creates a 10ft diameter tear between dimensions that lasts for a short time. Unless the user is attempting to lock onto a previously activated Quantum Transponder the tear opens out onto a random dimension.</p><p></p><p>Activating a Quantum Tunneler requires a Knowledge(Physical sciences) or Knowledge(Technology) roll (DC 25), you can not take a 10 or a 20 on the roll.</p><p></p><p>Natural 1; No tunnel. Looses quantum synchronization, 1d10 + 10 days to re-synchronize.</p><p>2-24; No tunnel. Looses quantum synchronization, 4d20 hours to re-synchronize.</p><p>25-39; Tunnel created, lasts 1d6+4 rounds, 1d10 hours to re-synchronize.</p><p>40-49; Tunnel created, lasts 2d8+6 rounds, 1d10 minutes to re-synchronize.</p><p>50+; Tunnel created, lasts 2d10+6 rounds, no synchronization required.</p><p></p><p>There is a 20% of becoming permanently lost if you attempt to activate the tunneler before it has resynchronized .</p><p></p><p><strong>Quantum Transponder</strong></p><p>A Quantum Transponder resembles a high tech coat stand that folds down into a small briefcase. When activated it provides a beacon for dimension travelers to lock onto.</p><p></p><p>Oviously none of this technology is available for sale, hence no purchase DC.</p></blockquote><p></p>
[QUOTE="Dismas, post: 1224886, member: 7195"] I have been starting to flesh out a campaign using the Tangents rules (Project Slipstream: [url]http://www.wirepaladin.co.uk/viewtopic.php?t=27[/url]) . The really good thing about the old Tangents book is that the world generation rules don't need to be converted, leaving very little to convert. [b]Quantum Tunneler[/b] A Quantum Tunneler resembles a large PDA. The screen gives the user feedback as to the current state of the system. When activated it creates a 10ft diameter tear between dimensions that lasts for a short time. Unless the user is attempting to lock onto a previously activated Quantum Transponder the tear opens out onto a random dimension. Activating a Quantum Tunneler requires a Knowledge(Physical sciences) or Knowledge(Technology) roll (DC 25), you can not take a 10 or a 20 on the roll. Natural 1; No tunnel. Looses quantum synchronization, 1d10 + 10 days to re-synchronize. 2-24; No tunnel. Looses quantum synchronization, 4d20 hours to re-synchronize. 25-39; Tunnel created, lasts 1d6+4 rounds, 1d10 hours to re-synchronize. 40-49; Tunnel created, lasts 2d8+6 rounds, 1d10 minutes to re-synchronize. 50+; Tunnel created, lasts 2d10+6 rounds, no synchronization required. There is a 20% of becoming permanently lost if you attempt to activate the tunneler before it has resynchronized . [b]Quantum Transponder[/b] A Quantum Transponder resembles a high tech coat stand that folds down into a small briefcase. When activated it provides a beacon for dimension travelers to lock onto. Oviously none of this technology is available for sale, hence no purchase DC. [/QUOTE]
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