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Hero:
Chop Saw
A chop saw is a 2-handed power tool developed by tinkers originally for demolished scrapped clickers. The standard chop saw sized for a medium creature has a motor driven 8” circular blade mounted to a portable, hand-held housing. Crank and spring engines cannot generate the sustained speeds required for this clicker and are therefore never used for this application.

A chop saw, though intimidating to be confronted with, is not ideal for use as a melee weapon due to its awkward weight distribution, and is further complicated by the fact that the rotating saw blade is intended to be used to apply steady pressure to make a cut as opposed to being swung in combat. As such, the chop saw is considered an improvised weapon for the purposes of attack rolls when used in melee. A standard chop saw sized for a medium creature deals 3d6 points of damage (x4 critical) to the target on a successful attack. No bonus is gained to damage dealt from a high strength score, nor can the wielder apply feats that increase damage (such as Power Attack) to the chop saw.

The chop saw is much more effective against stationary objects where it can be used as designed. By spending a full round action to cut through an unattended object (no attack roll required), the chop saw is treated as having dealt a coup de grace to the object, automatically dealing critical damage. An object’s hardness applies as normal to the damage dealt.

A basic steel chop saw blade must be replaced after dealing damage on 50 separate instances. Once this limit is reached, the chop saw deals minimum damage (3 points of damage for a medium creature) and cannot confirm a critical hit. A DC 15 craft (clicker or any other metalworking) check must be made to construct a replacement steel chop saw blade, and cost 5 gc each.

Type: Clicker

Energy Requirements: 1 minembolt/round of operation.

Modifications: The craft DC increases by 2 for every size category greater than medium, and increases by 4 for every size category smaller than medium. The most common modification for a chop saw is using an alternative material of construction for the blade, such as adamantine, for bypassing an object’s hardness. This has no effect on the crfat DC of the chop saw or its replacement blades.

Design Type: Mechanics

Hero:
Mental Block
This is a simple alloy of lead and tin that provides a minor amount of protection from mental attacks when worn around the head. It is typically fashioned into a lining for open-faced helmets and hats. The alloy itself is too soft to offer any degree of protection from physical blows. The wearer gains a +2 equipment bonus to will saves against mind-affecting effects.

Type: Lesser Clicker

Energy Requirements: None

Modifications: The bonus to will saves increases when the head is more completely enclosed; headgear that covers the face and head increases the bonus to +4, and increases the craft DC by 2.

Design Type: Materials

Hero:
Incendiary Bolts

These crossbow bolts have a compartmentalized hollow tip, which are loaded with an epbul juice charge that detonates on impact.  The bolts can only be effectively manufactured for light and heavy crossbows, and deal the standard amount of damage for a crossbow of their type, plus an additional amount fire damage based on the size of the crossbow: +1d3 for small, +1d4 for medium, +1d6 for large, etc.  The blast radius is minimal and only affects the creature struck by the bolt.  Incendiary bolts require a larger bolt head for containing an adequate epbul juice charge, which effectively reduces the range increment of the crossbow by 10 ft and imposes a -1 penalty to attack rolls.  For example, an incendiary bolt fired from a medium-sized light crossbow deals 1d8+1d4 (fire) damage, with a 19-20/x2 critical, a range increment of 70 ft, and a -1 penalty to attack.

A single, successful craft check enables you to manufacture 5 bolts, and does not include the epbul juice charge. Once fired, the bolt is destroyed.

Type: Lesser Clicker

Energy Requirements: None.

Modifications: The additional damage dealt by the incendiary bolt may be increased up to a maximum of +5d4.  Each +1d4 increase in damage reduces the range increment by 10 ft and increases the penalty to attack rolls by -1 (maximum 50 ft reduction in range increment and -5 penalty to attack). Each +1d4 increase in damage also increases the craft DC by +2.

Design Type: Mechanics

Asinjin:

--- Quote from: Hero on November 21, 2011, 10:25:18 PM ---Mental Block
This is a simple alloy of lead and tin that provides a minor amount of protection from mental attacks when worn around the head. It is typically fashioned into a lining for open-faced helmets and hats. The alloy itself is too soft to offer any degree of protection from physical blows. The wearer gains a +2 equipment bonus to will saves against mind-affecting effects.

Type: Lesser Clicker

Energy Requirements: None

Modifications: The bonus to will saves increases when the head is more completely enclosed; headgear that covers the face and head increases the bonus to +4, and increases the craft DC by 2.

Design Type: Materials

--- End quote ---

Should there be penalties to Spot, Listen, or other skills because of it?  If so, list.

Hero:
Must...make...this...

http://www.hightech-edge.com/wp-content/uploads/triple-barreled-revolver-3.jpg

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