Habololy Forum

Habololy Books => Guide to Tinker => Topic started by: Hero on November 21, 2011, 10:19:45 PM

Title: New clickers
Post by: Hero on November 21, 2011, 10:19:45 PM
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
Title: Re: New clickers
Post by: 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
Title: Re: New clickers
Post by: Hero on November 21, 2011, 10:35:01 PM
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
Title: Re: New clickers
Post by: Asinjin on November 21, 2011, 10:53:11 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

Should there be penalties to Spot, Listen, or other skills because of it?  If so, list.
Title: Re: New clickers
Post by: Hero on February 21, 2014, 10:05:48 PM
Must...make...this...

http://www.hightech-edge.com/wp-content/uploads/triple-barreled-revolver-3.jpg (http://www.hightech-edge.com/wp-content/uploads/triple-barreled-revolver-3.jpg)
Title: Re: New clickers
Post by: Malchia on February 22, 2014, 10:29:20 AM
Must...make...this...

http://www.hightech-edge.com/wp-content/uploads/triple-barreled-revolver-3.jpg (http://www.hightech-edge.com/wp-content/uploads/triple-barreled-revolver-3.jpg)
18 rounds...sign Marston up. 
Title: Re: New clickers
Post by: Zunder on February 23, 2014, 12:18:50 AM
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


How can something with no moving parts be a clicker.  I call foul on a tin foil hat being a clicker.  That's just science.
Title: Re: New clickers
Post by: Asinjin on February 23, 2014, 09:56:10 AM
We had added materials to the list as well.  So while the term clicker historically on Habololy meant something that clicked, it has in the modern day come to mean something scientific beyond the norm of everyday life for the average Habololian.  There are some things that click that are not considered clickers by the average person, such as a clock.  That is because they have reached a level of popular acceptance.
Title: Re: New clickers
Post by: Asinjin on March 03, 2017, 08:52:36 AM
In an effort to bulk up the list of clickers, please post any ideas you have for clickers that would already exist.
Title: Re: New clickers
Post by: Hero on March 05, 2017, 02:56:51 PM
In an effort to bulk up the list of clickers, please post any ideas you have for clickers that would already exist.
I had a bunch of clicker deas for Gnevil to build that I never detailed out because that character ended rather abruptly.

Here:
Title: Re: New clickers
Post by: Zunder on March 05, 2017, 09:22:32 PM
I had a bunch for ships.
Title: Re: New clickers
Post by: Hero on May 30, 2017, 10:54:58 PM
In an effort to bulk up the list of clickers, please post any ideas you have for clickers that would already exist.

Courtesy of d20 Modern (http://www.d20resources.com/modern.d20.srd/equipment/survival.gear.php), with some tuning:

Gas Mask

This apparatus covers the face and connects to an air filter canister to protect the lungs and eyes from airborne toxins. It provides total protection from eye and lung irritants, both mundane and magical. This protection applies only to effects that have an external physical origin, so it would protect against the blinding effect of glitterdust or the nauseating vapors of stinking cloud, but not against power word blind. A gas mask does not provide the ability to breathe in the absence of air.

The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase cost of one filter canister is 5 gc. A filter canister can be regenerated with a successful DC 15 Craft(alchemy) check; this process requires 1 hour and the use of an alchemy lab.

Type: Lesser Clicker

Energy Requirements: None

Modifications: The basic gas mask utilizes glass eyepieces, which do not provide any type of vision enhancement; they can be replaced with different types of materials, such as Co Ex Lenses. The design DC is increased by +4 to integrate a non-standard lens material.

Design Type: Mechanics

Cost: 25 gc (mask only, filter canister not included)
Title: Re: New clickers
Post by: Hero on May 30, 2017, 11:06:23 PM
Tear Gas Grenades

Some Plateauian law enforcement groups use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A tear gas grenade is a thrown weapon with a range increment of 10 ft. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

A successful DC 20 Craft(alchemy) check is required to make the tear gas for the grenade; this process requires 8 hours and the use of an alchemy lab.

Type: Clicker

Energy Requirements: None

Modifications: The save DC of a tear gas grenade can be increased by +1 for every +4 increase in the design DC and craft alchemy DC. The cost increases by +10 gc for every +1 increase to the Fortitude save.

Design Type: Firearms

Cost: 10 gc each
Title: Re: New clickers
Post by: Asinjin on May 31, 2017, 06:47:31 PM
Courtesy of d20 Modern (http://www.d20resources.com/modern.d20.srd/equipment/survival.gear.php), with some tuning:

Gas Mask

This apparatus covers the face and connects to an air filter canister to protect the lungs and eyes from airborne toxins. It provides total protection from eye and lung irritants, both mundane and magical. This protection applies only to effects that have an external physical origin, so it would protect against the blinding effect of glitterdust or the nauseating vapors of stinking cloud, but not against power word blind. A gas mask does not provide the ability to breathe in the absence of air.

The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase cost of one filter canister is 5 gc. A filter canister can be regenerated with a successful DC 15 Craft(alchemy) check; this process requires 1 hour and the use of an alchemy lab.

Type: Lesser Clicker

Energy Requirements: None

Modifications: The basic gas mask utilizes glass eyepieces, which do not provide any type of vision enhancement; they can be replaced with different types of materials, such as Co Ex Lenses. The design DC is increased by +4 to integrate a non-standard lens material.

Design Type: Mechanics

Cost: 25 gc (mask only, filter canister not included)

Are there penalties to spot, listen, or any other skill while wearing the mask?

Does wearing the mask prevent the use of a face slot magic item?

Is the mask usable by anyone in a size category, or is it fitted?
Title: Re: New clickers
Post by: Windblade on May 31, 2017, 07:15:43 PM
Has anyone attempted to design a camera yet? What would that take?
Title: Re: New clickers
Post by: Asinjin on May 31, 2017, 07:34:35 PM
Has anyone attempted to design a camera yet? What would that take?

There has never been a documented case of such an invention.

It would be a unique clicker.  If you are asking about a design DC, at least 60.
Title: Re: New clickers
Post by: Hero on June 01, 2017, 07:25:15 PM
Are there penalties to spot, listen, or any other skill while wearing the mask?

Does wearing the mask prevent the use of a face slot magic item?

Is the mask usable by anyone in a size category, or is it fitted?
Must be built to fit the user.

Occupies the face and eye slots.

The mask muffles the wearer's voice, making communication difficult. Adjacent creatures must make a DC 5 Listen check to hear the wearer speak well enough to understand. Failing this check by 10 or less allows the listener to realize the wearer is speaking, but is not clear enough to understand. This DC increases by +2 for every 5 ft between the wearer and the creature listening. The mask also imposes a -4 penalty to bluff and diplomacy checks due to the communication restrictions.

We can add a modification to make it easier for the wearer to talk (e.g. Darth Vader).
Title: Re: New clickers
Post by: Hero on June 01, 2017, 07:31:33 PM
Tear Gas Grenades

Some Plateauian law enforcement groups use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A tear gas grenade is a thrown weapon with a range increment of 10 ft. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

A successful DC 20 Craft(alchemy) check is required to make the tear gas for the grenade; this process requires 8 hours and the use of an alchemy lab.

Type: Clicker

Energy Requirements: None

Modifications: The save DC of a tear gas grenade can be increased by +1 for every +4 increase in the design DC and craft alchemy DC. The cost increases by +10 gc for every +1 increase to the Fortitude save.

Design Type: Firearms

Cost: 10 gc each
This one should be tagged as an inhaled poison.

How do you feel about the cost vs save DC? Feels like the price might be a little light.
Title: Re: New clickers
Post by: Zunder on June 02, 2017, 08:57:54 AM
This one should be tagged as an inhaled poison.

How do you feel about the cost vs save DC? Feels like the price might be a little light.


DC 15 isn't generally going to get people below level 5.  So I'm ok with it.  It should be exponential in cost after that though.
Title: Re: New clickers
Post by: Hero on June 24, 2019, 02:20:20 PM
Compound Bow
Tinkers have improved upon the basic bow using mechanical assistance to fire arrows with more power.

Compound bows are similar to standard composite bows in that they add a strength modifier to damage rolls. Compound bows, however, are designed to provide an artificial Strength score through the application of cams and pulleys, providing consistent power regardless of the user’s actual Strength score. The basic compound bow is designed to provide the user with an equivalent Strength score of 10. Damage dealt by arrows fired from a compound bow use this score for determining damage as if it was a composite bow fired by a user of appropriate Strength. For every arrow fired in a round, the user must make a Strength check at a DC equal to 5+the bow’s Strength modifier in order to properly draw the bow; failure imposes a -2 penalty on attack rolls for that shot.

Both longbow and short bow versions of the compound bow can be made.

Type: Lesser Clicker

Energy Requirements: None

Modifications: The effective Strength score of the compound bow can be increased by +1 for every +2 increase in the design DC and craft(clicker) DC. The cost increases by +25 gc for every +1 increase to the effective Strength score. The maximum effective Strength score that can be obtained with a compound bow is 20.

The DC to draw the bow may be reduced by -1 for every +4 increase in design DC and craft(clicker) DC. The cost increases by +50 gc for every -1 reduction.

Design Type: Mechanics

Cost: As a composite bow of the appropriate type+25 gc.
Title: Re: New clickers
Post by: Asinjin on June 24, 2019, 10:02:54 PM
My only change would be failure on the strength check to draw would make the attack fail, not a -2 penalty.