Post by Gravedust on Aug 2, 2010 21:03:59 GMT -8
SAPPING
In addition to being better with explosives, characters with the Sapping skill can create a variety of explosive charges with various strengths and utilities.
Sappers need Explosive Parts to create explosives. These can be bought in port or from traders, or can be gained by Scrapping explosives.
Creating Explosives
The first step in making an explosive is to decide how much damage the explosive will cause. Damage effects the size, handling difficults, and cost, as well as the Difficulty of making the explosive itself.
First let's have a look at the stats that an Explosive has:
Damage: (How much damage the explosive does)
Size: (How much space the Explsoive takes up in Storage)
Handling Difficulty: (How difficult the explosive it to use safely)
Cost: (How much material is needed to make the explosive)
Difficulty: (How difficult the Explosive is to create)
____________________
Choose a Damage
Begin by Choosing Damage, which can be between 1 and 20.
____________________
Determining Size
[Damage 1-10: Size 1][Damage 11-15 Size 2][Damage 16+ Size 3]
The Size of the explosive is determined by the Damage. If the Damage is between 1 and 10, it will be Size 1, If the damage is between 11 and 15, the explosive will be Size 2. If it is 16 or higher, it will be Size 3.
____________________
Determine Handling Difficulty
Handling Difficulty= [Damage x2]
Handling difficulty is pretty easy to figure out, as it's just the Damage you chose, multiplied by two.
____________________
Determining Difficulty
Difficulty = [Damage x 4]
Similarly easy, the Difficulty of creating the explosive is the Damage you chose multiplied by 4
____________________
Determining Cost
Cost = [Damage x5]
Finding the Cost of an explsoive is accomplished by miltiplying it's Damage by 5. The result is the amount of Explosive Parts needed to make the item.
____________________
Finishing Up
Once you've finished figuring out the explosive's Damage, Size, Handling Difficulty, Difficulty and Cost, you're ready to make a roll to see if your character can create it or not. Before you do that your GM May want to have a look at the stats to make sure you've done everything correctly. Or perhaps you want to record the item for reference later or simply to make remembering it's distinct stats easier, in any case you can use this format:
Name: (The name of the Explosive type)
Damage: (The Damage the Explosive does)
Size: (Size the Explosive takes up)
Handling Difficulty: (How difficult the explosive it to use safely)
Cost: (The number of Explosive Parts needed to make the Explosive)
Difficulty: (How difficult the explosive is to make)
Description: (A brief description of the Explosive. This is entirely up to you.)[/i]
Once you have written up the item and the GM has approved it, you can make the roll for attempting to create the item. (Make sure to consult the Item Creation section to make sure you meet the other prerequisites) For Sapping this is:
D100+[Sapping] Vs. [Difficulty]
If the roll succeeds, Congratulations, and enjoy your new bomb! Additionally, 1 Explosive part is refunded for every point your roll was higher than the Difficulty, up to 25% of the Cost of the item
If the roll fails then the item is not created, and your Character loses 10 Explosive Parts for every point that the roll failed by, (some of the raw material that went into the build was unrecoverable) up to the total Cost of the Item itself.
In addition to being better with explosives, characters with the Sapping skill can create a variety of explosive charges with various strengths and utilities.
Sappers need Explosive Parts to create explosives. These can be bought in port or from traders, or can be gained by Scrapping explosives.
Creating Explosives
The first step in making an explosive is to decide how much damage the explosive will cause. Damage effects the size, handling difficults, and cost, as well as the Difficulty of making the explosive itself.
First let's have a look at the stats that an Explosive has:
Damage: (How much damage the explosive does)
Size: (How much space the Explsoive takes up in Storage)
Handling Difficulty: (How difficult the explosive it to use safely)
Cost: (How much material is needed to make the explosive)
Difficulty: (How difficult the Explosive is to create)
____________________
Choose a Damage
Begin by Choosing Damage, which can be between 1 and 20.
____________________
Determining Size
[Damage 1-10: Size 1][Damage 11-15 Size 2][Damage 16+ Size 3]
The Size of the explosive is determined by the Damage. If the Damage is between 1 and 10, it will be Size 1, If the damage is between 11 and 15, the explosive will be Size 2. If it is 16 or higher, it will be Size 3.
____________________
Determine Handling Difficulty
Handling Difficulty= [Damage x2]
Handling difficulty is pretty easy to figure out, as it's just the Damage you chose, multiplied by two.
____________________
Determining Difficulty
Difficulty = [Damage x 4]
Similarly easy, the Difficulty of creating the explosive is the Damage you chose multiplied by 4
____________________
Determining Cost
Cost = [Damage x5]
Finding the Cost of an explsoive is accomplished by miltiplying it's Damage by 5. The result is the amount of Explosive Parts needed to make the item.
____________________
Finishing Up
Once you've finished figuring out the explosive's Damage, Size, Handling Difficulty, Difficulty and Cost, you're ready to make a roll to see if your character can create it or not. Before you do that your GM May want to have a look at the stats to make sure you've done everything correctly. Or perhaps you want to record the item for reference later or simply to make remembering it's distinct stats easier, in any case you can use this format:
Name: (The name of the Explosive type)
Damage: (The Damage the Explosive does)
Size: (Size the Explosive takes up)
Handling Difficulty: (How difficult the explosive it to use safely)
Cost: (The number of Explosive Parts needed to make the Explosive)
Difficulty: (How difficult the explosive is to make)
Description: (A brief description of the Explosive. This is entirely up to you.)[/i]
Once you have written up the item and the GM has approved it, you can make the roll for attempting to create the item. (Make sure to consult the Item Creation section to make sure you meet the other prerequisites) For Sapping this is:
D100+[Sapping] Vs. [Difficulty]
If the roll succeeds, Congratulations, and enjoy your new bomb! Additionally, 1 Explosive part is refunded for every point your roll was higher than the Difficulty, up to 25% of the Cost of the item
If the roll fails then the item is not created, and your Character loses 10 Explosive Parts for every point that the roll failed by, (some of the raw material that went into the build was unrecoverable) up to the total Cost of the Item itself.