Posted by Septach on September 23, 1999 at 06:09:49:
In Reply to: New Class posted by Rome on September 23, 1999 at 06:03:32:
> Tinkerers. > I’ve always felt that we need some more light-hearted classes, and nothing is more lovable than a gnome like bugger running around making crazy inventions. Even if they happen to stand twelve feet high and wave four axes of conquest at you, somewhere in your heart you will never fully be able to escape the image of this whole, goofed up contraption falling apart one the poor little guy inside. > Skill of Tinkerer: Dagger, Level 1. > Tinkering: Similar to spellcraft of mages, this skill is a reflection of how good a tinkerer is in general. > Modify: Attempts to “fix up” a weapon or shield. Normally the end result is some slight improvements to the equipment (like enchant weapon). Rarely, the tinkerer will be inspired and create a magnificent (at least they think so) invention that does something special (Such as a sword with a flail attached that will hit an extra time in combat). Inevitably, these special weapons will break and be destroyed (More often sooner than later, but this is a function of the tinkerer’s skill). > Mine: This skill allows the tinkerer to construct an explosive device and place it under the ground. If stepped on the powered inside the device will go off, damaging everyone in the room. > Scout: A simple construct that the tinkerer can enter, and move about in. The scout can be mounted with one weapon. It provides little protection for the tinkerer, and he will take 50% of the damage dealt to the scout. > Mount: Mounts a weapon or shield onto a construct > Dismount: Removes a weapon or shield from a construct. This can be done by any tinkerer, though the construct may not move while this is being attempted. > Repair: Constructs don’t heal, so you have to repair them. > Extinguish: Attempts to put out a fire on the construct. Must be done from outside the thing. > Trap: This skill creates a rube-Goldberg device in the room that may or may not work. If it does work the result is akin to a wild, out of control snare, often involving several swift kicks to the groin of the victim (or anyone else dumb enough to be standing around the thing). Traps can be set to be triggered several ways, by picking an item up, by someone entering the room, or someone leaving the room. Syntax: Trap > Battlecart: A more complicated version of the scout, this construct looks like a glorified cart that is self propelled and has weapons spinning every which way. The tinkerer is enclosed in a protective bars, and screens, protecting him from harm. The cart can be equipped with two weapons and a shield. > Warmachine: The most powerful of the tinkerers constructs, this machine acts as a second skin for the tinkerer, shaped often like a robot, the tinkerer climbs inside of the machine, and moves it about. Up to four weapons may be added to the war machine, as well as two shields. The tinkerer will take none of the damage dealt to the warmachine, but upon the destruction of the warmachine, there is a slight chance (5% or so) the tinkerer will not be able to escape the scraps of metal as they fall apart, resulting in his death. > Special Rules concerning constructs: A construct, as made by the tinkerers, is basically a vehicle. In mud terms, this will act as a separate room that only the tinkerer can enter. The room will be virtual, and be part of any area that the construct (which acts like a mob) is in. Flyto, swimto, gate, and other transport spells will take the caster outside of the construct, summon will be able to extract the tinkerer from inside of the construct > The construct will utilize the weapons the tinkerer has mounted on it as a mob of the same rank wielding those weapons. Each weapon will automatically get one attack a round, and a chance for a second (as per a second attack skill equal to the tinkerers tinkering skill). The shields will work similarly, with each shield adding to the ac of the construct as well as giving a chance of blocking attacks per shield block. All constructs use quite a bit of wood, and are likely to catch fire if exposed to fire based attacks. > To enter a construct, once built, the tinkerer just types enter or something, then he is transported into the construct. From there he can move about like normal, but he never leaves the room, rather the construct is moved by his commands. (Perhaps have the control a bit convoluted. Make the tinkerer only get to turn left or right, and go forward). The tinkerer would automatically exit the construct if it was destroyed (ending up with him being stunned for a round or two too..). > ...Rome...
> Skill of Tinkerer: Mace, Level 1.
> Skill of Tinkerer: Staff, Level 1.
> Skill of Tinkerer: Recall, Level 1.
> Skill of Tinkerer: Dodge, Level 1.
> Skill of Tinkerer: Tinkering, Level 1. *
> Skill of Tinkerer: Meditation, Level 5.
> Skill of Tinkerer: Modify, Level 6. *
> Skill of Tinkerer: Haggle, Level 8.
> Skill of Tinkerer: Lore, Level 9.
> Skill of Tinkerer: Mine, Level 11. *
> Skill of Tinkerer: Fast Healing, Level 15.
> Skill of Tinkerer: Scout, Level 16. *
> Skill of Tinkerer: Mount, Level 16. *
> Skill of Tinkerer: Dismount, Level 16. *
> Skill of Tinkerer: Parry, Level 17.
> Skill of Tinkerer: Repair, Level 19. *
> Skill of Tinkerer: Pugil, Level 20.
> Skill of Tinkerer: Pen, Level 20.
> Skill of Tinkerer: Extinguish, Level 21. *
> Skill of Tinkerer: Trap, Level 22. *
> Skill of Tinkerer: Hand to Hand, Level 23.
> Skill of Tinkerer: Battlecart, Level 25. *
> Skill of Tinkerer: Second Attack, Level 30.
> Skill of Tinkerer: WarMachine, Level 41. *