Portable structures to do vehicle repairs.

Day 3 EE - Third time's the charm

Postby Rav Devaroo » Sun Jun 10, 2018 12:13 am

Rav had been tinkering away on what had been glorified knuckledusters up to this point. Tonight was the night for a breakthrough. Not in the finished product exactly, but by this point he had run through enough trials that he was getting a better idea of exactly what could be done with a fist weapon, given enough time and money.

He spent as much time on his datapad as he did actually tinkering with the tech. After an hour he had come up with workable blueprints for a dozen or so tech gloves. From heavy sluggers to a design that could deflect blaster bolts. In fact he was so enthralled with his designs that he barely touched up anything on the gloves themselves. Still, any future crafting would start from a much improved baseline.

(OOC: Crafting in the Hanger for a boost die, and Heavy Hydrospanner adds +1 Advantage to my pool.)

Day 3 EE - Fist weapon crafting. Average Mechanics check. Boost for hanger. Add extra Advantage for Heavy Hydrospanner. Destiny flip.: 4eP+1eB+2eD 4 successes, 1 threat, 1 Triumph
ImageImageImageImageImageImageImage

Final result: 4 successes, 1 Triumph. One hour to craft.

Use Triumph for Weapon Schematic (Fist Weapons)

Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 to a minimum of Simple [-]
Republic | Shistavanen | Gearhead | Military Specialist | Greasy Mechanic | Serious Sapper | Tough

Equipment: Huge collection of assorted tools stuffed in to Utility Suit, Utility belt, Load-bearing gear, Datapad, Hunter's Goggles
Combat carry: Heavily modified Pulse Rifle, Extra reload, Stimpacks, Grenades, Tech-glove

"Throw me that hydromajiggy before... Huh. You know what, just run."
Rav Devaroo
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