Sunday, September 6, 2015

Grease Monkey Distilled

Richard posted the grease monkey here. And THAT'S based off this. I copy pasted the bits I liked and shortened the rest. All I wrote was the amusing flaws table.

Grease Monkey

Grease monkeys have no religion, no special faith in technology and no idea why they can put machines together and they work, where other people try and get garage art. They’re just handy with a spanner.

Treat as Thief. Instead of the usual raft of thief skills, grease monkeys get the following:

Class Abilities

Kinda Smart: You can figure out what a device does with an INT check. If you fail, you get it after a night's study.

Quick Fix: You can fix anything obviously broken with another INT check. Same for deactivating things. Warning: fail by 5 and it either breaks for good or terribly backfires.

Gadgets: It can be assumed that the Engineer is constantly inventing, creating and cannibalizing any number of minor devices. You can use a gadget to turn any stat check into an INT check: just describe how it works. Warning: same fail by 5 thing as above.

Any gadget that WORKS can be named your favorite gadget. You only get one, but you get Advantage while using it. You can take it apart overnight, allowing a new gadget to become your favorite.

Long Fix: Broken machines are basically monsters you fight with a wrench. Hey, Fighters work up to killing dragons, Grease Monkeys work up to fixing F22's. They have AC and HP, and each 'attack' takes 4 hours. So roll to hit, add your level, and hopefully deal 1d4 'damage' with your wrench. Better tools do more, and you'll often need specialized parts.

Inventions: Every level, you can invent one utterly new thing. Describe what you're trying to achieve, and the GM will decide what 'spell level' it would have. If you could cast that shit as a wizard, you can make it as a grease monkey. Give it one amusing flaw, get the parts, and file a patent.

Amusing Flaws

  1. Solar Powered. Doesn't work in shade, inside, or at night. Can save up exactly one shot.
  2. Breaks often. After every use 1 in 8 chance it needs 4 hours of maintenance.
  3. Weird Fuel. Cheap but smelly. Standard supply rules: roll a d12, on a 1 it lowers a die to d10, so on until d4 where it just runs out. Each die takes up an inventory space.
  4. Slow. Takes 1d4 turns to turn on.
  5. Lags. Takes 1d6 turns to stop.
  6. Volatile. If it ever takes 6 points of damage, it explodes. 3d8 to everyone within 10 feet.
  7. What? 1 in 4 chance it's set in reverse. You didn't even BUILD a reverse setting!
  8. Gets hot. You can only use it once every second round, unless you want to take 1d6 burning hands damage.
  9. REALLY LOUD. Roll for wandering monsters.
  10. Enormous. Takes up your backpack slot.
  11. Needs your blood. 1d8 will be enough for the day.
  12. It's also a switchblade! Blade and actual function triggered randomly.


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