| Mr.$mith |
Through out the adventure I have a feeling my players may want to repair or reprogram various robots. I know this is pretty much a complete GM call as to what they can have access to use, but I feel one of my players playing a android wizard will really want to "fix up" as many of them as possible to try and use them to reconstruct his heritage.
So I'm just looking for what if anything people have used in their own campaign's. I was thinking some kind of craft mechanical checks VS HD of creature + 15(or some other number that seems fair) and then trying to work in the scrap value James mentioned in his forward about the game he made and a bunch of the Iron Gods Tech is biased off of.
Any info would be helpful, and thanks in advance.
James Jacobs
Creative Director
|
The 6th adventure in Iron Gods has an article about robots, including rules for building them. Repairing and reprograming and building robots is a parallel path to construct creation; not something lower level PCs are expected to really have access to.
That said, feel free to introduce the element earlier if you're comfortable with it. Just letting you know that our rules for building robots and so on appear in the last Iron Gods volume.
| Dragonchess Player |
Personally, I'd either allow a cybernetics lab (see tech crafting rules) and the Craft Cybernetics feat to also be used for robots or add a robotics lab (100 charges) and Craft Robotics feat (Craft Technological Arms and Armor, Craft Technological Item, Technologist, Craft (Mechanical) 7 ranks, Knowledge (Engineering) 7 ranks as prerequisites; following the same technological crafting equivalencies with the Craft Construct feat) as a house-rule.