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Old 10-10-2011, 07:58 AM   #2
malloyd
 
Join Date: Jun 2006
Default Re: Steampunk / Steamtech 4e Conversions

Quote:
Originally Posted by Godogma View Post
For example; is the Skeleton Key Fob supposed to be -2 to Lockpicking rolls or does it provide a bonus? (Neither I or the GM is familiar with how this should work) but one would think a Skeleton Key should be superior to regular lockpicks from DF for example?
No, that's intentional. It's better than improvised equipment but not as good as a real set of lockpicks. It's a historical toy, not a quality theiving tool.

Quote:
With the Universal toolkit, what is a reasonable way to make upgrade the kit to provide bonuses using CF for example and what would you consider the logical progression (in weight/cost/bonuses or penalties)?
Just use the statistics for a regular tool-kit appropriate to the job. Again, "Universal" is basically a bit of advertising, this is just a light weight Mechanic mini-toolkit.

Quote:
And for my final question; can anyone estimate me a price for the Martian Red Reaver neurotoxin mentioned under the Peroxide Pistol? It deals 2d damage if it penetrates the target's DR.
How rare do you want it to be? The kind of setting it's native to the answer is it can't be found for sale anywhere, being a product of some rare Martian animal extracted by the Terran-hating Science Cultists or the by alchemists of the degenerate descendents of some ancient city who now squat in its ruins and make a living as Sand Pirates.
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3e to 4e, equipment, steampunk, weapons


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