Machinery

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Check against apparatus to use or work with vehicles and machines. The ancient world was filled with fabulous machines and now eccentric inventors are concocting new contraptions. Guns are expensive but available. Most travel is by sailing ships along Shiyan's myriad rivers, or the graceful loftstone sky ships. Automata can be constructed to mimic people or animals, and some even spark to full consciousness. Machinery lets you understand and use these wonders.

  • Build: You need a plan, materials, and a forge to build an item. Roll a complication. Each success completes one material from the plan, and a failure destroys one material. The cheapest and most common material is always completed or destroyed first. The complication may be started and stopped, and ends when all the material for the item is completed. Each check is a project, unless the item is very small or improvised.
  • Fix: Repairing an existing item is similar to building, but it's possible without the plan, materials, or forge. There's a penalty for missing the plan or forge, and the item's condition penalty also applies. Materials are only needed if checks fail, and if none are available the item destroyed. Each success restores a component or hits.
  • Operate. An action and a successful check allows you to understand, activate, deactivate, or use dangerous machinery. A failure produces the least desired result from the machine.
  • Steer. Use an action and a check to control your vehicle's movement. The vehicle moves during your reflex. If the check fails the vehicle moves its current speed in a straight line. If you succeed you make the vehicle's move, and may use your guard to dodge with the vehicle. This dodge uses your steering score, suffers a penalty for the vehicle's size, but gains a bonus from the vehicle's speed. You may be forced to make a steer check to avoid a crash due to terrain or if your vehicle suffers enough stagger.

Associated Abilities

  • Crack: Open a lock without a key. Without a key you need a tool which can fit in the lock. Purpose-built Lockpicks provide Advantage. Roll a Check. A complicated or secure lock applies a Penalty. A Bad roll ruins the pick, jams the lock, or draws unwanted attention. The Lockpick Mastery applies to this crime.
  • Make: You can build any tier 1 item on the equipment list, and you start with an extra item or mod that you could build.
  • Pilot: You gain a bonus to checks for skycraft, and in a skycraft chase you roll two pursuit dice and choose the better result.
  • Sail: You ignore the penalty from the rigged keyword, and you gain +1 wind die.
  • Shoot: Use an Action to make a ranged attack with a weapon, and deal its damage on a Good roll. Penalties for the target’s Range and Concealment are common. You also suffer a Penalty if someone you don’t want to hit is adjacent to the target, and a Bad roll which can’t pay off the Pair hits that person instead, so exercise caution!

See Also

Ability Cost

Score Save Points Label Description
1 (1) 0 Amateur You dabble, or try to get by on luck.
2 (1) 1 Proficient You are trained and competent.
3 (2) 2 Expert You are talented or extensively trained.
4 (2) 3 Master You are an accomplished expert.
5 (3) 4 Genius You have a rare and extraordinary gift.
6 (3) 5 Paragon You are the greatest of all time.


Version 2.5.2
©2014 Frameworks Games

This is outdated content. Update Needed!