Difference between revisions of "Machinery"

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(Created page with "__NOTOC__ Your steadiness and expertise with various items and vehicles. ==Care== {{Main|Attend Project}} Pick a target in your Zone. If the target is Resting your ch...")
 
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__NOTOC__
 
__NOTOC__
Your steadiness and expertise with various items and [[vehicle]]s.
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Your steadiness and expertise with various tools and [[vehicle]]s.
 
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*'''Build.''' You use a project to build or repair an item. You will need [[materials]] and a special location. Building is a complication and the target is equal to the amount of material you need. The amount of material is based on the enc of the finished item, with each area of size equating to 20 enc. On a failed check you use up material equal to your margin as a consequence. To repair an item the target is half the target to build it. If the item has hits divide that by the number of hits, and each time you reach that target you repair a hit. Repairing an item only requires material to cover your failure margin. If you don't have material, the consequence becomes damage to the item instead.
==Care==
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*'''Douse.''' You may use a [[snap]] check against your operate score to put out fires. If you succeed you eliminate 1 [[burn]] from target within reach.  
{{Main|Attend Project}}
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*'''Steer.''' You may use an action to control your [[vehicle]]'s movement. You must be in the helm [[position]]. The vehicle moves during your reflex, and you must check against your operate score. If you don't use the action or fail the check then the vehicle will move its current speed in it's current facing. If you use the action and succeed then you may alter the vehicle's speed and direction, and use your [[guard]] to [[dodge]] with the vehicle. This dodge uses your operate score and your success margin may not exceed the vehicle's current speed.
Pick a target in your Zone. If the target is [[Rest]]ing your check cooperates with their [[Durability]] check to recover a lost Hit.
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*'''Triage.''' You may use an action and make a check against your operate score to aid an individual within reach. If you succeed you can eliminate [[bleeding]] from the target or restore one lost grit.  
 
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*'''Use.''' You can use an action and a successful check to activate or deactivate machines, or use them for their intended purpose. On a failure the machine will either suffer damage or do damage, depending on its nature.
==Mend==
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{{Main|Attend Action}}
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You help a [[Bleeding]] target. Your target must be within [[Reach]]. If your check succeeds then your target eliminates any [[Bleeding]]. You may target yourself.
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==Triage==
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{{Main|Attend Snap}}
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You help a target in pain or shock. Your target must be within [[Reach]]. If your check succeeds then your target eliminates regains 1 Grit. You may target yourself.
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==Assemble==
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{{Main|Repair Project}}
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You build a new item, or repair an existing one. You will need [[Materials]] to build an item, and most items will require special abilities and special locations to build. You use a Project and roll a Complication. The target is noted for the item you want to build, and is based on the amount of Enc of material being used. If there are two numbers with a slash, the second number is the amount of special grade material needed, and forms an extra component of the Complication. Your success margin is the amount of regular material used towards the target. A triumph allows you to build 1 Enc of the special grade material requirement. If you fail, you destroy Enc of regular grade material equal to your failure margin. If you fumble you destroy 1 Enc of special grade material if applicable, or the usual 10 Enc of regular grade material if not. You may only achieve 25 margin in a single Project, so Complications with larger targets will take several projects to complete. Any repairs or mods to existing items require half the materials and have half the target.
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==Deactivate==
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{{Main|Repair Action}}
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You may use an Action and roll against the [[Repair]] skill to deactivate a [[Trap]]. If the check succeeds the trap is deactivated. If the check fails the trap is immediately activated. An "insidious" trap gives your check a Penalty (-2) both to Detect it and to deactivate it.
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==Douse==
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{{Main|Repair Snap}}
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You put out fires. Use a [[Snap]] and make a Repair check. If your check succeeds you eliminate 1 Burn result a target within reach. Some tools or abilities may increase the amount you Douse or the range of a target you can Douse.
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==Steer==
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{{Main|Operate Snap}}
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You may use an Operate [[Snap]] to control your [[Vehicle]]'s movement. You must be in the Helm [[Position]]. The vehicle moves during your Reflex regardless of whether or not you use use your Snap to control its movement and make any Operate checks necessary. If you don't use the Snap the vehicle will move its Current Speed in it's current facing, and if any checks are required they automatically [[Fumble]]. If you do use the Snap you may also use your [[Guard]] to [[Dodge]] with the vehicle. This Dodge uses your Operate check, suffers a penalty equal to the vehicle's Size Level, and your success margin may not exceed the vehicle's Current Speed.
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==Switch==
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{{Main|Operate Action}}
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An action and a successful Operate check allows you to switch from any [[Position]] on a vehicle to another Position. Once you are in the position you make any checks assigned to the position. If someone else attempts to fill the position you may either allow them to take the position (in which case you go back to being in no position at all) or you can contest the attempt with your Operate skill by using a [[Defense]].
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==Voyage==
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{{Main|Operate Project}}
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You move your vehicle Regions up to its Maximum Speed. You must make an Operate check for the project, and if you fail your vehicle suffers 1 Hit, ignoring any Armor or Reduction. The Damage could be from pushing the vehicle too hard, an accidental collision, or so on. Once each project you must make a free [[Explore]] check, just as if making a Journey on foot. If you succeed you learn one Property of your starting Region, but if you fail you lose 1 Region of movement. Only the Command and Navigator Positions may cooperate on the Explore check. Note that long voyages may cost [[Focus]].
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==Unlock Abilities==
 
==Unlock Abilities==
A high score in Operate is required for some [[Abilities]]:  
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A high score in operate is required for some [[Abilities]]:  
*[[Drive]]/[[Swerve]]
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*[[Drive]]
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*[[Heal]]
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*[[Invent]]
 
*[[Pilot]]
 
*[[Pilot]]
*[[Sail]]/[[Transport]]
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*[[Repair]]
*[[Repair]]/[[Juryrig]]/[[Salvage]]
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*[[Sail]]
*[[Invent]]/[[Engineer]]/[[Smith]]/[[Craft]]
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*[[Heal]]/[[Examine]]/[[Treat]]
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==See Also==
 
==See Also==

Revision as of 18:50, 30 March 2014

Your steadiness and expertise with various tools and vehicles.

  • Build. You use a project to build or repair an item. You will need materials and a special location. Building is a complication and the target is equal to the amount of material you need. The amount of material is based on the enc of the finished item, with each area of size equating to 20 enc. On a failed check you use up material equal to your margin as a consequence. To repair an item the target is half the target to build it. If the item has hits divide that by the number of hits, and each time you reach that target you repair a hit. Repairing an item only requires material to cover your failure margin. If you don't have material, the consequence becomes damage to the item instead.
  • Douse. You may use a snap check against your operate score to put out fires. If you succeed you eliminate 1 burn from target within reach.
  • Steer. You may use an action to control your vehicle's movement. You must be in the helm position. The vehicle moves during your reflex, and you must check against your operate score. If you don't use the action or fail the check then the vehicle will move its current speed in it's current facing. If you use the action and succeed then you may alter the vehicle's speed and direction, and use your guard to dodge with the vehicle. This dodge uses your operate score and your success margin may not exceed the vehicle's current speed.
  • Triage. You may use an action and make a check against your operate score to aid an individual within reach. If you succeed you can eliminate bleeding from the target or restore one lost grit.
  • Use. You can use an action and a successful check to activate or deactivate machines, or use them for their intended purpose. On a failure the machine will either suffer damage or do damage, depending on its nature.

Unlock Abilities

A high score in operate is required for some Abilities:

See Also

Skill Cost

Template:SkillCost


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