Difference between revisions of "Machinery"
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Revision as of 05:42, 10 November 2015
Your expertise with vehicles and technology. Apparatus is controlled by sense.
- Aim. Attack an opponent with a technologically advanced weapon. Your action checks apparatus, and your target must be in front of your flank and may not overlap your area. Cover, range, and visibility modifiers usually apply.
- Build. You use a project to create an item. You need the Make ability or a plan asset, materials, and a location called a forge. Building is a complication and the target is equal to the amount of material you need: 5 for a regular item, +5 for each bulky rating, and 25 per area of size if larger. The consequence for a failed check is wasted material. Interference changes the finished item into a prototype.
- Fix. To repair an item the target is half the total to build it. Divide the total by any hits the item has, and each time you reach that number you repair a hit. Repairing an item only requires material to cover your failure margin. If you don't have material to cover consequences then any remainder becomes hits damage to the item. You gain a bonus repairing any item you can make.
- Steer. Use an action to control your vehicle's movement from the helm position. The vehicle moves during your reflex, and you must check against your apparatus 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 succeed you may alter the vehicle's speed and direction and use your guard to dodge with the vehicle. This dodge uses your apparatus score and your success margin may not exceed the vehicle's current speed.
- Use. You use an action and a successful check to understand, activate, or deactivate important or dangerous machines. On a failure the machine is knocked out of adjustment and any use suffers a penalty until a repair action is attempted.
Associated Abilities
- Drive: You gain a bonus to checks for roadcraft, and in a roadcraft chase you roll two effect dice and choose the better result.
- 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.
- Repair: You gain a bonus on checks to fix damaged items, and items don't take damage or material loss from a failure margin.
- 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
Version 2.5.1
©2014 Frameworks Games
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