Difference between revisions of "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.
- Aim. Attack an opponent with a technologically advanced weapon. Your target must be in front of your flank and may not overlap your area. Cover, range, and visibility modifiers usually apply.
- Build. You need the Make ability or a plan asset, materials, and a location called a forge. Building is a complication, each check is a project, 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. You can use a project and check to fixed damaged items. If the check fails you must use materials like you were building the item, otherwise it is destroyed. You suffer a penalty if you can't build the item yourself, and any penalties from damage apply to your check as well. If you succeed you remove the damage from a component. If the item has hits, you restore hits equal to your success margin.
- Operate. 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.
- 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 machinery score. If you don't use the action (or fail) 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 machinery score and your success margin may not exceed the vehicle's current speed. You may be forced to make a steer check 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
Version 2.5.2
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