Difference between revisions of "Machinery"

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Your expertise with [[vehicle]]s and technology. Operate is controlled by [[sense]].
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Check against apparatus to use or work with [[vehicle]]s and machines. The ancient world was filled with fabulous machines and now eccentric inventors are concocting new contraptions. [[Gun]]s 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.''' You use an action and try to hit an opponent within [[range]]. You roll your check against your operate score. Cover, range, and visibility [[modifier]]s usually apply. Your target must be in front of your [[flank]] and may not [[overlap]] your area. The attack is [[physical]] so your target may contest you with a [[dodge]], but not a parry unless you are within the target's [[reach]].
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*'''Build:''' You need a plan, [[material]]s, 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.  
*'''Build.''' You use a project to create an item. You need the [[Make]] ability or a plan asset, [[material]], and a location called a [[forge]]. Building is a complication and the target is equal to the amount of material you need: 10 for a regular item, 20 for a bulky item, and 25 per area of size if larger. The consequence for a failed check is wasted material.
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*'''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.
*'''Fix.''' 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 to cover consequences then consequence becomes hits damage to the item. You may attempt to repair an item you can't build, but you suffer a penalty when you try.
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*'''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.''' 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 then you may alter the vehicle's speed and direction regardless of your result, and you may use your [[guard]] to [[dodge]] with the vehicle if your check succeeds. This dodge uses your operate score and your success margin may not exceed the vehicle's current speed.
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*'''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.
*'''Use.''' You can use an action and a successful check to activate or deactivate important or dangerous machines, and use them for their intended purpose. On a failure the machine will either suffer hits damage or do hits damage, depending on its nature.
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==Associated Abilities==
 
==Associated Abilities==
{{Drive}}
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{{Crack}}
 
{{Make}}
 
{{Make}}
 
{{Pilot}}
 
{{Pilot}}
{{Repair}}
 
 
{{Sail}}
 
{{Sail}}
 
{{Shoot}}
 
{{Shoot}}
  
 
==See Also==
 
==See Also==
*[[Skill]]
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*[[Ability]]
*[[Sense]]
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*[[Sneak]]
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*[[Study]]
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==Skill Cost==
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==Ability Cost==
{{SkillCost}}
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{{AbilityCost}}
  
{{V251}}
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{{V252}}
  
[[Category:Skill]]
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[[Category:Alternate Ability]]

Latest revision as of 20:35, 28 January 2023

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

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