Machinery

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Your steadiness and expertise with various items and vehicles.

Care

Main article: Attend Project

Pick a target in your Zone. If the target is Resting your check cooperates with their Durability check to recover a lost Hit.

Mend

Main article: Attend Action

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.

Triage

Main article: Attend Snap

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.

Assemble

Main article: Repair Project

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.

Deactivate

Main article: Repair Action

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.

Douse

Main article: Repair Snap

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.

Steer

Main article: Operate Snap

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.

Switch

Main article: Operate Action

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.

Voyage

Main article: Operate Project

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.

Unlock Abilities

A high score in Operate is required for some Abilities:

See Also

Skill Cost

Template:SkillCost


Version 2.5.0
©2014 Frameworks Games

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