Machinery
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Your expertise with vehicles and technology. Operate is controlled by sense.
- 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 modifiers 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.
- 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.
- 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.
- 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.
- 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.
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
Skill Cost
Version 2.5.1
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