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ArtificeDev

Page history last edited by Benji 3 yrs ago


 

Artifice

Artifice allows a character to create devices and weaponry by desembling and examining the inventions of others as well as crafting new devices of their own invention. Cost of artifice obviously corresponds to the cost of materials used in each project. The technology tree (below) gives basic guidelines as to when certain technologies may exist.

 

• Repair

The character repairs a device with minor damages, but which is still salvagable. Roll Artifice + corresponding science (e.g. Alchemy for a chemical based explosive or Physics for an electrical circuit) at a difficulty which corresponds to the complexity of the device and the number of times the device has been repaired/crafted by the character (minimum difficulty 6). One success indicates a successful repair in one week, two successes indicate a successful repair in three days, three successes indicate a successful repair in one day, more successes indicate a successful repair within an hour, no successes indicates a week wasted, and a botch indicates destruction of the device, often with hazardous consequence to the Artificer.

•• Disassembly

The character takes apart a device to figure out how it works. Roll Scholarship + Research at a difficulty which corresponds to the complexity of the device. One success indicates the creation of blueprints in three days, two successes indicates the creation of blueprints in 1 day, more successes indicates the creation of blueprints within an hour, no succeses indicates destruction of the device without benefit, and a botch indicates destruction of the device with potential hazard to the Artificer.

••• Craft

The character creates a device for which he already has blueprints. Roll Artifice + corresponding science at a difficulty which corresponds to the complexity of the device and the number of times the device has been repaired/crafted by the character (minimum difficulty 7). One success indicates a successful crafting in one week, two successes indicate a successful crafting in three days, three successes indicate a successful crafting in one day, more successes indicate a successful crafting within an hour, no successes indicates a week wasted, and a botch indicates destruction of the device, often with hazardous consequence to the Artificer.

•••• Invent

The character creates blueprints for a device which the current technology level allows. Roll Artifice + Scholarship at a difficulty which corresponds to the complexity of the device in mind. One success indicates the creation of blueprints in a week, two successes indicates the creation of blueprints in three days, three successes indicates the creation of the blueprints within a day, more successes indicates the creation of blueprints within an hour, no succeses indicates a week wasted, and a botch indicates a loss of willpower equal to the total negative successes.

••••• Trailblaze

The character advances the current technology level in any singular field. Roll Research + Scholarship at a difficulty which corresponds to the technology level the character wishes to achieve. One success indicates a successful advancement in one week, two successes indicates a successful advancement in three days, three successes indicates a successful advancement in one day, more successes indicates a successful advancement within the hour, no successes indicates a week wasted, a botch indicates a loss of willpower equal to the total negative successes.

 

Technology Tree

 

Foundation: Coal, Simple Machines, Bronzeworking, Woodworking, Stoneworking, Wound Dressing, Amputation, Loom

 

Cast Iron: Requires Bronzeworking

Wrought Iron: Requires Cast Iron

Carbon Steel: Requires Wrought Iron

Stainless Steel: Requires Carbon Steel

 

Fine Cloths: Requires Loom

 

Glassworking: Requires Wrought Iron, Pottery

Lenses: Requires Glassworking

 

Pottery: Requires Stoneworking, Coal

Advanced Ceramics: Requires Glassworking, Steam Engine

Engineered Ceramics: Requires Advanced Ceramics, Combustion Engine

 

Magnets: Requires Advanced Ceramics

Electricity: Requires Magnets, Wrought Iron

 

Crude Oil: Requires Coal

Plastics: Requires Crude Oil

 

Gunpowder: Requires Coal

Thermite: Requires Gunpowder

Batteries: Requires Thermite, Electricity, Engineered Ceramics

 

Clockwork Machinery: Requires Simple Machines, Cast Iron

Steam Engine: Requires Clockwork Machinery, Coal

Combustion Engine: Requires Steam Engine, Crude Oil, Stainless Steel

Nuclear Power: Requires Electricity, Engineered Ceramics, Combustion Engine

 

Motor: Requires Electricity

 

Herbology: Requires Wound Dressing

Antibiotics: Requires Herbology, Lenses

 

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