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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