Difference between revisions of "Rig"
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Use this action after using the Deduction action to change or affect a mechanical system. The time it takes to perform this action depends on the action and the complexity of the system being modified. | Use this action after using the Deduction action to change or affect a mechanical system. The time it takes to perform this action depends on the action and the complexity of the system being modified. | ||
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<nowiki>* - Either reduces complexity level by one or reduces cost of production by a quarter at GM's discretion </nowiki> | <nowiki>* - Either reduces complexity level by one or reduces cost of production by a quarter at GM's discretion </nowiki> | ||
+ | Opening a lock that operates under a mechanism other than a tumbler and pins (using Open Lock, below) counts as Change Result, above. | ||
For every 5 points that the check exceeds the DC, the time taken is reduced by a quarter. | For every 5 points that the check exceeds the DC, the time taken is reduced by a quarter. |
Latest revision as of 13:01, 25 May 2011
Skill List |
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General Skill — Intellect
Rig covers all actions that have to do with the real-life application of practical mechanics. This includes determining how a mechanical system works, modifying or destroying mechanical systems, and creating mechanical systems.
Contents
Specific Uses
Deduction
Use this skill to determine exactly how a mechanical system works. The time it takes to deduce this is proportional to how difficult the system is.
System | DC | Example | Time Taken |
---|---|---|---|
Basic | 10 | A lever set up to push a rock | 1 round |
Simple | 15 | A simple lock | 1 minute |
Intricate | 20 | A pulley mechanism attached to a ratcheting lever | 2 Minutes |
Complex | 25 | The spring and gear mechanism in a spring-loaded blade | 1 hour |
Overly Complex | 30 | The internals of a clock or watch | One Day |
Insanely Complex | 40 | The internals of a clockwork machine | One Week |
For every 5 points that the check exceeds the DC, the time taken is reduced by a quarter.
Modification
Complexity | DC mod | Time Unit |
---|---|---|
Basic | -5 | Rounds |
Simple | -- | Minutes |
Intricate | + 5 | Hours |
Complex | +10 | Days |
Overly Complex | +15 | Weeks |
Insanely Complex | +20 | Months |
Use this action after using the Deduction action to change or affect a mechanical system. The time it takes to perform this action depends on the action and the complexity of the system being modified.
Action | DC | Example | Time Taken |
---|---|---|---|
Disable | 10 | Remove a key component | 1 unit |
Sabotage | 20 | Make the system fail after 1d4 + 2 uses | 2 units |
Change Result | 25 | Make a trap spring when disarmed | 2 units |
Simplify* | 30 | Reduce the number of parts necessary | 4 units |
* - Either reduces complexity level by one or reduces cost of production by a quarter at GM's discretion
Opening a lock that operates under a mechanism other than a tumbler and pins (using Open Lock, below) counts as Change Result, above.
For every 5 points that the check exceeds the DC, the time taken is reduced by a quarter.
Creation
Use this action to create a system from scratch or to reproduce a system that has already been deduced. Creating a system from scratch adds 10 to the DC.
This action does not apply to manufactured items. A lock may be able to be deduced and modified, but a lock still must be made with the Craft skill
Note that no system over an Intricate complexity can be made with this action. More complicated systems must be manufactured as per the Craft skill.
Complexity | DC | Example | Time Taken |
---|---|---|---|
Basic | 15 | Setting up a pulley system | 10 minutes |
Simple | 20 | Set up a basic shelter | 1 hour |
Intricate | 25 | Set up a simple trip-wire trap | 2 hours |
For every 5 points that the check exceeds the DC, the time taken is reduced by a quarter.
Open Lock
This action is used specifically for picking locks. This action may only be used when the character can recognize and access the lock and when the lock is a standard type of lock (key in hole). Non-standard locks, and locks that cannot be picked (such as combination locks), fall under the jurisdiction of the other Rig actions.
Lock Complexity | DC* | Example | Time Taken** |
---|---|---|---|
Simple | 15 | A one or two pin lock | 30 seconds |
Intricate | 25 | A lock with many pins | 3 minutes |
Complex | 30 | A Masterwork lock | 6 minutes |
Overly Complex | 35 | A unique lock | 10 minutes |
*Attempting to pick a lock without proper tools increases the DC by 5.
**For every 5 points that the check exceeds the DC, the time taken is reduced by a quarter.
Use Rope
This action is used specifically for the manipulation of rope, including tying knots.
Action | DC | Time Taken |
---|---|---|
Tie or untie a simple knot | 15 | 1 round |
Tie or untie a complex knot | 20 | 30 seconds |
Tie or untie a unique/special knot | 35 | 2 minutes |
Throw and secure a grappling hook | 20 + 2 for every 5 feet of distance | 6 AP |
For every 5 points that the check exceeds the DC, the time taken is reduced by a quarter.
This is the skill used to tie someone up. Checks to escape are made against the check made to bind you.
Skill Tiers
This skill starts at Tier Zero. The upgrade cost of skill tiers is 2 + (Current Skill Tier x2) Upgrade Points.
Tier One
Characters with Tier One Rig may use their Rig skill when searching for traps instead of Awareness.
Tier Two
A character with Tier Two Rig is able to deduce, modify, and create mechanical systems at 2/3rds the time. The character has developed mental structures for quickly understanding groups of components, improving the speed at which he parses systems.
Tier Three
A character with Tier Three Rig can create Complex systems without using the Craft skill. This allows him to create such systems as pressure-plate traps or water wheels provided he has access to the appropriate materials. The time it takes to create a Complex system is 1 week.