Difference between revisions of "Rig"
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| Basic || 15 || Setting up a pulley system || 10 minutes | | Basic || 15 || Setting up a pulley system || 10 minutes | ||
|- | |- | ||
− | | Simple || 20 || Set up a | + | | Simple || 20 || Set up a basic shelter || 1 hour |
|- | |- | ||
| Intricate || 25 || Set up a simple trip-wire trap || 2 hours | | Intricate || 25 || Set up a simple trip-wire trap || 2 hours | ||
|} | |} | ||
+ | |||
+ | = Skill Ranks = | ||
+ | This skill starts out at rank zero. The upgrade cost of skill ranks is (6 + (current rank x 2)). | ||
+ | == Rank One == | ||
+ | Characters with Rank One Rig may | ||
+ | == Rank Two == | ||
+ | == Rank Three == | ||
[[Category: Core Rules]] | [[Category: Core Rules]] | ||
[[Category: Skill]] | [[Category: Skill]] | ||
[[Category: Unfinished]] | [[Category: Unfinished]] |
Revision as of 15:06, 31 May 2010
Tiered Skill
Rig covers all actions that have to do with the proper 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.
Modify
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
Create
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 |
Skill Ranks
This skill starts out at rank zero. The upgrade cost of skill ranks is (6 + (current rank x 2)).
Rank One
Characters with Rank One Rig may