D'Autry Dynasty
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Rites of Creation or Modification of Blessed Technology

Go down

Rites of Creation or Modification of Blessed Technology Empty Rites of Creation or Modification of Blessed Technology

Post  Gamemaster Wed Nov 30, 2011 3:48 am

For any Player or NPC seeking to engage in the fabrication of ordained equipment, the following system is sanctified for use.

Quality
Unless specifically stated, the craftsmanship of an object or retainer providing a service will be considered Common.
The modifier applies to both the creation of an object and modification of an existing object.

Poor +20
Common +0
Good -10
Best -20

Weapon Special Qualities (WSQ)
Within reason and with GM approval WSQs can be added to most weapons. Primary caveat is it must make sense. Some qualities make a weapon worse or more damaged and therefore a reduction in difficulty in creating the item is applied deliberately. If such a reduction is taken, the item must be of quality Common or Poor.
Within reason and with GM approval WSQs can be added to most weapons. It has to make sense. Some qualities make the weapon worse/more dangerous and are a reduction in difficulty in creating the item if applied deliberately - such as making a shoddy piece of equipment. If this is the case the Craftsmanship of the item must be POOR or COMMON and no higher.

Accurate -20
Balanced -5
Blast (X) -5 per meter
Customized -5
Defensive +5
Flame +5
Flexible -5 per d10 of damage
Inaccurate +20
Overheats +10
Power Field -20
Primitive +0
Recharge +5 per round
Reliable -5 (SP Weapons get this Quality for +0)
Scatter -10 (Shotguns get this Quality for +0)
Shocking -10
Smoke -5 (Smoke grenades get this Quality for +0)
Snare -5
Storm -20
Tearing -5
Toxic -5
Twin-Linked -5
Unbalanced +5
Unreliable +5
Unstable +10
Unwieldy +5

Parts and Availability
Availability of parts needed for creation of an item is the Availability of the scarcest item needed to manufacture the object. In all cased the GM is the arbiter of whether or not proper parts are available. Some parts can be created from scratch while others must be purchased.

Difficulty
GM assigns difficulty based on task:

Trivial +60 (making a club from a branch)
Elementary +50 (demolish internal wall)
Simple +40 (adding a laser scope to a rifle)
Easy +30 (making a spear)
Routine +20 (Custom fitting armor, )
Ordinary +10 (Compile map from pict-records)
Challenging +0 (Raze a small structure, tailor clothing)
Difficult -10 (Paint portrait, Repair engine)
Hard -20 (Repair data-slate, design small vehicle, add vision enhancement to helmet)
Very Hard -30 (Design building or large vehicle)
Arduous -40 (Design spaceship)
Punishing -50 (Repair Complex Cogitator)
Hellish -60 (Improve STC design, Design Starship)

Skill
Assigned based on task, usually a trade skill.

Duration
GM assigns appropriate roll increment (time step).

Increments:
5 Minutes
1 hour
6 hours (work-cycle)
1 day
1 week
1 Month
3 Months
6 Months
1 Year

Work Faster! -1 Step = -20
Take your time! +1 Step = +10

Tools
No Appropriate tools Might be impossible or -30
Poor (incomplete toolkit, cramped garage, etc) -20
Common (armourer’s bench, garage, kitchen, tool-kit) +0
Good (Good Workshop, Tool-room, Good Garage, small lab) +10
Best (Best equipment eg. Machine Cult, Specialist Lab) +20

Fate Points
Up to ONE Fate point may be spent in the creation of an item per game session per player. Spending a Fate Point allows for the ONE following:
o Re-Roll a failed test once (results of re-roll are final).
o Gain a +10 bonus to the test (this option must be chosen BEFORE the roll).
o Add an extra degree of success to a test (may be chosen after the dice are rolled).

If a character chooses to BURN a Fate Point the test automatically succeeds but the TIME required may not be reduced and the material and cost requirements may not be altered from 'base'.

Required Successes
GM decides number of successes required. If a player needs 10 successes to manufacture a Best Craftsmanship Boltgun from scratch and makes his first roll but it is only 6 successes he’s going to need to spend more time and effort and make another roll to represent continuing work on the item.

Special Considerations

Combi-Weapons
Any Basic Weapon can have another Basic-Class weapon added to its frame to create a Combi-Weapon. The secondary weapon's ammunition is permanently halved (rounded up). It is considered a Difficult Test (-10) with duration of weeks.

Acquisition Cost is one step greater than the scarcity of the scarcest item to purchase an already made version. Otherwise follow guidelines above to make one from scratch or modify one.

Ship Components
Minimum requirements for component installation is a world with at least interplanetary travel capability. Time is halved on populous worlds with stardocks or friendly Forge Worlds.

Install Component 3 weeks (half time at major world)
Replace Component 6 weeks (half time at major world)

Acquisition Test
Install Component -15 (-10 at major world)
Replace Component -20 (-15 at major world)
Craftsmanship is considered Common unless otherwise noted by the GM.

Note on Xenostech Components
Asking an Imperial Dockyard or Forge World to install a Xenotech component can be very bad for your health. You must find and befriend a xenos world, a pirate controlled enclave of appropriate size, a rebel Imperial world, or a non-aligned human world to have a place for xenotech components to be installed.

Bionics, Cybernetics and Implants
Must have access to resources (the parts to make an implant or bionic or a finished implant or bionic) and skilled labor to have them installed: substantial medicae facilities and high technological base.

Normal Time: Minimum 2d10-T, Minimum 1 day

Advanced facilities with proper equipment make the installation process automatic at the GM's discretion. Installing anywhere but in ideal conditions with proper equipment and staff (like aboard a vessel in the machine shop or medicae facility) results in a Very Difficult -30 installation test. Permanent Crippling and/or Blood Loss will result on failed rolls.
Gamemaster
Gamemaster
Admin

Posts : 168
Join date : 2011-11-30

https://dautry.forumotion.com

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum