Difference between revisions of "Machinery"

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Typically used with: '''Intellect'''.
 
Typically used with: '''Intellect'''.
  
In short: master machines. The Machinery skill is used to create, operate, tinker, repair, circumvent, or sabotage mechanical devices and obstacles of all complexities. This skill is extremely useful for the mechanically inclined, and can allow a player to perform all sorts of handy tasks: open locks, diffuse bombs, disarm traps, repair equipment, operate vehicles, and subvert machines.
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In short: master machines. The Machinery skill is used to operate, tinker, maintain, circumvent, or sabotage mechanical devices and obstacles of all complexities. This skill is extremely useful for the mechanically inclined, and can allow a player to perform all sorts of handy tasks.
  
{{section|Difficulty|The difficulty for a Machinery check depends on the object being disabled or repaired.}}
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If you make use of tools that are specifically geared for the task (e.g. lock picks), you gain a +4 bonus to the Machinery check.
{| width="100%"
 
! Example !! DL
 
|-
 
| Disable an overly simple trap, replace a flat tire
 
|align="center"| 10
 
|-
 
| Disable a standard trap, open a simple lock, change the oil in an engine
 
|align="center"| 15
 
|-
 
| Repair a disabled vehicle
 
|align="center"| 20
 
|-
 
| Disable an overwhelmingly complex bomb or piece of machinery
 
|align="center"| 25
 
|}
 
  
The following table lists situational bonuses and penalties to the Machinery check.
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{{section|Unlocking|}}
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You can roll a Machinery check to open locks on chests, doors, chains, manacles, and the like. The more complex the lock, the higher the DL. Simple locks carry a DL of 15.
  
{| width="100%"
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If you're in no rush, and there are no penalties for failure, you can try your Machinery check as often as you like, or simply ''Take the Best''. However, some locks can be outfitted with traps that spring in the event of a failed Machinery check. If you're in combat, an unlock attempt takes 6 AP.
! Situation !! Check
 
|-
 
| Character is using tools geared specifically for disabling the given type of obstacle (e.g. magical lock picks, a bolt-cutter, a crowbar)
 
|align="center"| +4
 
|}
 
  
The character may be granted a bonus on disabling an obstacle if he or she knows how to build one (typically, a good Lore check, ranks in Occupation, or spell ranks relevant to the obstacle spell cast).
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{{section|Disabling Obstacles|}}
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A Machinery check can be used to disarm traps, diffuse bombs, and subvert machines. The more durable and complex the obstacle, the higher the DL. The character should be granted a bonus to disabling an obstacle if she knows how to build or repair one (i.e. adding ranks in a related Occupation).
  
If the character is attempting to disable an object, and reaches or exceeds the DL, the obstacle is disabled.  If the character surpasses the DL by 5, he or she can leave the obstacle seemingly untouched. If the character surpasses the success requirement by 10 or more, the character can re-set it after his or her party has circumvented it.
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If you meet or exceed the DL, the obstacle is disabled.  If you surpass the DL by 5, you can leave the obstacle seemingly untouched. If you surpass the DL by 10 or more, you can re-set it after your party has passed by. If you're in no rush, and there are no penalties for failure, you can try your Machinery check as often as you like, or simply ''Take the Best''. However, some obstacles carry penalties for failure, like blowing up in your face. Different obstacles take different amounts of time to circumvent, often 1 minute or more.
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{{section|Operating Machines|}}
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A Machinery check can also be used to operate working devices safely and effectively. The more counterintuitive or complicated the device, the higher the DL. If you fail the check, you can't seem to get the hang of it (e.g. you steer in the wrong direction).  If your Machinery check is a Critical Failure, the device breaks down.
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In some cases, you and another character will make opposed Machinery checks, such as a vehicle chase.
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{{section|Performing Maintenance|}}
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You can roll a Machinery check to keep machinery in working order. The more intricate, complicated, or damaged the device, the higher the DL.  If you meet or exceed the DL, the device resumes normal operation. If you fail the check, the device remains in need of attention. If your Machinery check is a Critical Failure, the device breaks down entirely.
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Device maintenance could take minutes to hours, so trying to do so in combat is ill-advised.
  
When attempting to operate a mechanical device, a check can be made to operate it safely and effectively.  The DL should be based on how complex the machine is. 
 
{{section|Opposed Rolls|Machinery checks can be opposed with other Machinery checks, as in the case of a car chase.}}
 
{{section|Retry|Machinery attempts can be retried as many times as necessary, however, if consequences come with failure (read: the darn thing blows up in your face), such consequences are incurred and may possibly be incurred again after each failed attempt.  Flat tires generally don't get flatter, however.}}
 
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 13:13, 13 June 2019

Typically used with: Intellect.

In short: master machines. The Machinery skill is used to operate, tinker, maintain, circumvent, or sabotage mechanical devices and obstacles of all complexities. This skill is extremely useful for the mechanically inclined, and can allow a player to perform all sorts of handy tasks.

If you make use of tools that are specifically geared for the task (e.g. lock picks), you gain a +4 bonus to the Machinery check.

Unlocking

You can roll a Machinery check to open locks on chests, doors, chains, manacles, and the like. The more complex the lock, the higher the DL. Simple locks carry a DL of 15.

If you're in no rush, and there are no penalties for failure, you can try your Machinery check as often as you like, or simply Take the Best. However, some locks can be outfitted with traps that spring in the event of a failed Machinery check. If you're in combat, an unlock attempt takes 6 AP.

Disabling Obstacles

A Machinery check can be used to disarm traps, diffuse bombs, and subvert machines. The more durable and complex the obstacle, the higher the DL. The character should be granted a bonus to disabling an obstacle if she knows how to build or repair one (i.e. adding ranks in a related Occupation).

If you meet or exceed the DL, the obstacle is disabled. If you surpass the DL by 5, you can leave the obstacle seemingly untouched. If you surpass the DL by 10 or more, you can re-set it after your party has passed by. If you're in no rush, and there are no penalties for failure, you can try your Machinery check as often as you like, or simply Take the Best. However, some obstacles carry penalties for failure, like blowing up in your face. Different obstacles take different amounts of time to circumvent, often 1 minute or more.

Operating Machines

A Machinery check can also be used to operate working devices safely and effectively. The more counterintuitive or complicated the device, the higher the DL. If you fail the check, you can't seem to get the hang of it (e.g. you steer in the wrong direction). If your Machinery check is a Critical Failure, the device breaks down.

In some cases, you and another character will make opposed Machinery checks, such as a vehicle chase.

Performing Maintenance

You can roll a Machinery check to keep machinery in working order. The more intricate, complicated, or damaged the device, the higher the DL. If you meet or exceed the DL, the device resumes normal operation. If you fail the check, the device remains in need of attention. If your Machinery check is a Critical Failure, the device breaks down entirely.

Device maintenance could take minutes to hours, so trying to do so in combat is ill-advised.