Difference between revisions of "Machinery"
(New page: Typically used with: '''Insight'''. The Machinery skill is used to create, tinker, repair, circumvent, or sabotage mechanical devices and obstacles of all complexities. This skill is extr...) |
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− | Typically used with: ''' | + | Typically used with: '''Intellect'''. |
− | The Machinery skill is used to | + | 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. | |
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− | The | + | {{section|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. | |
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− | + | {{section|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. | ||
− | {{section| | + | 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|}} | ||
+ | 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|}} | ||
+ | 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. | ||
[[Category:Skills]] | [[Category:Skills]] |
Latest revision as of 14:16, 16 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.
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.