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 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.
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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.
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{{section|Open Locks|}}
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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.
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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.
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{{section|Disable 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.
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The character may be granted a bonus to disabling an obstacle if she knows how to build or repair one (typically, ranks in an Occupation).
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If the character meets or exceeds the DL, the obstacle is disabled.  If the character surpasses the DL by 5, she can leave the obstacle seemingly untouched. If the character surpasses the DL by 10 or more, she can re-set it after her party has passed by.
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repair equipment, operate vehicles
  
 
{{section|Difficulty|The difficulty for a Machinery check depends on the object being disabled or repaired.}}
 
{{section|Difficulty|The difficulty for a Machinery check depends on the object being disabled or repaired.}}
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|align="center"| 25
 
|align="center"| 25
 
|}
 
|}
 
The following table lists situational bonuses and penalties to the Machinery check.
 
 
{| width="100%"
 
! 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).
 
 
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.
 
  
 
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.   
 
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.   

Revision as of 13:17, 12 June 2019

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.

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.

Open Locks

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.

Disable 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 may be granted a bonus to disabling an obstacle if she knows how to build or repair one (typically, ranks in an Occupation).

If the character meets or exceeds the DL, the obstacle is disabled. If the character surpasses the DL by 5, she can leave the obstacle seemingly untouched. If the character surpasses the DL by 10 or more, she can re-set it after her party has passed by.

repair equipment, operate vehicles

Difficulty

The difficulty for a Machinery check depends on the object being disabled or repaired.

Example DL
Disable an overly simple trap, replace a flat tire 10
Disable a standard trap, open a simple lock, change the oil in an engine 15
Repair a disabled vehicle 20
Disable an overwhelmingly complex bomb or piece of machinery 25

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.

Opposed Rolls

Machinery checks can be opposed with other Machinery checks, as in the case of a car chase.

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.