Engineering

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ENGINEERING

Engineering allows a character to create locks, traps, bombs, and other technological devices. Unless otherwise stated, you must have the rank of Engineering equal to the production rank of the item in order to use it.

Bombs- These are thrown items and require the use of a packet, preferably red. To throw the bomb the player must announce “Elemental Bomb”. Since it is an actual item they are throwing, they must have a free hand with which to throw the Bomb and once the verbal has been said they have 3 seconds to throw the Bomb or it is wasted. Bombs function much like spells in that they affect the target if it strikes any part of them, their garb, or possessions.

Traps-An Engineer may construct traps which can be set or disarmed by anyone with Disable Device; though engineers can arm traps, so long as it is a trap they can construct, which takes 2 minutes. All traps must contain three elements (a trigger, a mechanism, and a device) and those elements must be connected to one another by wires or strings. The trigger is the means by which the trap is set off, and includes such things as pressure switches, tripwires, and electrical contacts. The mechanism is the means by which a Marshal (or players) knows the trap was triggered, and includes such things as buzzers, mousetraps, and light bulbs. The device is the part of the trap that actually inflicts the Effect on the victims and is the point from which any distances are measured; unless otherwise stated traps have a 5 foot effect radius. A trap should not be set without Marshal Approval of the design of the trap. Traps cannot be set Out-of-Game by players without direct approval of a Marshal and should never be set Out-of-Game (by a player or Marshal) in such a way that a character could not have set them. Setting a trap In-Game requires that the player actually set up the props for the trigger, mechanism, and device, as well as a complete Counted Action to arm the trap. (The actual set-up of the props can be done during the Counted Action, or before, or any combination thereof, but the set-up should not include arming the trap until the Counted Action is taken.) If within the first 50% of your setting count you may abort without ill effect, however if in the second 50% you must finish setting the trap and disarm it to avoid taking it. the mechanism of the trap is set off during the Counted Action, then the trap is set off by the person arming it.

A character with Disable Device may disarm a trap by any action which prevents the trigger from triggering, prevents the mechanism from indicating the trap has gone off, or severs the connection between the mechanism and the device. This should not be done in such a way as to permanently damage the prop for the trap. A trap that is armed is dangerous and can be set off by the slightest of actions including; being moved by a character without the Disable Device skill, being moved more than 5 feet from the initial arming location, and Shatter/Destroy effects on any part of a trap will cause that trap to go off.

All Traps will have a number of augmentation slots equal to their Rank at creation. Once a trap is created it may have augmentations attached to it so long as it has the required number of slots available at the time. Once augmentations are attached to a trap they become part of the trap and cannot be removed.

Rank Cost
1 1 Common Ore
2 2 Common Ore
3 3 Common Ore,

1 Uncommon Ore

4 4 Common Ore

2 Uncommon Ore

Engineering
Rank 1
Alarm Trap
Basic Trap
Firebomb 5
Minor Tinker
Smoke Trap
Gas Trap
Mechanical Trap
Weapon Trap
Explosive Trap
Rank 2
Firebomb 10
Improved Tinker
Minor Lock
Magnetized Plates
Alarm Trap
Smoke Trap
Gas Trap
Mechanical Trap
Weapon Trap
Explosive Trap
Minor Tools
Rank 3
Firebomb 20
Flashbomb
Alarm Trap
Smoke Trap
Gas Trap
Mechanical Trap
Weapon Trap
Explosive Trap
Gun: Pistol
Standard Lock
Standard Tools
Rank 4
Firebomb 30
Alarm Trap
Smoke Trap
Mechanical Trap
Weapon Trap
Explosive Trap
Major Lock
Major Tools
Gun: Rifle
Master's Workings
Stun Bomb

Alarm Trap This recipe allows a character with the Engineering skill to create an Alarm trap. The device for this trap is something capable of producing loud noise or bright lights. For this type of trap the mechanism and the device can be the same item. The device should be made as appropriate to the game environment as possible. A Shatter or Destroy effect on the device of an Alarm Trap will destroy it without setting it off. An Alarm Trap is not destroyed by use and can be reset or recovered to be re-used (unless damaged or otherwise destroyed.) The rank progression of this trap is as follows:

Rank One: The Rogue Marshall will say in a conversational tone “Alarm” for five seconds

Rank Two: The Rogue Marshall will yell “Alarm” for ten seconds

Rank three: The Rogue Marshall will scream “alarm” for fifteen seconds and every character/creature within five feet of the trap when it goes off will be under the effects of Glitterdust

Rank Four: The Rogue Marshall will scream “alarm” for fifteen seconds and every character/creature within five feet of the trap when it goes off will be under the effects of Glitterdust. The setter of the alarm upon return to the trap will be able to collect a description to include species and clothing of the character/creature that triggered the trap.

Rifle: This recipe allows a character with the Engineering Skill to create a rifle. This weapon is a multi-shot ranged weapon with a base damage of 4. This can be repped by a Nerf style gun that fires foam darts. This weapon requires the Gun skill to use and 2 hands to operate. (We are aware that some pump-action nerf blasters are fairly easy to operate in one hand. That doesn't make it okay to carry one in each hand.)

Explosive Trap This recipe allows a character with the Engineering skill to create an Explosive Trap. The device for this trap is a container prop which must have a volume of at least sixty-four cubic inches and be at least 4 inch in its smallest dimension. Any character within the area of the device when the trap goes off and takes its Effect and also has all valid items suffer a Shatter effect. Items within the area but not on persons are similarly affected. The rank progression of this trap is as follows:

Rank One: 5ft radius, “10 Normal”

Rank Two: 5ft radius,  “20 Normal”

Rank Three: 10ft radius, “30 Normal”

Rank Four: 10ft radius, “40 Normal’ additionally delivers a “Daze” Effect

Firebomb This recipe allows a character with the Engineering skill to create a basic bomb. This bomb is a thrown attack, and on hit, the target takes damage of the specified amount from fire and shrapnel when the bomb explodes. The call to use this bomb is “Elemental Firebomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.

Flashbomb This recipe allows a character with the Engineering skill to create a Flashbomb. This bomb is a thrown attack, and on hit, the target suffers the Blind effect for 10 seconds. The call to use this bomb is “Elemental Blind Bomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.

Improved Tinker This recipe allows a character with the Engineering skill to create an Improved Tinker. Like Minor Tinkers, these improve mechanical items. If used on a trap, the time to arm the trap is either reduced to a 3 counted action or will increase the area of effect of the trap to 10 feet. If used on a lock, it will make the lock reactive, such that on a failed Disable Device attempt it will break the user’s Tools.

Locks This recipe allows a character with the Engineering Skill to create Locks and Keys. A Lock’s level is determined by the recipe and can be either Minor, Standard, or Major. Each of these locks can be enhanced with extra components at an increasing cost. This will be outlined on the recipe itself, creating higher level locks consumes more materials. When a Lock is created, it includes 2 Keys for that Lock; additional Keys can be made so long as the character making the new Key has one of the originals. The cost to make a Key is the same as a Tool of the appropriate rank. All Locks are crafted as either a Padlock or Container style. Padlock style can be used and moved over and over as they are not permanently attached to an item; however, Container style must be attached to a door, chest, or similar object, once attached it becomes a part of that object. A Lock that has been attached can never be removed; however, it also is no longer a valid target for Shatter and Destroy effects, since it is part of a larger whole. More specifics on Locks and their interaction with Disable Device as well as a primer on 'enhancing locks' can be found here.

Magnetized Plating This item can be applied by any character with the Engineering skill, this item will temporally Repair a suit of armor that has been Breached or a weapon that has been Broken. These effects will last for up to 1 hour or until the item is broken again. This takes a 30 counted action to apply to the targeted item.

Master and Grandmaster Locks These locks function the same as a normal lock however they require special Tools to Disable them. The tools must be of equal or higher quality to even attempt.

Gas Trap This recipe allows a character with the Engineering skill to create a Gas Trap. The device for this trap is a container prop which must have a volume of at least 24 cubic inches and be at least 1 inch in its smallest dimension. When setting this trap, the character setting the trap must tear tags for three Vials of the same type of Chemistry Vial. (The character need not have any skill in Chemistry.) Any character within the area of the device when the trap goes off takes the effect of the Vial used. A Gas Trap is not destroyed when set off or disarmed, but the Vials included are. The trap itself may be recovered and reset with a new gas, unless otherwise damaged or destroyed.  The rank progression of this trap is as follows:

Rank One: 5ft radius, up to rank two Chemistry

Rank Two: 5ft radius, up to rank three Chemistry

Rank Three: 10ft radius, up to rank four Chemistry

Rank Four: 10ft radius, Up to Rank Four Chemistry, will accept six Chemistry tags (can be different effects, three of each) the trap will go off twice sequentially requiring two defensives to be called to avoid both effects.

Master’s Workings This recipe allows a character with the Engineering skill to make devices that are stronger than normal. This includes Locks, Tools, hinges, and any other appropriate plot-approved item. Such a reinforced device is more resistant to forces that would normally destroy the item. Each application gives the item one once-ever “Resist Shatter”; which can be called as a Resist to any Shatter or Destroy effect from a trap, spell, or other non-High Magic destructive force. An item may only have six such Resists; at one time. These share expiration with the item they reinforce.

Mechanical Trap Mechanical Traps are massive in size and as such are built into whatever structure they are part of. Once these tags are generated and “set up” in their place they cannot be moved again and are considered permanent and part of the structure. These include but are not limited to Pit traps, falling ceilings, or death star trash compactors. They are area of effect traps that must have their area marked out in flagging tape or tape or some sort of obvious marking denoting the area. This area is not visible to any character or creature in-game until triggered Unless the Character has Disable Device equal or greater than the rank of the trap. The rank progression for this trap is as follows. This trap is NOT destroyed upon being set off and may be rearmed, but not moved.

Rank One: 20 Sq/Ft. Area of effect, “20 Massive”

Rank Two: 20Sq/Ft. Area of effect, “30 Massive”

Rank Three: 40Sq/Ft. Area of effect, “40 Massive”

Rank Four: 40Sq/Ft. Area of effect, “50 Massive”, Automatically resets after 30 seconds

Minor Tinker This recipe allows a character with the Engineering skill to create a Minor Tinker. Minor Tinkers are small improvements on existing mechanical items. If used on a trap, the time to arm the trap is reduced by 30 seconds minimum of a three counted action. If used on a Bomb, the damage is increased by 5 points of damage. If used on a lock, an extra 2 failures are added when Disable Device is used to pick the lock.

Pistol This recipe allows a character with the Engineering skill to create a Pistol. This item is a multi-shot ranged weapon that has a base damage of 2. This can be repped by a Nerf style gun that fires foam darts. This weapon requires the Gun skill to use. Pistols may be operated in one hand if the rep can be safely operated in one hand.

Smoke Trap This recipe allows a character with the Engineering skill to create a Smoke Trap. The device for this trap is a container prop which must have a volume of at least 48 cubic inches and be at least 2 inches in its smallest dimension. When triggered, this trap releases a large cloud of smoke that clears quickly. Any character within area of the device when the trap goes will suffer the effect. This trap is destroyed when it goes off. The ranked progression for this trap is as follows:

Rank One: 5Ft. area, All creatures in the area suffer a 10 second fog effect.

Rank Two: 5Ft. Area, All Creatures in the area suffer a 20 second blind effect.

Rank three: 10Ft. Area, All creatures suffer a 30 second blind effect.

Rank Four: 10 Ft. area, All creatures suffer a 30 second blind effect and the area is treated as a smoke screen for that duration.

Stun Bomb This recipe allows a character with the Engineering skill to create a Stun Bomb. This bomb is a thrown attack, and on hit, the target suffers the Stun effect for 10 minutes. The call to use this bomb is “Elemental Stun Bomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.

Tools This recipe allows a character with the Engineering skill to create Tools. Tools are necessary to use the Disable Device skill on Traps and Locks. If you do not have tools the equivalent rank vs the device you are attempting to disable you will suffer a penalty,

Weapon Trap This recipe allows a character with the Engineering skill to create a basic trap. The device for this trap is a boffer prop which must be at least 6 inches in its smallest dimension. Any character struck by the device takes its effect, delivered as a physical weapon attack. The device for a Basic Weapon Trap is a Marshal approved packet, boffer, or similar prop that must be rigged to fall, launch, or be mechanically thrown when the mechanism is activated. (In the case of a trap under direct Marshal Supervision, it is permissible for the Marshal to throw the device, but it must be done with the idea of mechanical launching in an indirect manner, or a direct manner at a pre-determined point, not aimed fire at a particular character. The first character struck by the device takes the Damage, as if the device were a normally swung/thrown weapon. (So the device may be blocked, parried, is considered a Physical delivered effect, etc…) A Shatter or Destroy effect on the device of a Weapon Trap will destroy it. A Weapon Trap is not destroyed by use and can be reset or recovered to be re-used (unless the device was damaged, destroyed, or removed). Weapon traps may also be hand held and carried in the case of “Bandit” crossbows firing Nerf Darts, But must be attached to a permanent structure of some sort before arming begins. Other reps for hand held weapon traps may be approved at a later time upon marshal discretion.  The Rank progression for this trap is as follows:

Rank One: “10 Normal”

Rank Two: “ 20 Normal”

Rank Three: “ 30 Normal”

Rank Four: “40 Massive”

Advanced Items[edit | edit source]

BASIC SCOPE Creation Time: 20 Minutes Materials:  10 Uncommon Ore  3 Rare Ore  1 Spyglass

Description This item can be attached to a Bow, Crossbow or Gun. Once attached, the item will gain +1 damage for the duration of the scope. This effect cannot be stacked with the Honed Advanced Production.

CLUTCH Creation Time: 15 Minutes Materials:  3 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Advanced Production.

CRANK LIGHT Creation Time: 10 Minutes Materials:  2 Uncommon Ore  1 Named Ore  1 Whirlygig

Description This item will generate a Light effect, following the same restrictions as the spell of the same name.

DEFIBRILLATOR LIGHT 700 Creation Time: 45 Minutes Materials:  10 Uncommon Ore  5 Rare Ore  1 Named Residuum  1 EL512  1 Gyro Destabilizer

Description This item can generate a “Natural Life” effect once each day. To use the item, the handle must be cranked 20 times then used on the target. This effect will consume 2 Rare Ore each time it is used. This invention is extremely dangerous, and only skilled engineers with advanced training can use it.

DISTILLER Creation Time: 15 Minutes Materials:  3 Uncommon Ore  2 Rare Ores

Description This item is a named component and is used in other Advanced Production.

EL512 Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Advanced Production.

EXOTIC CLIP (+3 Damage) Creation Time: 15 Minutes Materials:  3 Uncommon Ore  1 Rare Ore

Description This clip holds 10 shots of special ammo that grants +3 Temporary Damage to a Pistol/Rifle. This ammo is expended when used.

EXOTIC CLIP (+5 DAMAGE) Creation Time: 15 Minutes Materials:  5 Uncommon Ore  3 Rare Ore

Description This clip holds 10 shots of special ammo that grant +5 Temporary Damage to a Pistol/Rifle. This ammo is expended when used.

EXOTIC CLIP (CRITICAL) Creation Time: 15 Minutes Materials:  5 Uncommon Ore  1 Named: Steel Description

This clip holds 10 shots of special ammo that add the Critical Modifier to the attack of a Pistol/Rifle. This ammo is expended when used.

GYRO-DESTABILIZER Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Advanced Production.

HAMMER SHOT Creation Time: 20 Minutes Materials:  10 Uncommon Ore  1 Servo Piston  1 Thermoflange

Description This add-on can only be used to modify a gun weapon and will increase the base damage of a Pistol to 4 damage.

HIGH CALIBER Creation Time: 20 Minutes Materials:  10 Uncommon Ore  1 Named Ore  1 Servo Piston  1 High Fusion Cell

Description This add-on can only be used to modify a Gun weapon, which will increase the base damage of a Pistol or Rifle by an additional 1 point, and can be stacked with other add-ons.

HIGH FUSION CELL Creation Time: 15 Minutes Materials:  10 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Advanced Production.

IMPROVED SCOPE Creation Time: 30 Minutes Materials:  1 Basic Scope  1 Thermoflange

Description This add-on can only be attached to a Bow or Crossbow. Once attached, the item will gain +1 damage for the duration of the scope; in addition to the damage bonus, this item also allows a Ranger to generate the Hunters Mark effect twice each reset.

PHASE DECOUPLER Creation Time: 15 Minutes Materials:  10 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Advanced Production.

ROCKET BOOTS Creation Time: 25 Minutes Materials:  8 Uncommon Ore  4 Rare Ore  1 Named: Steel

Description This Item allows the character to use the Flee ability to escape combat twice ever. As these boots are tricky to master, the user suffers 10 points of fire damage when activated, however, the damage can be avoided if the character has Engineering rank 4.

ROCKET BOOTS EXTREME Creation Time: 35 Minutes Materials:  1 Gyro-Destabilizer  1 Steel Barrel  1 New Rocket Boots

Description This Item allows the character to use the Flee ability to escape combat once each reset. As these boots are tricky to master, the user suffers 10 points of fire damage when activated, however, the damage can be avoided if the character has Engineering rank 3.

SERVO PISTON Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Advanced Production.

SPYGLASS Creation Time: 10 Minutes Materials:  2 Uncommon Ore  1 Rare Ore 1 Steel Barrel

Description This item will increase overland viewing distance by up to 10 times, limited by terrain. This gives a +5 Success bonus on long distance overland tracking.

THERMOFLANGE Creation Time: 15 Minutes Materials:  5 Uncommon Ore  2 Rare Ore

Description This item is a named component and is used in other Advanced Production.

TIMEKEEPER Creation Time: 10 Minutes Materials:  1 Clutch  1 Whirlygig

Description This item allows a player to use a watch in game.

WHIRLYGIG Creation Time: 10 Minutes Materials:  3 Uncommon Ore  1 Rare Ore

Description This item is a named component and is used in other Advanced Production.

Trap Augmentations

Damage Multiplier: Creation time: 30 Minutes Materials: Doubles the Component cost for the trap

This augmentation doubles the base damage of the trap. Requires three slots

Elemental Delivery: Creation Time: 10 Minutes Materials: 2 Uncommon Residuum

This augmentation changes the delivery type of the trap to one of the elemental types. Requires one slot

Undead Bane: Creation Time: 10 Minutes Materials: 1 Rare Residuum

This augmentation changes a trap's delivery type to spirit. Requires one slot

Massive Mechanism: Creation Time: 10 Minutes Materials: 4 Uncommon Ore

This augmentation can be applied to any trap except a gas trap and conveys the “Massive” delivery type to that trap. Requires two slots.

Extend Area: Creation Time: 15 Minutes Materials: Doubles the Component cost of the trap

This augmentation increases the radius or Sq/Ft of a trap by 50%. Requires two slots.

Fae Bane: Creation Time: 10 Minutes Materials: 2 Uncommon Ore

This augmentation changes the traps flavor to “IRON”. Requires one slot

Silver Plating: Creation Time: 10 minutes Materials: 2 Uncommon Ore

This augmentation changes the traps flavor to “silver”. Requires One slot.

Complicated mechanism: Creation time: 10 Minutes Materials: 25% of component cost rounded up

This augmentation increases the difficulty of disarming the trap through the use of disable device by four(4) requires One slot