Engineering: Difference between revisions

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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.
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.
'''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 complete a  30 second 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 this Counted Action is aborted, the setting character takes any effect during the Counted Action, or the mechanism of the trap is set off during the Counted Action, then the trap is set off by the person arming it.
'''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 complete a  30 second 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 this Counted Action is aborted, the setting character takes any effect during the Counted Action, or 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 touched 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.
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 touched 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.
 
{| class="wikitable"
'''Acid/Fire Trap''' This recipe allows a character with the Engineering Skill to create a basic trap. The device for this trap is a container prop which must have a volume of at least 8 cubic inches and be at least one-half inch in its smallest dimension. Any character within five feet of the device when the trap goes off takes damage delivered as “Elemental 10 Fire/Acid”. Anyone who takes this Damage Effect also suffers a Shatter effect on any exposed items not made of metal, bone, wood, or other hard materials. (Marshal judgment should include potions, pouches, cloth, components, scrolls, maps, globes, Bombs, etc.) An item inside a hardened container protects such items; items inside a non-hardened container (such as a leather pouch) protects the item if they are completely within, but not if any part of them is exposed. (The non-hardened container is destroyed either way.) Items within the area but not on persons are similarly affected. An Acid Trap or Fire Trap destroys itself when it goes off.
|+Component costs
 
!Rank
'''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.)
!Cost
 
|-
'''Rifle:'''  This recipe allows a character with the Engineering Skill to create a rifle. This weapon is a multi-shot ranged weapon, 5. 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.'')
|1
 
|1 Common Ore
'''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 five feet of the device when the trap goes off takes 10 points of damage. Anyone who takes this Damage Effect also has all valid items suffer a Shatter effect. Items within the area but not on persons are similarly affected.
|-
 
|2
'''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.
|2 Common Ore
 
|-
'''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.
|3
 
|3 Common Ore,
'''Grandmaster 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 48 cubic inches and be at least 2 inches 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 10 feet 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.
1 Uncommon Ore
 
|-
'''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.
|4
|4 Common Ore
2 Uncommon Ore
|}
{| class="wikitable"
{| class="wikitable"
|+
|+
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|Grandmaster Tools
|Grandmaster Tools
|-
|-
|Gun: Cannon
|Gun: Rifle
|-
|-
|Master's Workings
|Master's Workings
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|Stun Bomb
|Stun Bomb
|}
|}
'''Acid/Fire Trap''' This recipe allows a character with the Engineering Skill to create a basic trap. The device for this trap is a container prop which must have a volume of at least 8 cubic inches and be at least one-half inch in its smallest dimension. Any character within five feet of the device when the trap goes off takes damage delivered as “Elemental 10 Fire/Acid”. Anyone who takes this Damage Effect also suffers a Shatter effect on any exposed items not made of metal, bone, wood, or other hard materials. (Marshal judgment should include potions, pouches, cloth, components, scrolls, maps, globes, Bombs, etc.) An item inside a hardened container protects such items; items inside a non-hardened container (such as a leather pouch) protects the item if they are completely within, but not if any part of them is exposed. (The non-hardened container is destroyed either way.) Items within the area but not on persons are similarly affected. An Acid Trap or Fire Trap destroys itself when it goes off.
'''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.)
'''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 five feet of the device when the trap goes off takes 10 points of damage. Anyone who takes this Damage Effect also has all valid items suffer a Shatter effect. Items within the area but not on persons are similarly affected.
'''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.
'''Grandmaster 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 48 cubic inches and be at least 2 inches 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 10 feet 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.
'''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 can vary from 1 to beyond 20, creating higher level locks consumes more materials. The cost of a Lock is the Rank of the lock times the Level of the lock being crafted. 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.
'''Locks''' This recipe allows a character with the Engineering Skill to create Locks and Keys. A Lock’s level can vary from 1 to beyond 20, creating higher level locks consumes more materials. The cost of a Lock is the Rank of the lock times the Level of the lock being crafted. 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.


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'''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.
'''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 3. 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.
'''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 Bomb Trap''' This recipe allows a character with the Engineering skill to create a Smoke Bomb 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 could of smoke that clears quickly. Any character within five feet of the device when the trap goes will suffer the Blind effect for 10 seconds. This trap is destroyed when it goes off.
'''Smoke Bomb Trap''' This recipe allows a character with the Engineering skill to create a Smoke Bomb 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 could of smoke that clears quickly. Any character within five feet of the device when the trap goes will suffer the Blind effect for 10 seconds. This trap is destroyed when it goes off.
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'''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.
'''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. Basic Tools do not grant any bonus on Disable Device Contested Rolls.
'''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. Basic Tools do not grant any bonus on Disable Device Contested Rolls. Master Tools will grant a +2 bonus and Grandmaster Tools +5.


'''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 10 points of damage, 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 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 10 points of damage, 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).


'''<u>RANK FIVE</u>''' Engineering items can only be crafted in game at a Forge. Each Recipe will have the required materials and the time needed to craft the item.


====== <u>Advanced Items</u> ======
'''BASIC SCOPE''' Creation Time: 20 Minutes Materials:  10 Uncommon Ore  3 Rare Ore  1 Spyglass
'''BASIC SCOPE''' Creation Time: 20 Minutes Materials:  10 Uncommon Ore  3 Rare Ore  1 Spyglass


Description This item can be attached to a Bow or Crossbow. Once attached, the item will gain +1 damage for the duration of the scope. This effect cannot be stacked with the Honed Advanced Production.
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
'''CLUTCH''' Creation Time: 15 Minutes Materials:  3 Uncommon Ore  1 Rare Ore
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'''DEFIBRILLATOR LIGHT 700''' Creation Time: 45 Minutes Materials:  10 Uncommon Ore  5 Rare Ore  1 Named Residuum  1 EL512  1 Gyro Destabilizer
'''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 Quartz each time it is used. This invention is extremely dangerous, and only skilled engineers with advanced training can use it.
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
'''DISTILLER''' Creation Time: 15 Minutes Materials:  3 Uncommon Ore  2 Rare Ores
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'''EXOTIC CLIP''' (+3 Damage) Creation Time: 15 Minutes Materials:  3 Uncommon Ore  1 Rare Ore
'''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. This ammo is expended when used.
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
'''EXOTIC CLIP''' (+5 DAMAGE) Creation Time: 15 Minutes Materials:  5 Uncommon Ore  3 Rare Ore


Description This quiver holds 10 shots of special arrows that grant +5 Temporary Damage. These arrows are expended when used.
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


'''EXOTIC QUIVER''' (CRITICAL) Creation Time: 15 Minutes Materials:  5 Uncommon Ore  1 Named: Steel Description This quiver holds 10 shots of special arrows that add the Critical Modifier to the attack. These arrows are expended when used.
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
'''GYRO-DESTABILIZER''' Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore
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'''HIGH CALIBER''' Creation Time: 20 Minutes Materials:  10 Uncommon Ore  1 Named Ore  1 Servo Piston  1 High Fusion Cell
'''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 Cannon by an additional 1 point, and can be stacked with other add-ons.
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
'''HIGH FUSION CELL''' Creation Time: 15 Minutes Materials:  10 Uncommon Ore  1 Rare Ore
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'''IMPROVED SCOPE''' Creation Time: 30 Minutes Materials:  1 Basic Scope  1 Thermoflange
'''IMPROVED SCOPE''' Creation Time: 30 Minutes Materials:  1 Basic Scope  1 Thermoflange


Description This add-on can only be attached to a Bow, Crossbow, or Gun. 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.
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
'''PHASE DECOUPLER''' Creation Time: 15 Minutes Materials:  10 Uncommon Ore  1 Rare Ore
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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.
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.
'''SCATTER LOAD''' Creation Time: 15 Minutes Materials:  5 Uncommon Ore  1 Named: Steel
Description This clip holds 10 shots of special ammo that adds the “Critical” Flavor Carrier to its attacks. This ammo is expended when used.


'''SERVO PISTON''' Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore
'''SERVO PISTON''' Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore
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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.
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.
'''STEEL BARREL''' Creation Time: 15 Minutes Materials:  2 Uncommon Ore  1 Rare Ore  1 Named: Steel
Description This item is a named component and is used in other Advanced Production.


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

Latest revision as of 15:13, 28 September 2024

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 complete a 30 second 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 this Counted Action is aborted, the setting character takes any effect during the Counted Action, or 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 touched 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.

Component costs
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 Bomb Trap
Rank 2
Firebomb 10
Improved Tinker
Lock
Magnetized Plates
Master Trap
Tools
Rank 3
Firebomb 20
Flashbomb
Grandmaster Traps
Gun: Pistol
Master Lock
Master Tools
Rank 4
Firebomb 30
Grandmaster Lock
Grandmaster Tools
Gun: Rifle
Master's Workings
Stun Bomb

Acid/Fire Trap This recipe allows a character with the Engineering Skill to create a basic trap. The device for this trap is a container prop which must have a volume of at least 8 cubic inches and be at least one-half inch in its smallest dimension. Any character within five feet of the device when the trap goes off takes damage delivered as “Elemental 10 Fire/Acid”. Anyone who takes this Damage Effect also suffers a Shatter effect on any exposed items not made of metal, bone, wood, or other hard materials. (Marshal judgment should include potions, pouches, cloth, components, scrolls, maps, globes, Bombs, etc.) An item inside a hardened container protects such items; items inside a non-hardened container (such as a leather pouch) protects the item if they are completely within, but not if any part of them is exposed. (The non-hardened container is destroyed either way.) Items within the area but not on persons are similarly affected. An Acid Trap or Fire Trap destroys itself when it goes off.

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.)

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 five feet of the device when the trap goes off takes 10 points of damage. Anyone who takes this Damage Effect also has all valid items suffer a Shatter effect. Items within the area but not on persons are similarly affected.

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.

Grandmaster 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 48 cubic inches and be at least 2 inches 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 10 feet 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.

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 can vary from 1 to beyond 20, creating higher level locks consumes more materials. The cost of a Lock is the Rank of the lock times the Level of the lock being crafted. 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.

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.

Master 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 5 feet 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.

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.

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 Bomb Trap This recipe allows a character with the Engineering skill to create a Smoke Bomb 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 could of smoke that clears quickly. Any character within five feet of the device when the trap goes will suffer the Blind effect for 10 seconds. This trap is destroyed when it goes off.

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. Basic Tools do not grant any bonus on Disable Device Contested Rolls. Master Tools will grant a +2 bonus and Grandmaster Tools +5.

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 10 points of damage, 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).


Advanced Items

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.