Subject: RE: [7th Sea RPG GM] Science [was My game] Date: Tue, 24 Aug 1999 10:58:41 -0500 From: Mark Fender > I hope we get rules for constructing automata, clockwork gismo's, and > do-hickies. > I think this could be quite serious stuff really. I would love to see some > rules > for > Research and Breakthroughs. Something that acts as a guideline to > inventing > things > and exploring all those things we now take for granted. > > Ask and ye shall receive: (a much better Word 95 version is available for those who email me privately) Gadgeteering by Mark Fender and Chris Smith Gadgeteering is the ability of Eisen gadgeeters to create items of astonishing utility. With their dedication and attention to detail, the Eisen perfect, fine-tune, and expand upon the basic functions of ordinary devices. Using the principles behind clockwork, Eisen gadgeteers create devices that are beyond the most simple of devices. Their work is all the rage across the continent of Theah and it is the goal of all Montaigne nobility to possess one of these wonderful devices. Gadgeteering will remain strong with the Eisen because many of the devices require dracheneisen. With its properties, it is the perfect metal for engineering small, delicate, yet precise mechanics. (For game purposes, any device above Fine requires trace amounts of dracheneisen. The amount required is up to the GM, but should get higher as the complexity of the device rises. Most Clockwork devices require dracheneisen gears. The price for these is included in the Clockwork Advantage. Playing a Gadgeteer To make a Gadgeteer, you need two things, the Gadgeteer Skill and a source of Dracheneisen. This requires the Dracheneisen Supply Advantage. While most of the dracheneisen requirements are fairly low (except for such obvious Advantages such as Armor), the cost to build even the smallest item can be staggering. That's why it helps to have a steady source of dracheneisen. Dracheneisen Supply (20/40) This Advantage grants you a supply of Dracheneisen of 3 points a year (for the 20 point version), or 6 points per year (for the 40 point version). Note that the mine actually produces much more than this, but the operating costs for the mine are paid first. This is the excess produced each year. This Advantage qualifies you for the decreased cost of the Noble Advantage (5 points), as dracheneisen is normally held in the hands of the Nobles. Please note that, while the Noble advantage does give you x3 your basic income to start with, this Advantage does not give x3 Dracheneisen points for starting characters. It is assumed that any dracheneisen surplus has been sold (for profit in the Noble advantage). Starting with Gadgets There are two ways to handle the character that wants to start with gadgets. For items with dracheneisen, the costs will vary depending on the item. For Armor (anything with the Armor Advantage) or Weapons the total number of Quality Points is the Dracheneisen cost. For gadgets, 1/2 the Quality Points are charged in dracheneisen points. For gadgets without a significant amount of dracheneisen, simply figure the total guilder cost and round to the nearest place on the Inheritance Chart. This is the HP cost for the item. Multiple items are multiple Inheritances. Gadgeteering Skill Basic Knacks Operation - This is the use and operation of clockwork devices. From winding to setting it down properly, this Knack covers using the gadgets made. Design - This Knack covers designing clockwork devices. Of course, building them is an entire other concern. This Knack also covers a basic understanding of draftsmanship. Advanced Clockwork - This Knack is used for all Construction rolls involving clockwork. It is a precise Knack, one that does not tolerate shortcuts. Diagnostics - Everything breaks, especially a device you just designed yourself. This Knack covers repairing clockwork devices. Renaissance Man Skill This Skill covers all the other Construction skills needed to build gadgets, as well as providing Knacks for architecture, weapons, and armor. Basic Knacks Design - This Knack deals with designing devices, whether gadgets or not. It also includes basic knowledge of blueprints and drafting. Engineering - This Knack covers anything not covered under another Construction Knack. It provides a general knowledge of Engineering in its most basic format. Advanced Diagnostics - Not every device is perfect from the beginning. This Knack allows you to discover the problems and fixing them. Architecture - From dirt hovels to the most magnificent chapels dedicated to Theus, Architecture covers the building of such structures. This Knack is used for Construction Rolls when designing buildings. Armorer - This Knack is used for all Construction rolls when building armor or weaponry. Steps for Building a Gadget 1. Draw up plans and describe the function. The GM of course has final approval. 2. Determine Quality Points of Item. Figure up the item's basic Advantages and find the corresponding column on the Gadget Creation Table. This will tell you the Quality category for the item. This category determines all the other statistics of the item. 3. Pick Flaws for Gadget. The max number of Flaws you can take is shown on the table. Each point of Gadget Flaws gives you one more point of Quality Points to spend, up to the maximum level for that Rank. The GM should double check the item at this point to check for abuses. 4. Calculate cost of parts. This is the total as determined on the Gadget table. Note that certain Advantages and Flaws may change the final cost. 5. Determine Base TN and Time Required. 7. Make Design Roll. This roll is Wits + Design. For each additional 1.5 of time taken, gain a Free Raise on the Design, Construction, or Diagnostics roll. For each Raise made on Design or Construction roll, time is lowered by 1/4. For each raise taken on Design or Construction roll, gain a Free Raise of the next roll in the process. 6. Make Construction Roll. This roll is Wits + applicable Construction Knack. A success means that the item was constructed. A failure means the Design was flawed. Half the monetary value is lost and the gadgeteer must start over. 7. GM determines Design Flaws. See the section on Design Flaws for the complete rules. 8. The creator of the gadget must spend an additional 1/4 of the time and make a Diagnostic roll (TN 20) to remove 1 point of Design Flaws Payers cannot remove Gadget Flaws (i.e. the Flaws chosen by the player) with Diagnostics. Quality Quality Point Max. Flaw Maximum Time Taken Base TN Cost Average 2 2 1 week 10 5 g per point Fine 4 4 2 weeks 20 10 g per point Excellent 6 6 1 month 30 100 g per point Superior 8 8 2 months 40 1000 g per point Legendary 10 10 4 months 50 10,000 g per point Clockwork Quality Points Clockwork (3)* - Performs a series of functions. These functions can range from the simple timekeeping aspect to advanced movement, memory, and other functions. Requires dracheneisen. Time Sense (1)* - Keeps Time. Required for clocks. Memory (4)* - Can respond to outside stimuli. This means that the gadget can react to its environment in limited ways. The gadgeteer and the GM must work together to decide what stimuli the device is triggered by. A good rule of thumb is two stimuli per point of Memory (min cost is still 4). The basic level of Memory grants 2 stimuli. Tactical Ability (2 per)* - Gives another function or Variable. Depending upon stimuli recognized (see Memory), this Advantage can trigger other functions within a device. Sounds (2)* - Produces noise and/or music. Used for music boxes, clack alarms, etc. Dependable (1 pt. Per +5)* - The device is well made and resistant to shock, falls, etc. The TN of malfunction roll is increased by 5. Redundant (3)* - Device has redundant features. These allow the user to reroll one Malfunction roll per session. Easily Fixed (2 per -5)* - The device is a relatively simple design, allowing parts to be replaced easily. The TN of repair is lowered by 5. Innate Ability (1-8)* - This is a catch-all advantage for all those abilities that aren't covered under this system. It is up to the GM to decide relative costs for this advantage. * requires Clockwork Combat Quality Points +1 unkept die on one Knack (1) If bought for a weapon, the gadget requires dracheneisen. +1 unkept die on one knack(2) If bought for a weapon, this does not require dracheneisen. +1 unkept die with one Skill (3) If bought for a weapon, the gadget requires dracheneisen. Reroll one action die (4) when using the item in combat. Armor (1 per) - The device is armored. Treat each point of Armor as Armor Points for Dracheneisen. Requires Dracheneisen. Generally, an ordinary device has no cost associated with it. However, weapons require more precise mechanics, better built devices, and so on. Here then, are the costs for including weapons in your devices. Weapon: Melee/Thrown/Crossbow/Bow (1) Weapon: Pistol (2) Weapon: Musket (4) Range (1 per) Range is increased by 10 ft. per point spent. If purchased for a weapon, the gadget requires dracheneisen. -5 to opponent's TN to be hit (1 pt per) Requires dracheneisen. Other Quality Points Extravagantly Ornamented 100% (1) The device has fancy designs carved into it or otherwise is a better looking item than normal. This increases the cost by 100%. 200% (2) The device has mother-of-pearl inlays and other design imbedded in it. This increased the cost by 200%. 300% (3) The device is one of the most beautiful of its kind. This is generally the best quality that a freemen could afford. This increases the cost by 300%> 400% (4) The device is perfect in every respect. Only Nobles require nothing less. This increases the cost by 400%. 500% (5) The device was handcrafted for a King. It literally encrusted with jewel, gold, and other precious metals. This increases the cost by 500%. Priceless (6) The device is a work-of-art, unapproachable by mortal man. These are the types of devices that give Kings pause when they see them. Cost is difficult to determine with these objects. Assume a ver large fortune is sunk into such devices. The world will never again see its equal. Absolute Direction (1) - Tells direction. Hidden Function (2 per) - One of the Item's functions is hidden. This costs 2 points per function that is hidden. Fear (4 pts per) - Gives Item a Fear level. This can be a very potent ability, so the GM should make sure such inclusion fits with the device. It's hard to imagine a pocket watch causing Fear, but a clockwork torture device certainly would. Telescopic (1) - Can be used as a Telescope Microscopic (2) - Can be used as a Microscope Size Miniature (4) - Miniature version of Item. Double the time taken. A wristwatch. Small (2) - Smaller version of Item. A cuckoo clock. Average (0) - Regular Size for Item. A wall-mounted clock. Large (2) - Larger than Average of Item. The monetary cost is increased by half. This grants a Free Raise on all Diagnostic rolls. A grandfather clock Monumental (4) - Huge. Double the Monetary cost. This grants two Free Raises on Diagnostic Rolls. Big Ben. Clockwork Flaws Fragile (4)* - Because of its delicate nature, this device is easily broken. If used in inappropriate action Item malfunctions TN lowers by 5. It is the GM's call on whether an item is used inappropriately. Any item used for Attack or Parrying that was not designed to do so (i.e. a weapon) will most probably break. Maintenance Required (2)* - The device requires constant calibration to keep it running. After each used of Item, must be cleaned or TN lowers by 5 for malfunction tests. Confusing (1 per +5)* - With its thousands of parts, the operation of this item can be a little daunting. Requires an Operation roll to use One of a Kind (5 pts per)* - This device is unique. It can only be reproduced by careful study. All Operation and Diagnostic rolls increased by 5. Quirky (2)* - Sometimes this device just doesn't function properly. The GM can spend a Drama Die and force a re-roll with the Item. Ungainly Clockwork (3)* - Clockwork much larger than normal. Cannot be combined with Hidden. Unpredictable (3)* - This device has rapidly outpaced its designer's idea. The GM spends Drama Dice for an effect the object was not designed for. Noisy (1)* - This device's gears run with an unnerving noise. Makes all sorts of racket. Degenerating (4)* - The device is not that sturdy and its performance constantly erodes. Each Malfunction Check causes a -1 to Malfunction Check. Other Flaws -1 unkept die on one Knack (1) -1 unkept die with One Skill (3) Ugly (1) - No matter how you slice it, the device is ugly. No levels of Ornamentation can be bought. The device has a poor appearance "Of Legion" (3) - There is no way that such a device could exist without the aid of Legion. Many people unaccustomed to such inventions could well take the sight of this one the wrong way. The Inquisition is especially leery of such devices. Despite the Eisen's Objectionist attitude, many of them will also look askance at such a device. Short Range (1 per) - lose 10 feet off of max. range. Design Flaws Design Flaws are Flaws that sneak into the device unbeknownst to the creator. They are the bugs, mishaps, and other problems that crop up in any project. The GM assigns Design Flaws. He doesn't necessarily have to tell the gadgeteer what they are. They could simply pop up in the standard use for the item. Roll on the following chart. This determines how many Design Flaws will be in the device. If the number of Total Flaws (from player chosen and Design Flaws) is twice than the number of Quality Points, the device is useless and must be redesigned. Roll - TN of Item + 1d10 (exploding) Roll Design Flaw Points 6-20 1 21-30 2 31-40 4 41-50 5 51-60 6 61-70 7 71-80 8 81-90 9 91-100 10 Malfunction Rules All gadgets suffer from malfunctions. Every time Clockwork is used, roll 2k2 (TN 20). If the roll fails, the Item works. If it is a success, the item breaks until it is repaired. To repair the clockwork, a Diagnostic roll (TN15 + 1per every 5 point over TN the Malfunction roll was made by). Blueprints and reverse Engineering It is possible to build items based on the work someone else has already done. To use another's blueprints, you must have a copy of the blueprints and a clear understanding of the device (preferably see it in operation a few times). No Design roll is necessary and a Free Raise is given on the Construction roll. It is also possible to 'reverse engineer' a device. This requires that the gadgeteer possess the item in question or have time to study it. A Design roll is made based on the Quality Category of the original device. This roll's TN is increased by 10. If this roll is successful, the Construction process can continue. However, the time is automatically doubled without the benefits provided from increased time. Comments? Version 1.5 available soon, including examples. -- Contents Copyright (C) 1997,98,99 by ALDERAC ENTERTAINMENT GROUP, INC.