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Engineering

Skill Rate: Fast

Uses: Like Science and Perform, there are several branches of Engineering. The first time you get a rank in Engineering, pick one branch. Your Engineering modifier from skill ranks only applies to checks made in that branch. With techniques, you can access other branches, and use your full modifier in those branches as well.

The branches of Engineering are:

  1.   Blacksmithing
  2.   Bowmaking
  3.   Carpentry
  4.   Leatherworking
  5.   Technology
  6.   Sabotage

If a check seems to be equally in two or more categories, then a character with any of the relevant branches can make the check.

Construction: You can use Engineering to construct objects. The DC varies based on what you are trying to make. If you succeed, you create the object in the amount of time required. To know how to make something, a Knowledge check is required; this can be made by yourself or someone helping you. The DCs are relative to your current era of technology, so something complicated in ancient times may be simple now. You need raw materials to create the object, which generally cost 1/3 rd of the value of the object. Make the check halfway between commencing the project and when the time required is finished. If you fail, the time you‚ve spent is wasted, and you must try again. There is a 50% chance that the raw materials you used are ruined.

Emergency Repairs: Some objects (such as vehicles and robots) aren‚t simply destroyed when they take more damage than their toughness, but instead start Dying much like a human. As a 4SA, you can make an Engineering check against DC 5 to prevent the object from …dying.‚ If you succeed, the robot or vehicle stabilizes, and is no longer Dying. However, it is still as disabled as it was while dying until it is repaired of at least one wound.

Repair: Make a Engineering check against the DC to craft the object -3 (unless otherwise specified in the object description). If you succeed, you remove one wound from the object. This process takes one hour. The DC to repair objects that have been destroyed (but are still more or less intact) is their construction DC -1 instead of -3.

Construction DCs

DC

Time required

Complexity

4

1 hour

Breeze

6

8 hours

Simple

8

1 week

Complex

10

1 month

Difficult

12

Six months

Very Difficult

15

One year

Extremely Difficult

15-20

One year

Esoteric

20+

One year

Legendary

Tools : You get a -2 penalty to all uses of Engineering without proper tools. Repair, Tinker,  and Construction require an appropriate toolkit, while Disarm Trap and Open Lock require lock picks.

Techniques:

Universal Engineering Techniques

  1.   Generalize: Pick another branch of Engineering. You can use your Engineering modifier to checks in that category. You may take this technique multiple times, each time choosing a new category.
  2.   Improvise: You can make a construction or repair check without the necessary materials out of whatever is on hand (with GM's approval). The object only functions for one use and has no monetary value.
  3.   Rapid Repair: You can try to repair objects faster. You can optionally add +2 to the DC, which drops the amount of time required from one hour to one minute. You must choose to do this before you start repairs.
  4.   Rapid Construction: You can try to build objects faster. You can optionally add +2 to the DC, which drops the amount of time required to that of one complexity lower (minimum 1 minute). You must choose to do this before you start construction.
  5.   Salvage: You may salvage completely destroyed objects. You may use the remains of the object as raw materials to construct an identical object out of them, so long as the object is still more or less in existence. If it has been melted into a pool of ooze or disintegrated, or the like, you may not use Salvage on it. For most common means of destruction, this is not an issue. Ask the GM on a case-by-case basis
  6.   Weaponsmith of Legend:   [Requires 8 ranks in Engineering] You may create artifact weapons. See Chapter 9: Artifacts for more information.
  7.   Armoursmith of Legend:   [Requires 8 ranks in Engineering] You may create artifact armour and shields. See Chapter 9: Artifacts for more information.

Engineering (Blacksmithing) Techniques All of these techniques require access to Engineering: Blacksmithing. With Engineering (Blacksmithing), you can construct objects in a forge. Checks to build or repair objects with this branch of the skill generally require a functioning forge and hammer. Objects made with Blacksmithing are made of metal and made by hand, not in a factory or other situation. The metal used can have an effect on the DC; see the Special Materials section of Chapter 6: Equipment for more information.

Here are some example objects that can be made with this branch of the skill:

Complexity

Example

Breeze

A horseshoe or other common object

Simple

Most metal melee weapons

Complex

Specialized metal melee weapons, scale shirt, chain shirt, or full scale

Difficult

Full chain or breastplate

Very Difficult

Full plate or field plate

Engineering (Bowmaking) Techniques All of these techniques require access to Engineering: Bowmaking. Engineering (Bowmaking) is  used to make weapons in the Bow (but not crossbow) family by hand out of (generally) wood, bone, or horn.

Here are some example objects that can be made with this branch of the skill:

Complexity

Example

Breeze

An arrow or bolt

Simple

Bow

Complex

Longbow

Engineering (Carpentry) Techniques All of these techniques require access to Engineering (Carpentry). Carpentry can be used to create wooden shields and weapons (except for bows and crossbows, which are made from a quite different process), as well as furniture and other objects made of wood.

Here are some example objects that can be made with this branch of the skill:

Complexity

Example

Breeze

Quarterstaff, club, or practice weapon

Simple

Tower or wooden shield; simple household furniture

Complex

Rowboat, Canoe

Difficult

Simple house

Very Difficult

Sailing ship

Engineering (Leatherworking) Techniques All of these techniques require access to Engineering: Leatherworking.

Engineering (Technology) Techniques All of these techniques require access to Engineering: Technology. Of all the branches, mechanical engineering changes the most based on the state of technology. Technological engineering requires a mechanical toolkit (including screwdrivers, wrenches, spanners, etc,).

Here are some example objects that can be made with this branch of the skill in a fantasy setting, which don‚t require any use of the Science skill:

Complexity

Example

Breeze

Simple mechanical toy, winch, or pulley

Simple

Crossbow or Heavy crossbow, waterwheel, drawbridge gear system, crude or simple lock

Complex

Repeater crossbow, Light siege engine, windmill, standard or complex lock, simple printing press

Difficult

Heavy siege engine,  clock, master lock

Here are some example objects that can be made with this branch of the skill in a modern setting, which require use of the Science skill (though these are rarely ever done by hand):

Complexity

Example

Breeze

A bullet

Simple

Engine component

Complex

Semiautomatic or single-shot firearm, car engine

Difficult

Automatic, burst, or auto 2 firearm; wheeled vehicle, jet engine

Very Difficult

Auto 3 firearm; propeller plane or tracked vehicle

Extremely Difficult

Auto 4 firearm; jet or rotary-wing aircraft

Esoteric

Humanoid vehicle, simple light spacecraft, Auto 5 firearm

Here are some example objects that can be made with this branch of the skill in a futuristic setting, which require use of the Science skill (though these are rarely ever done by hand):

Complexity

Example

Complex

Laser weapon, sonic bladed weapon

Difficult

Light humanoid vehicle; plasma weapon, beam sword, or plasma sword

Very Difficult

Light spacecraft, skimmer vehicle, Heavy humanoid vehicle

Extremely Difficult

Heavy spacecraft

  1.   Technomancer:   [Requires 5 ranks in Magic Power or Magic Complexity as well as 5 ranks in Engineering] You gain access to the Engineering secret spell seed: Power
  2.   Tinker: You can rig up a mechanical device to attain new heights of functionality...for a while. The effect varies depending on the object. The DC is the same as the DC to repair the object, and takes the same amount of time (thus, you could use Rapid Repair to decrease it). The object functions in its newly enhanced manner until it stops, at which point it is useless until it receives Repairs. If an object falls into multiple categories, the character may choose which modification to make. Multiple Tinker effects of the same sort on the same object do not stack.

Engineering (Sabotage) Techniques All of these techniques require access to Engineering: Sabotage.

  1.   Back Door:   [Requires Concealed Disable, Bypass Device] you add a hidden means of disarming the trap, sabotaging the machine, or opening the lock. Any time you (or anyone you explain the method to) comes across this lock, machine, or trap, you can disable it as a 2SA without making a skill check. This method is concealed as if you used Concealed Disable, if it is located the observer may try to remove it or use it (no check required).
  2.   Bypass Device:   [Requires Disarm Trap] For Disarm Trap, instead of breaking the trap you rig it up to not go off for you, but it will go off next time someone springs it.
  3.   Concealed Disable : [Requires Saboteur] In order to notice that you have disarmed a trap, picked a lock, or sabotaged a machine, an observer must use Perception against a DC equal to 4 + your Engineering modifier. Also, the GM may rule that they must make an appropriate knowledge check to even realise that that is not how the machine should be.
  4.   Disarm Trap: Make  a Engineering check against the trap's Disarm DC. This takes one minute. If you succeed, the trap is disarmed and will not function again without repairs. If you fail by more than five, the trap is activated instead.
  5.   Instant Disable:   [Requires Rapid Disable] Open lock and disarm checks take a 4SA.
  6.   Open Lock: With this technique, you can try to pick a lock. This requires a Engineering check against the DC of the lock and takes one minute. If you fail by more than five, you break the lock  in such a way that it cannot be unlocked.
  7.   Rapid Disable:   [Requires Open Lock or Disarm Trap] With Rapid disable, Open Lock and Disarm Trap checks only take a full round action.
  8.   Saboteur: You rig a machine to fail. Make a Engineering check against DC 10, if you succeed the device doesn't work. This takes ten minutes. The GM may rule that you, or someone helping you, needs to make a knowledge check.

Tinker Tasks

Device

Effect

...Until

Automatic or Semiautomatic Weapon

Increases Rate of Fire by one step (Semi to Auto 1 to Auto 2, etc.)

3d6 rounds after it fires its first shot. The GM rolls secretly.

Energy Weapon (ex. Laser or Plasma)

+1 Damage

3d6 rounds after it fires its first shot. The GM rolls secretly.

Crossbow or Siege Engine

+1 Damage

3d6 rounds after it fires its first shot. The GM rolls secretly.

Vehicle

3x speed on a Run

It stops moving for a full turn or 3d6 hours (secret roll) after it starts moving.

Speakers, Megaphone, etc.

-12 perception DC to hear

3d6 minutes after it starts playing

  1.   Timed Disable : [Requires Saboteur] You rig up the machine you are sabotaging to break only after it is used for a while. You set the duration at 1d6 rounds, 1d6 minutes, or 1d6 hours (you choose which, but the GM rolls secretly). For example, you can sabotage a wagon wheel to fall off a few minutes after it starts moving. Unless you have the Concealed Disable technique, it is immediately apparent that the object has been tampered with.


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