Viper
09-03-2004, 01:35 AM
So, I was trying to come up with some other items for my steampunk setting, but I decided my time would be better spent working on a system for incorporating technological items. Magic is severely restricted in my world, but tinkering with technology isn't nearly as much. I want to give my players, should they be interested, the chance to mess around and craft their own items that use technology to mimic spell effects. For example, goggles that grant Cat's Eye, or even something as simple as a cigarette lighter (flame finger). Eventually, I'd like to work out a system similar to abstractions, where players can construct any item they can conceive of, but for now I'm sticking to the spells listed in the book. Obviously, not all of them are suitable for translation into a piece of steampunk technology, but there are plenty that are.
Here's what I've come up with so far, I'd love to hear any comments you have.
Each item will have two stats- quality and capacity.
Quality essentially functions as Will does for a spellcaster. It is the stat which is tested when you want to see if the effect is successful. The obstacle is identical to the obstacle of the spell that is duplicated.
Using the cat's eye goggles as an example, let's say I have a pair of Quality 4 Goggles, a pretty average piece of tech. Cat's Eye is Ob 2. I flick the switch on the goggles, and I need 2 successes on 4 dice in order for them to work. If they don't work, I have to roll a DOF and consult the item failure table.
Item failure:
1- Catastrophic malfunction
2- Irrevocably damaged
3-6- Needs minor repairs
So, most of the time, when an item fails to work it just needs some tinkering, new battery, whatever.
Irrevocably damaged means you have a short, or some vital part cracks, and the item is now just so much junk.
Catastrophic malfunction means that something very very baqd happens. Not only is the item broken, but something happens that harms the caster. Since technology can be so varied, the exact effect is left up to the GM. Using our goggles as an example, something shorts out in the visual display, sending an arc of electricity across the user's eyes. Not only are the goggles completely fried, but the user has +2Ob for all visual perception tests until the spots clear. (Or maybe he goes blind in one or both eyes if you're feeling mean)
The second part of the rules concerns an equivalent for tax, which I've decided to call Capacity. Capacity represents the strength of the item's power source, be it an electric battery, or a coal-fired steam engine.
Each time the item is used, a Capacity test is made. As with tax, the obstacle is the actual obstacle of the spell (in this case the spell-like effect) If the test is passed, the device holds it's power. If it fails, the device loses Capacity equal to the amount of failures below the obstacle. When Capacity reaches zero, the device is out of fuel and cannot be used until it is refueled or recharged.
At first glance, this may seem odd, as a newly recharged device may suddenly lose all of it's power on the next test it makes, but keep in mind this is meant to represent tinkering, not precise science. There are no gauges, no way to tell how much power a device is going to need, or how pure the fuel is. Maybe you got a bum battery, or the charcoal you're using for your steam engine is cut with straw.
So, how does an player determine the quality and capacity of the item he is trying to create?
First, he needs to draw up the plans; this corresponds to the spell's resource cost. As far as the stats go, it's all dependent on his crafting skill.
When crafting the item, the player rolls dice equal to his crafting skill. The number of successes he acheives is the quality of the item. This means that someone with a B6 crafting skill can reliably count on most of his items being B3 quality. He'll create a couple of above average pieces of B6 quality, and a couple of real stinkers with quality of B1 or B2.
He repeats this process to determine the item's Capacity score.
The first time he crafts an item is free; the prototype is included in the RP cost- but what you get is what you get. If he wants to craft another, he needs to gather new materials and test his skill again.
So, taking all these rules into account, lets say my crackpot inventor wants to create a pair of Cat's Eye Goggles. He pays the resource cost to build the prototype. His crafting skill is B5. First, he rolls for the quality: 5,6,3,3,4... 3 successes, a slightly below average but still passable item. Next, he rolls for capacity: 5,4,4,4,6... 5 successes! With mechanical aptitude and a bit of luck, he's created a highly efficient electrical system! What he's got is a pair of Goggles that he might have a bit of trouble getting to work sometimes, but a pair that will work for a long time once he does.
Another part of tinkering is improving items that already exist. This is accomplished by a mechanic similar to the one used to advance attributes, with a little twist.
Each time the item is used successfully, it gains a successful test, which is filled in on the sheet. Each time it passes a capacity test, the same thing happens. As with a character's attributes, it needs to pass 4 difficult and 3 challenging tests. This represents the tinkerer's evolving understanding of his invention, observing it in action and seeing where he can improve things.
Once all tests have been met, he tests his crafting skill. If the test is successful, the item gains one pip of quality. If it fails, it's back to the drawing board, and the item needs to pass another difficult test before another attempt at upgrading can be made.
I'm considering allowing players to fork in applicable skills to their invention rolls... haven't decided.
I'm going to be playtesting these rules in my upcoming game, I'll keep you all posted on how things go.
Here's what I've come up with so far, I'd love to hear any comments you have.
Each item will have two stats- quality and capacity.
Quality essentially functions as Will does for a spellcaster. It is the stat which is tested when you want to see if the effect is successful. The obstacle is identical to the obstacle of the spell that is duplicated.
Using the cat's eye goggles as an example, let's say I have a pair of Quality 4 Goggles, a pretty average piece of tech. Cat's Eye is Ob 2. I flick the switch on the goggles, and I need 2 successes on 4 dice in order for them to work. If they don't work, I have to roll a DOF and consult the item failure table.
Item failure:
1- Catastrophic malfunction
2- Irrevocably damaged
3-6- Needs minor repairs
So, most of the time, when an item fails to work it just needs some tinkering, new battery, whatever.
Irrevocably damaged means you have a short, or some vital part cracks, and the item is now just so much junk.
Catastrophic malfunction means that something very very baqd happens. Not only is the item broken, but something happens that harms the caster. Since technology can be so varied, the exact effect is left up to the GM. Using our goggles as an example, something shorts out in the visual display, sending an arc of electricity across the user's eyes. Not only are the goggles completely fried, but the user has +2Ob for all visual perception tests until the spots clear. (Or maybe he goes blind in one or both eyes if you're feeling mean)
The second part of the rules concerns an equivalent for tax, which I've decided to call Capacity. Capacity represents the strength of the item's power source, be it an electric battery, or a coal-fired steam engine.
Each time the item is used, a Capacity test is made. As with tax, the obstacle is the actual obstacle of the spell (in this case the spell-like effect) If the test is passed, the device holds it's power. If it fails, the device loses Capacity equal to the amount of failures below the obstacle. When Capacity reaches zero, the device is out of fuel and cannot be used until it is refueled or recharged.
At first glance, this may seem odd, as a newly recharged device may suddenly lose all of it's power on the next test it makes, but keep in mind this is meant to represent tinkering, not precise science. There are no gauges, no way to tell how much power a device is going to need, or how pure the fuel is. Maybe you got a bum battery, or the charcoal you're using for your steam engine is cut with straw.
So, how does an player determine the quality and capacity of the item he is trying to create?
First, he needs to draw up the plans; this corresponds to the spell's resource cost. As far as the stats go, it's all dependent on his crafting skill.
When crafting the item, the player rolls dice equal to his crafting skill. The number of successes he acheives is the quality of the item. This means that someone with a B6 crafting skill can reliably count on most of his items being B3 quality. He'll create a couple of above average pieces of B6 quality, and a couple of real stinkers with quality of B1 or B2.
He repeats this process to determine the item's Capacity score.
The first time he crafts an item is free; the prototype is included in the RP cost- but what you get is what you get. If he wants to craft another, he needs to gather new materials and test his skill again.
So, taking all these rules into account, lets say my crackpot inventor wants to create a pair of Cat's Eye Goggles. He pays the resource cost to build the prototype. His crafting skill is B5. First, he rolls for the quality: 5,6,3,3,4... 3 successes, a slightly below average but still passable item. Next, he rolls for capacity: 5,4,4,4,6... 5 successes! With mechanical aptitude and a bit of luck, he's created a highly efficient electrical system! What he's got is a pair of Goggles that he might have a bit of trouble getting to work sometimes, but a pair that will work for a long time once he does.
Another part of tinkering is improving items that already exist. This is accomplished by a mechanic similar to the one used to advance attributes, with a little twist.
Each time the item is used successfully, it gains a successful test, which is filled in on the sheet. Each time it passes a capacity test, the same thing happens. As with a character's attributes, it needs to pass 4 difficult and 3 challenging tests. This represents the tinkerer's evolving understanding of his invention, observing it in action and seeing where he can improve things.
Once all tests have been met, he tests his crafting skill. If the test is successful, the item gains one pip of quality. If it fails, it's back to the drawing board, and the item needs to pass another difficult test before another attempt at upgrading can be made.
I'm considering allowing players to fork in applicable skills to their invention rolls... haven't decided.
I'm going to be playtesting these rules in my upcoming game, I'll keep you all posted on how things go.