New skillset, The Engineering Field
Jun 15, 2019 15:24:35 GMT -6
Post by berserkx33 on Jun 15, 2019 15:24:35 GMT -6
This proposal for a new sub-system similar to Magic, Sword Schools and Gun Kata is based on an idea of creating something out of the high level machinery on this game's lore that the players could play with. So here I created the Engineering Fields.
The Engineering Fields are a set of skills that allow your character to create Gadgets, amazing contraptions with a Macro Style set of Commands and Functions that allow you to automate certain actions or even achieve some interesting effects through smart use of those Functions.
The basic idea of a Gadget is that it is, similar to how you create moves with Sword Schools, a set of stuff you can buy using EXP and combine in ways to make it into a special ability that you Setup to make certain actions for you.
Common Tools of the Engineers
What everyone who wants to start using Engineering Fields on their games has to know beforehand is a set of concepts that are common to them:
Gadget - Gadgets are the fully realised results of creating something with the Engineering Fields. They are made of a single Command and as many Functions as you can fit. Each Gadget has also a set amount of Charges and a Setup Difficulty. You spend Invention Points to create a Gadget.
Command - Commands are the triggers that make your Gadgets act. They can be activated as many times as possible in a single turn unless stated otherwise by the Command itself or one of it's Functions.
Function - Functions are what your Gadget actually does. Each Engineering Field will give you multiple choices on both Commands and Functions.
Charge - Charges are the amount of times a Gadget can be activated before having to be Setup again. Your invention can never have more Charges that it's max amount. The max amount of Charges is always the amount of Charges of the function with the least amount of Charges unless stated otherwise.
Setup and Setup Difficulty - Setup is the action of "Setting Up" your Gadget, as in, assembling it and making it functional. After it is Setup it will activate every time it's Command condition is met. the Setup Difficulty is the score necessary to successfully Setup the Gadget. The Setup Difficulty is equal to 10 times the amount of Functions used on the Gadget. You will roll Tech Use+Intelligence to make the Setup Test. A Setup is an Extended Action, as it will require you to focus on setting it up properly. If you are on a situation where you can take a long time to set things up, you can skip the Test by spending X minutes setting it up slowly (X being it's target score).
Invention Points - Similar Style Points in Sword Schools, everything in Engineering Fields is bought using Invention Points. Each Invention Point costs 50xp. The Maximum Budget you can have for a single Gadget is double your current Engineering Field level.
Application - Each Engineering Field will give you a "Application" type. This is, what is the Gadgets are applied to. Each Gadget can only be applied to a single of your avaliable Engineering Fields' Applications. So a Gadget that is applied to Vehicle must have it declared on it's creation, and the player will need to pay it's cost again to apply it to their Body.
Anyone that starts their study on the fields of engineering will have access to common knowledge amongst them all, this includes the following tools:
Note: X Charges don't affect the number of charges this Gadget has.
Common Commands:
1 Command: A Simple Button
This command is activated by direct input from you, being a Half Action during your turn.
1 Command: Pressure Plate
This command will be activated when the setup object is pressured or hit by anything (like Attacks or Pushs) as aReaction.
Common Functions:
3 Overclocking, X Charges
You can use this Gadget's effect Twice per activation as long as you still have charges left.
2 Jury Rigging, 5 Charges
You can spend 1 Charge from this Gadget to recharge another Gadget currently setup.
1 Bigger Battery, X Charges
Gives this Gadget 1 extra charge.
-1 Slow Charger, X Charges
This Gadget can only be activated once per turn.
-2 Battery Intensive, X Charges
This Gadget has only half of their total charges. (Can't be used on Gadgets with a Single Charge).
-3 Overheat, X Charges
Every Charge this Gadget spends adds 1 Cooldown turn until the next activation.
Tutorial:
As you think of your Gadget, you will follow those steps: Decide the Command it will have. than what Functions it will have, than name it and give it a short description to fluff how it works. So, for example, I want to create "The Smart Boxer", this Gadget will follow this method, using the Corpus Mechanicus field:
I have 100xp, I will spend it all to get 2 Invention Points.
The first Invention Point will be spent on buying it's Command. Since I want it to passively work against people who enter my melee range to prevent melee attacks, I will put in the "Danger Zone" trigger, since it works exactly for that.
The other Invention Point will be spent on the Piston Pusher, since I want a manneuver that will work defensively. Since my worry are melee attacks, this combo is pretty useful to keeping them at bay.
With this I have an Invention Cost of 2. Since it only has a single function (Piston Pusher), it will have a target score of 10, so it will be trivial to set this up. Since the Charges from the single Function are 3, this means that it will push to up to 3 people before I have to spend another Action setting it up again, this way I have the following Gadget:
"The Smart Boxer" - Total Invention Cost: 2 - Target Score 10 - Trigger: Danger Zone - Functions: Piston Pusher - Charges: 3 - Description: A compact glove that will automatically "push back" any assailant that thinks it is a good idea to try and get too close to you.
Engineering Fields
Corpus Mechanicus
The Corpus Mechanicus is a group of cybernetics intusiasts that think stopping at just "improving" the body is just too shalow of an use for their wonderful creations, and as such, they move their efforts to instead expand their body by adding extra "stuff", like limbs or even joints to help their bodies move. Sometimes they end up adding too much, and doing the basics end up becoming their main problem.
This Field was thought out to be used with Aedeptus Mechanicus.
LINK
Turret Defense Smiths
The Turret Defense Smiths, or how they like to call it, TD-S, are a strategy oriented bunch. They like to create arrays of connected turret style contraptions for the most varied uses. Why do something when you can create a bunch of things that do that for you in a complicated and indirect manner?
Gadgets from this field are applied to Stationary Turrets/Towers.
LINK
Off-Road Customizers
The Off-Road Customizers are specialized on one thing, and one thing only, their vehicles. The people who follow this field want to create new ways of making their vehicles cooler, making them more useful, more dangerous or just sleaker (Who am I kidding, it is always to make it sleaker). Who needs roads when you can drive up walls.
Gadgets from this field are applied to Vehicles.
LINK
Clockwork Puppet Maker
Drones, drones everywhere. There is something Clockwork Puppet Makers love to do is to make Drones and leave them to do errands. You will never see them without a bunch of those doing something useless somewhere. Just be cautious, because they know the strength in numbers.
Gadgets from this field are applied to Drones.
Chemistrappers
Some people prefer Concoctions over Contraptions, and those people are really annoying to deal with. Chemistrappers are into taking their knowledge and creating a bunch of chemical bombs that can do the most varied things, like acid splashes, adesive traps, slippery puddles, etc, etc, etc. Mines and Bombs are fair game to them.
Gadgets from this field are applied to Bombs and Mines.
Electropunks
Electricity is an amazing thing. And Electropunks will agree with this wholeheartedly. By using an endless supply of electricty they can generate fields of awesomeness with the most interesting effects. Just remember not to stay too close with your metallic possessions.
Gadgets from this field are applied to Orbiting Fields (Mechanisms that Float on an Orbit around user).
Bio-Engineering-Synthetisers
Bio Engineering is also a kind of engineering don't you know? Bio-Engineering-Synthetisers understand that and can make "wonders" happen using their unparalleled ability to genetic code in real time to achieve the most varied mutations. I didn't even knew Robots had genetic codes, but I guess nothing is too much to those genious.
Gadgets from this field are applied to Injection Pistols and Pills.
Info-jack Riggers
Information is an important part of any field, and getting more information is never a bad thing. Info-jack Riggers are the best at getting and transmitting info. You couldn't trust anyone to get ahold of secrets more than the social, digital and info engineers of the Info-jack Riggers.
Gadgets from this field are applied to Cybernetics, Comunication, Record and Playback Devices.
LINK
CivCon Dungeoneers
The secret of victory is having a stable, well rounded, well built base of operations. As such, CivCon Dungeoneers study day and night for ways to make the most perfect, undestructible, uninvadable, unenterable, and sometimes unusable bases on the Great Wheel. They got so good at it that they can pretty much turn any place into a fortified based in a very short period of time.
Gadgets from this field are applied to Locations, bet it fields or buildings.
More to come in the future.
The Engineering Fields are a set of skills that allow your character to create Gadgets, amazing contraptions with a Macro Style set of Commands and Functions that allow you to automate certain actions or even achieve some interesting effects through smart use of those Functions.
The basic idea of a Gadget is that it is, similar to how you create moves with Sword Schools, a set of stuff you can buy using EXP and combine in ways to make it into a special ability that you Setup to make certain actions for you.
Common Tools of the Engineers
What everyone who wants to start using Engineering Fields on their games has to know beforehand is a set of concepts that are common to them:
Gadget - Gadgets are the fully realised results of creating something with the Engineering Fields. They are made of a single Command and as many Functions as you can fit. Each Gadget has also a set amount of Charges and a Setup Difficulty. You spend Invention Points to create a Gadget.
Command - Commands are the triggers that make your Gadgets act. They can be activated as many times as possible in a single turn unless stated otherwise by the Command itself or one of it's Functions.
Function - Functions are what your Gadget actually does. Each Engineering Field will give you multiple choices on both Commands and Functions.
Charge - Charges are the amount of times a Gadget can be activated before having to be Setup again. Your invention can never have more Charges that it's max amount. The max amount of Charges is always the amount of Charges of the function with the least amount of Charges unless stated otherwise.
Setup and Setup Difficulty - Setup is the action of "Setting Up" your Gadget, as in, assembling it and making it functional. After it is Setup it will activate every time it's Command condition is met. the Setup Difficulty is the score necessary to successfully Setup the Gadget. The Setup Difficulty is equal to 10 times the amount of Functions used on the Gadget. You will roll Tech Use+Intelligence to make the Setup Test. A Setup is an Extended Action, as it will require you to focus on setting it up properly. If you are on a situation where you can take a long time to set things up, you can skip the Test by spending X minutes setting it up slowly (X being it's target score).
Invention Points - Similar Style Points in Sword Schools, everything in Engineering Fields is bought using Invention Points. Each Invention Point costs 50xp. The Maximum Budget you can have for a single Gadget is double your current Engineering Field level.
Application - Each Engineering Field will give you a "Application" type. This is, what is the Gadgets are applied to. Each Gadget can only be applied to a single of your avaliable Engineering Fields' Applications. So a Gadget that is applied to Vehicle must have it declared on it's creation, and the player will need to pay it's cost again to apply it to their Body.
Anyone that starts their study on the fields of engineering will have access to common knowledge amongst them all, this includes the following tools:
Note: X Charges don't affect the number of charges this Gadget has.
Common Commands:
1 Command: A Simple Button
This command is activated by direct input from you, being a Half Action during your turn.
1 Command: Pressure Plate
This command will be activated when the setup object is pressured or hit by anything (like Attacks or Pushs) as a
Common Functions:
3 Overclocking, X Charges
You can use this Gadget's effect Twice per activation as long as you still have charges left.
2 Jury Rigging, 5 Charges
You can spend 1 Charge from this Gadget to recharge another Gadget currently setup.
1 Bigger Battery, X Charges
Gives this Gadget 1 extra charge.
-1 Slow Charger, X Charges
This Gadget can only be activated once per turn.
-2 Battery Intensive, X Charges
This Gadget has only half of their total charges. (Can't be used on Gadgets with a Single Charge).
-3 Overheat, X Charges
Every Charge this Gadget spends adds 1 Cooldown turn until the next activation.
Tutorial:
As you think of your Gadget, you will follow those steps: Decide the Command it will have. than what Functions it will have, than name it and give it a short description to fluff how it works. So, for example, I want to create "The Smart Boxer", this Gadget will follow this method, using the Corpus Mechanicus field:
I have 100xp, I will spend it all to get 2 Invention Points.
The first Invention Point will be spent on buying it's Command. Since I want it to passively work against people who enter my melee range to prevent melee attacks, I will put in the "Danger Zone" trigger, since it works exactly for that.
The other Invention Point will be spent on the Piston Pusher, since I want a manneuver that will work defensively. Since my worry are melee attacks, this combo is pretty useful to keeping them at bay.
With this I have an Invention Cost of 2. Since it only has a single function (Piston Pusher), it will have a target score of 10, so it will be trivial to set this up. Since the Charges from the single Function are 3, this means that it will push to up to 3 people before I have to spend another Action setting it up again, this way I have the following Gadget:
"The Smart Boxer" - Total Invention Cost: 2 - Target Score 10 - Trigger: Danger Zone - Functions: Piston Pusher - Charges: 3 - Description: A compact glove that will automatically "push back" any assailant that thinks it is a good idea to try and get too close to you.
Engineering Fields
Corpus Mechanicus
The Corpus Mechanicus is a group of cybernetics intusiasts that think stopping at just "improving" the body is just too shalow of an use for their wonderful creations, and as such, they move their efforts to instead expand their body by adding extra "stuff", like limbs or even joints to help their bodies move. Sometimes they end up adding too much, and doing the basics end up becoming their main problem.
This Field was thought out to be used with Aedeptus Mechanicus.
LINK
Turret Defense Smiths
The Turret Defense Smiths, or how they like to call it, TD-S, are a strategy oriented bunch. They like to create arrays of connected turret style contraptions for the most varied uses. Why do something when you can create a bunch of things that do that for you in a complicated and indirect manner?
Gadgets from this field are applied to Stationary Turrets/Towers.
LINK
Off-Road Customizers
The Off-Road Customizers are specialized on one thing, and one thing only, their vehicles. The people who follow this field want to create new ways of making their vehicles cooler, making them more useful, more dangerous or just sleaker (Who am I kidding, it is always to make it sleaker). Who needs roads when you can drive up walls.
Gadgets from this field are applied to Vehicles.
LINK
Clockwork Puppet Maker
Drones, drones everywhere. There is something Clockwork Puppet Makers love to do is to make Drones and leave them to do errands. You will never see them without a bunch of those doing something useless somewhere. Just be cautious, because they know the strength in numbers.
Gadgets from this field are applied to Drones.
Chemistrappers
Some people prefer Concoctions over Contraptions, and those people are really annoying to deal with. Chemistrappers are into taking their knowledge and creating a bunch of chemical bombs that can do the most varied things, like acid splashes, adesive traps, slippery puddles, etc, etc, etc. Mines and Bombs are fair game to them.
Gadgets from this field are applied to Bombs and Mines.
Electropunks
Electricity is an amazing thing. And Electropunks will agree with this wholeheartedly. By using an endless supply of electricty they can generate fields of awesomeness with the most interesting effects. Just remember not to stay too close with your metallic possessions.
Gadgets from this field are applied to Orbiting Fields (Mechanisms that Float on an Orbit around user).
Bio-Engineering-Synthetisers
Bio Engineering is also a kind of engineering don't you know? Bio-Engineering-Synthetisers understand that and can make "wonders" happen using their unparalleled ability to genetic code in real time to achieve the most varied mutations. I didn't even knew Robots had genetic codes, but I guess nothing is too much to those genious.
Gadgets from this field are applied to Injection Pistols and Pills.
Info-jack Riggers
Information is an important part of any field, and getting more information is never a bad thing. Info-jack Riggers are the best at getting and transmitting info. You couldn't trust anyone to get ahold of secrets more than the social, digital and info engineers of the Info-jack Riggers.
Gadgets from this field are applied to Cybernetics, Comunication, Record and Playback Devices.
LINK
CivCon Dungeoneers
The secret of victory is having a stable, well rounded, well built base of operations. As such, CivCon Dungeoneers study day and night for ways to make the most perfect, undestructible, uninvadable, unenterable, and sometimes unusable bases on the Great Wheel. They got so good at it that they can pretty much turn any place into a fortified based in a very short period of time.
Gadgets from this field are applied to Locations, bet it fields or buildings.
More to come in the future.