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View Full Version : Tech-creation [3.5, OGL redo of Dragonmech][PEACH Goal tier 4ish]



Mulletmanalive
2011-09-14, 02:48 PM
Below is my complete redo of the Steam Power system that was inherent in the Dragonmech game. As that portion is a) not OGC and b) not standing up too well in my normal game environment, i've been working on upping its power without making it too insane.

If you have a point of reference, assume that the Steamborg and Coglayer equivalents are similar classes, both of which are slightly modified to have a static curve of components. For now, just assume that you're running a pointbuy on the existing classes and ain't minmaxed. I'll get to posting the modified classes, both of which are supposed to be decent Tier 4 classes, in the next few days.

Building a Device:

A "Device" is a machine that is assembled from the below "components." A component is a modular part that can be fitted to other made by the same engineer [this type of person is generally called a Stevenson, after the builder of the Rocket].

The purpose of this system is to make a motley collection of parts, each with a specific function, into a highly adaptable toolkit. Others may requisition or even build their weapons in their down-time but an engineer puts his together on the fly.

As mentioned previously, one can dismantle and assemble devices in play. Doing so requires one minute per component involved in the calculation [count the number of components on each side of the equation and use the highest number]:

Example: A Stevenson has a device with 7 components in it. He wishes to break this apart, add another component from his reserve and create a pair of 4 component devices. This whole thing requires 8 rounds, as that's the number of components involved.

The ability to build and maintain components is a class feature of several classes and can be bought with feats.


{table]Character Size |
Weapon Size |
Points||
Strength|
Dexterity|
Lifting|
Weight

Fine|
Diminutive |
1||
6/-2|
18/+4|
x 1/8|
1 lb

Diminutive |
Tiny |
2||
10/-|
14/+2|
x Ό|
4 lb

Tiny |
Small |
4||
14/+2|
10/-|
x ½ |
12 lb

Small |
Medium |
8||
18/+4|
8/-1|
x 1|
50 lb

Medium |
Large |
16||
22/+6|
6/-2|
x 2|
200 lb

Large |
Huge|
32||
26/+8|
4/-3|
x 4|
800 lb

Huge |
Gargantuan |
64||
30/+10|
2/-4|
x 8|
3,200 lb

Gargantuan |
Colossal |
128||
34/+12|
2/-4|
x 16|
12,800 lb[/table]

Device Size: Each device has a base size, listed in character scale, and a weight. When combining different components together, you add they weights directly and then translate the devices components into points, then compare the total to the table to the right. Weapon sizes are equivalent to being a size larger than their character scale size.
Scaling components can be built to larger sizes if you desire; larger versions add +4 strength and reduces the dexterity of the device by -2. If a device's Dexterity would drop below 1, it cannot be further enlarged without modifications to bring its dexterity up [see the Liquid Scrubber component] above zero.

Energetic and Mechanical Devices:
All components are either energy based or mechanically based. These two kinds of components cannot be mixed without notes being made in the Downstreams section. Mechanical components are noted with an asterisk (*).

Seed Components:
Seed components form the core of a device. Usually, no more than once seed component will be present, the obvious exception being Animator components [see below] and without one, a collection of components is not a device and cannot perform a function.

In designing your own components, if a device seems to actually DO something rather than simply altering the output qualities of another thing, it is a Seed component.

Unless otherwise stated, activating or controlling a Seed component is a Standard action. Refined controls are a useful addition to mechanical devices.


Animator*: [Diminutive, 10 lb] The most basic form of robot is the animator, a device that gives a crude body and motive force to a device. It can make one movement with at most ten points of pivot, so it could waddle around like a centipede, possess a single mechanical arm or gimbal mount or control a more complex device. An animator has very little ability to do anything except map its surroundings and can hold only two directives with a single clause such as "attack moving targets, approaching if needed" and "if no moving targets are present, return to designated point." Programming an animator takes 10 minutes.
Autohack*: [Diminutive, 2 lb] An autohack is basically a standard skill kit fited with a special downstream unit that automates the operation of the kit. For instance if it were built around a set of lock picks, it would automatically attempt to open any lock I were inserted into. An autohack performs the check that the kit allows/assists with and can be set to either take 10 [double time] or 20 [x20 time], adding only the bonuses for the kit itself.
Compressor Pump: [Tiny, 2 lb] Identical to the downstream component, the pump, if placed into a supply of air or water, it produces a 30ft line of compressed material, dealing 1d6 Subdual damage and deals a Bullrush to the target with a bonus equal to the damage rolled.
Heat Absorber: [] A system of steam compressors and evaporators allows a Heat Absorber to take in thermal energy and push it to other locations. His allows the device to operate in one of two ways; firstly, it can be used as a knife-like weapon that deals 1d4 Cold Subdual damage or secondly, it can be used to absorb 1d1 points of Heat from a mech's systems.
Hydraulic Arm*: [Scaling] A heavy powered device, a Hydraulic Arm is controlled by a control box, usually worn on the belt. It has roughly the same range of motion as a human arm, though its hand is always either a locking fist arrangement or a tool of some kind, most often a shovel or a cutting tool.
Image Recorder: [Medium – 30lb] A heavy, bulky device, an image recorder is basically a camera that temporarily records images as machine code. The device has the ability to show the image on its own screen and can hold up to 1000 single pictures or 20 minutes of footage. The films can be interchanged in 10 minutes but only the recording device can show them.
Light Generator: [Diminutive, 2 lb] Basically, this is an electric, gas or exotic lamp. It generates 20ft bright light and 40ft shadowy light. The Light Generator has enough charge to operate for 2 hours continuously.
Mech: This option represents the modifications needed to be able to insert and remove components to a mech. This does not grant you a mech, just permits you to treat a designated mech as a Seed component.
Pilot Light: [Diminutive, 1 lb] Basically the initiator from a Flame Nozzle, a pilot light is basically a knife sized flame that deals 1d6 damage as a melee attack. Pilot lights possess 30 charges.
Piston Ram*: [Medium, 40 lb] A simple pneumatic piston system with a large accumulator, a piston ram is basically a giant punching device. The device takes 5 rounds to charge and can then be discharged, dealing 6d6 damage and a Bullrush attempt using the damage as the Grapple bonus in question. Treat as a Large [Massive] weapon. Tiny versions can also be made as pairs. They grant a +5 bonus on Jump checks if mounted on boots or deal +2d6 damage on unarmed strikes if mounted on gauntlets.
Rotator*: [Small, 17 lb] A rotator produces continuous torque in a circular motion. The most basic use of this is to attach a length of chain to it, creating a barrage attack around the owner. The other option is to attach a rotor blade, a crude helicopter device, which allows a crude level of flight, supporting up to 100lb at a speed of 20ft, with Good manoeuvrability.
Skill Box: [Diminutive, 6 lb] A small machine that contains machine code information about a specific subject. Turning a skill box on or off is a Standard action. While it plays, the device it is tied to can perform a skill with a +5 modifier, or half the modifier of the creator, whichever is greater, though it cannot take any other specific actions, other than turning it off, if it is able. A character with either an Image or Sound Recorder can listen to the information therein, to gain this advantage, though it is distracting, applying a -2 penalty on all other checks.
Sound Recorder: [Small, 5 lb] A sound recorder is a device that records sound as machine code and plays it back. The device can record and reproduce up to 6 samples of sound, each of up to 10 minutes in length. When played back, the sound can be heard up to 10ft away.
Spark Generator: [Tiny, 2 lb] A modified van der Graaf generator, this device produces charge sufficient to make two attacks a round that deal 1d6 Electrical Subdual damage as a melee attack. These attacks add a +4 bonus to hit targets in metal armour. Focusing Rings alter this to deal 1d6 Electrical Lethal damage once per round.
Thruster*: [Small, 15 lb] A thurster is either a small rocket engine or a powerful steam outlet that propels the owner around. The device propels the user at a fly speed of 30ft with clumsy manoeuvrability. A thruster possesses enough fuel/pressure to function for 10 rounds and when in operation, produces a 15ft line of burning steam that deals 1d12 fire damage, ignoring Full armour or less like a steam sprayer. This function doesn't mitigate the thrust effect. If based on rockets, it can be reloaded with two Full actions; if based on pressure, it recharges at a rate of one charge per minute that the thruster is not used. Multiple thrusters stack their speed and improve manoeuvrability by one grade per doubling of the number [2 for Poor, 4 for Average, 8 for Good].
Weapon: [as weapon] Several kinds of weapon can be modified without risk, though you need to create them with the right fittings. You may choose from the following: Chainblade, Chainsword, Drillblade, Eviscerator, Flame Nozzle, Pressure Gun [Treat as a Crossbow], Progressive Blades, Steam Sprayer
Wings: [Medium/Huge, 17 lb] Actually a refined plane designed to transform falling motion into forward motion, fitted with a standardised and complex Folder downstream component. Wings cut falling speed to 20ft per round and grant 80ft of forward motion [no more, no less without modification] in place of it. The pilot can control his flight with Mech Pilot checks, as described under powered and unpowered flight on page X. The wings themselves have a Manoeuvrability of Clumsy.

Downstream Components:
Downstreas include both their general effect and a few special case instances. Seeds are referred to by their number, above, while downstreams are listed by name.

Amplifier: Though not entirely understood by those who use these devices, an amplifier increases the energy output or pressure output of a pneumatic, hydraulic or energy device. If attached to a device that deals energy damage, this damage increases by +1d6. If attached to a device with an area of effect, the radius is doubled or increased by the basic radius if multiple amplifiers are applied.

4 – With its first amplifier, a heat absorber becomes a Barrage attack with a 2.5ft radius. This remains effectively a melee attack. The damage remains Subdual. If used to clear Heat, increase the dice size by one.
7 – When combined with a light generator, an amplifier doubles the areas of light it produces and risks blinding anyone who looks at it directly in the area of bright light. Those looking must make a Reflex save, DC 10 + number of Amplifiers, or suffer Concealment on all their foes for one round.
8 – With its first amplifier, a pilot light becomes a Barrage attack with a 2.5ft radius. This remains effectively a melee attack.
13 – With its first amplifier, a shock generator becomes a Barrage attack with a 2.5ft radius. This remains effectively a melee attack. The damage remains Subdual.
Capsulator – When mounted downstream of a capsulator, an amplifier increases both the damage and the blast area, though the attack range is unchanged.

Automator: [Fine, ½ lb] An automator is a simple device designed to get a system to repeat the same action over and over without outside intervention. It can take the place of an automator in simple circumstances, such as production lines or reloading a weapon.

16 – When combined with a ranged weapon, this device allows either a Free Cycle rate or an Autofire option, at the designer's discretion.

Billows: [Diminutive, 1 lb] A billows is basically the opposite of the focusing ring, intended to spread a blast over the widest area possible without a significant loss of power. An energy based device fitted with a billows deals -1 damage dice size but widens its area of effect in the following order of priority: Ranged attack -> Line -> Flamer attack -> 45° cone -> 90° cone -> spherical blast.

5 – With an Image recorder, a billows allows the device to project its image as a 10ft square on a wall 15ft from the device, much like a flamer attack.

Boiler*: [Medium, 25 lb] By increasing the operational potential of any mechanical device. In the case of clockwork devices, this may take the form of redundant pendulums or balance converters. The Strength of the device increases as if the device were a size larger, adding a +2 bonus on Attacks and increasing its weight limit by x4 and/or the speed of the device increases by 50%.

4, 6 – When combined with a Hydraulic or Iron arm, the boiler adds a +2 bonus to the strength of the device.
9 – Piston Rams reduce their charge time by 2 rounds per boiler attached. Beyond 1 round, it becomes 2 per round, 3 per round and so on.
10 – Rotators can support an additional 100 lb per boiler, in addition to the weight of the boiler.
14 – Thrusters with a boiler attached counts as twice as many thrusters for purposes of flight. Additionally, the number of rounds needed to build up a charge is reduced by one per boiler attached [from 5 for a standard minute].
Clockwork Puppet – The puppet increases in Strength and Dexterity by +2 per boiler, along with any increases in size.
Treads – Adding a boiler increases the speed of the treads by +10ft.Wheels – Wheels count as one size larger per boiler attached, allowing smaller wheels to move large things easier or smaller things faster.

Capsulator: [Diminutive, 1 lb] A varied component, a capsulator wraps a skin around a parcel of energy or matter and then flings it towards the target. This replaces the normal range and area of effect for the device with a 20ft Barrage attack with a maximum range equal to that of the weapon prior to modification. Sometimes, this is accomplished with internal turbulence, while at others, it is a literal skin holding the fluid together.

Clockwork Puppet*: [Tiny, 14lb] A more advanced form of robot body is called the clockwork puppet. The device possesses up to four limbs, each with up to two fingers and a thumb and is Tiny. It is possible to create a single, larger frame by combining multiple components; two components create a Small puppet, three creates a Medium puppet and four can create a Large puppet. No puppet can be built larger, instead a mech must be constructed and fitted with a Medium puppet in place of a pilot. Puppets have 10 hp per component used, a move of 10ft per slot used and have stats equal to a Construct of their size.

Compactor: [+20% weight] A compactor modification must be permanently bonded to an item when it is selected. An item with a folder functions normally but can be collapsed down into a block one size category smaller than the original; for instance, a modified mech of Huge size could collapse down into a Large block, about the size of a small modern van, while a suit of hydraulic armour could be collapsed into a small suitcase size. Obviously, a collapsed device can't be used.

Condenser: [Diminutive, 2 lb] A condenser is a set of baffled valves, secondary chambers and resonators that allow a weapon to build power up from a weak source. When a weapon would normally be able to make an attack, the charge is added to the condenser, adding extra damage equal to the base damage of the weapon, to a maximum of five additional dice per condenser in the assembly, to the next attack made with the weapon.

7 – When combined with a Light Generator, the condenser produces the effect of one additional Amplifier in the arrangement per round of charge absorbed to a maximum of 3 per condenser.
15 – When combined with a Thruster, a Condenser produces the same effect as having one additional Boiler per round spent building up power, to a maximum of 3 per condenser.
Boiler – Combined with a boiler, a condenser can "save up" up to three turns of the boiler's output and apply it at once to the device, in addition to the power produced on the turn it is released. For instance, if connected to a Thruster, while the condenser was charging, the thruster would drop back to 30ft speed output, but if the device were released on the third turn, it would have two saved turns, plus the output for that turn, increasing the speed of the thruster to +150%, leaving it at 75ft. If it were connected to an Iron Arm, the effect would be a +6 bonus to strength for one round.

Differentiator*: [Tiny, 14lb] The ability to separate two concepts is very difficult to manufacture in gears; the differentiator is a complex set of Babbage coils and tapes, which contain machine code that allows sensory information to be interpreted. Up to five yes/no questions will be set into a differentiator at creation, though you can carry additional wheels, if you desire. Changing them out takes an hour.

Diffuser: [Diminutive, 1 lb] A diffuser spreads an energy or fluid passed through it over a wide area. If connected to an energy source, it negates the damage and simply expands the area by a factor of ten. Other effects vary slightly.

5 – A weird combination, but a diffuser on the recording end of an Image Recorder produces a strange, globe image of the surroundings. This can only be read with a diffuser on the screen, projecting everything on the inside of a 10ft sphere.
15 – As a Thruster is basically a jet of steam/smoke, a diffuser attached to it creates a 60ft cloud of very warm fog.

Expander*: [+50% weight] A device with an expander must be made that way; most are made as integrated components. As a Full action, the device can be expanded to become a size larger than it is normally: this increases the damage by one dice size if applicable or allows the device to otherwise be treated as larger than it normally is, increasing the power of scaling items or increasing internal space, perhaps on a trailer.

Flywheel: [Fine, Ό lb] This component increases the rate of operation of another device. Rather than increasing output power, the speed of the device's operation doubles instead. The most common use of this is to apply the Autofire or Scatter-Barrage options on a weapon or weaponized device. Additional flywheels on an Autofire device add Gatling to the weapon.

9 – When combined with a piston ram, the rate of accumulation is increased to a 2 round reset.
Clockwork Puppet – The puppet operates as if Hasted while the flywheel is engaged, but suffers a -2 penalty on checks because of shakiness.
Clockwork Puppet – The puppet operates as if Hasted while the flywheel is engaged, but suffers a -2 penalty on checks because of shakiness.
Wheels – When combined with wheels, the end speed is doubled, or increased arithmetically if multiple flywheels are used.

Focusing Rings: [Diminutive, ½ lb] This component focuses the energy of an attack or effect into a smaller area. If the effect was a cone or burst, the effect is limited to a line effect; if the effect is already a line, it is reduced to a ranged attack. If the effect is already a ranged attack, no further change is applied. In any case, the output of the effect, either illumination, attack damage, mechanical power etc, is doubled.

4 – When combined with their first set of focusing rings, Heat Absorbers shift to dealing Lethal damage but gain no additional dice. Each subsequent set of rings adds +2d6 damage as normal.
6 – With an Image Recorder, a Focusing Rings set function as a telephoto lens, allowing them to see x4 into the distance and capture accurate footage.
13 – When combined with their first set of focusing rings, Spark Generators shift to dealing Lethal damage but gain no additional dice. Each subsequent set of rings adds +2d6 damage as normal.
15 – Focusing rings treat a Thruster as if it were a Line attack, making it into a ranged attack effect and throwing the target just as far as the user. It does NOTHING to mitigate the recoil.

Fuel Tank: [Small, 10 lb] A simple addition, these devices double the number of charges that a Seed device possesses.

Gearbox*: [Tiny, 6 lb] A set of size ratio gears and two clutch disks, a gearbox allows a mechanical device to be separated from its power supply and the nature of the power transfer to be changed. The trade off is precision for speed, allowing a penalty of up to -5 on one roll/effect to apply an equal bonus to another factor. This usually manifests as a modifier of +/- 1-5 on attack rolls with an opposite modifier on damage. Setting a gearbox is a Move action.

5 – A gearbox can be used to alter attack/damage rolls or can be used as a Full Round action to make a single action with the arm, adjusting one of its stat modifiers down by up to 5 and adding twice this number to the other stat i.e. a Huge hydraulic arm could be used to fling a car over by reducing the Dexterity modifier to -5 while adding +6 to the Strength score, for an effective value of 28.
8 – When installed in a mech, a gearbox affects one aspect only, so modifiers made to the arms don't alter the turrets, for instance. Like a hydraulic arm, you can boost the mech's strength or agility by penalising the other, if you wish.
14 – Targeters have their attack/damage stats altered, trading motion tracking for precision on the eventual hit.
17 – Wings increase or decrease both values; for every +/- 5ft [to a minimum of 10ft decent per round and max of 45ft] the horizontal motion is decreased or increased by twice this amount [so a descent of 30ft per round leaves you with Speed 100ft].
Wheels – For every -2 penalty applied to Mech Pilot checks made to steer the vehicle, wheels add +5ft to their base movement speed, or vice versa.

Medical Adaption: [] A varied set of modifications, usually more of a kit, this device allows various devices to function in various ways that help in the healing process.

3 – This combination is an Artificial Heart. Does what it sounds like.
4 – Useful for salving burns, a Heat Extractor is very handy. Adds a +1, +1 per amplifier, bonus to Fortitude saves to resist poison or disease due to slowed metabolism.
7 – A strange use of light, an Optic Cleanser allows a recipient an additional save against a Blinded condition.
9 – Known as a Cauteriser, this increases the healing cause by a First Aid action in which it is used by the damage dealt by the assembly before modification.
13 – Useful for shocking hearts back into compliance, a Defibrilator allows you to restore the "dead" to life. With a DC 25 Heal check, it grants Temporary hp equal to the device's damage to the target for 3 rounds. This functions only if the target is below -10 hp but has not been dead for more than 5 rounds.

Motion Refiner*: [Tiny, 5 lb] A nice device, this smoothes the motion of another system. A device fitted with a motion refiner gains the Run feat, allowing either an additional Move action per round for Mechs or a x5 multiplier on Run movement for clockwork puppets or Steamborgs.

14 – When combined with a targeter, the gimbal's rotation is refined, reducing the penalty per additional attack by 1 per Motion Refiner, to a minimum penalty of -2.

Pump: [Tiny, 2 lb] This component creates a directed stream of something; spraying water from a tank, projecting a ray of fire from a flame nozzle or focusing light into a tight cone. Each pump narrows the effects of an area of effect as follows: no area -> burst [default 10ft spray] -> 90° cone -> Flamer attack -> line -> ranged attack. Each pump doubles the range of the effect [stacking multiples arithmetically, i.e. x2 + x2 = x3].

5 – With a pump, the Image Recorder basically has a telescopic lens, capturing twice the target area at doubled detail. With a billows, it can also project further but smaller.
9 – A piston ram fitted with a pump produces an odd effect; if creates a blast of pressure. The attack forms function as ranged attacks with an absolute range of 20ft, while the jump functions can be used while in the air, as if they were Thrusters.

Radio Link: [Small, 14 lb] A device that uses frequencies of electromagnetism to send messages through the air. A Radio includes ten channels, which are standard through models because of Marconi's work, and anyone using a given channel can hear and be heard by all others using that channel. The range of this device is a 10 mile burst, projecting the effects of Image Recorders or Sound Recorders over long distances.

5 – TV, when combined with an Image Recorder.
12 – This functions as a walky talky when combined with a sound recorder.

Refined Controls*: [Diminutive, 3 lb] A useful addition to any mechanical device, a set of refined controls make it easier and more intuitive to control mechanical devices, even mechs. For most devices, this allows control of the device as a Swift action.

Scrubber: [Fine, negligible] A scrubber is a filter intended to clean impurities from something. If fitted into a mechanical device with stats, it cleans lubricants to increase the device's Dexterity score by +2. Similarly, if fitted to a mask, it can be used as a Poison Gas resistance 10 gas mask.

3 – When fitted to a compressor pump, a Scrubber can take in the atmosphere and clean out any impurities at a rate of a 5ft cube per round. It can also clean a similar volume of liquid in the same time.

Sensory Unit*: [Fine, Ό lb] A device cannot perceive it surroundings at all without some kind of sensory device. A sensory unit can detect a single kind of information, plus balance and angle. The obvious options are vision (colour out to 120ft), hearing, scent, Tremorsense 30ft and thermal detection 60ft.

Skill Box: [Diminutive, 6 lb] A small machine that contains machine code information about a specific subject. Turning a skill box on or off is a Standard action. While it plays, the device it is tied to can perform a skill with a +5 modifier, or half the modifier of the creator, whichever is greater, though it cannot take any other specific actions, other than turning it off, if it is able.

1 – With an animator, the device it is attached to can use the skill of the skill box, even if the skill is Trained Only.
2 – Assuming they match up, an autohack fitted with a skill box will combine the bonuses and still take either 10 or 20 on the check.
6 – With an image recorder, the skill box can present its information visually, allowing it to be read or overlaid on a viewscreen/periscope.
8 – In a mech, a skill box allows for automated refinements to motions. It is also able to serve as an autopilot of sorts, allowing the mech to keep walking forwards, avoiding falling over.
12 – With a sound recorder, the information of the skill box is played audibly and it can be asked questions verbally, allowing information to be sought as a Swift action.

Treads*: [Scaling] Adding a set of treads allows a device to move under its own power. As the device is providing its own road, it is able to move over Difficult Terrain, unlike wheels. Treads add a speed of 10ft to the object they are attached. Normally, a rotator is needed to power them, unless mounted on another mechanical device. Unlike wheels, outsized treads are of no benefit.

Trembler: [Tiny, 5 lb] A device based on a sound receiver, a trembler can detect movement based on impacts on the floor. With a special Listen check, one can determine the range a creature is from you, though it is very difficult to tell different sizes of mech apart at different distances.

10 – combined with a rotator, a trembler creates a form of vague radar, allowing much more accurate ranging and size detection. This reduces the effective distance between the user and the target by a factor of 10.

Wheels*: [varies, (2x size points) lb] Fitting wheels to anything allows it to move to some extent, as long as it has a power source. The wheels in question are powered by internal pressure engines and are fairly heavy. Wheels must me made for a minimum frame size; a lot of Stevensons build these devices to move Gargantuan mechs and can then be mounted onto devices up to two sizes smaller, if a little bit ungainly. The device's speed increases by 20ft, +10ft per size the recipient is smaller then the intended maximum.

Non-Components:
This final classification is a little fuzzy. An engineer my create any number of these devices, using them in between Seed and Downstream components to alter their properties. The pinch is that they don't count as components; an engineer may secure up to one "non-component" per component he is able to make and may then requisition more [perhaps because he needs multiple wires for a ranged detonator or something].

Switch: [Fine, Negligible] A nice simple device, a switch has three ports, allowing you to switch between two possible directions for your components' stream of operation. It is possible to simply block off one port to make an "on/off" switch, perhaps as an anti-tampering measure, or to chain multiple switches together to set up complex systems of pathways.

Wire: [Medium, 15 lb] A simple component, a wire (or pipe, string, chain, worm gear etc) is a means co move power or impulse from one point to another. For instance, you could connect two image recorders together for extra recording time and remote display, or allow an Animator to control several separate bodies. A wire comes in a spool that allows for ranged control of up to 100ft. Multiple wires may be combined to increase the length.

1 – Usually used with patented bodies, this set up allows a single animator or single control hub to operate multiple bodies at different times, using a switch. The advantage here is that the complex components of the brain are separate from the body in case of destruction. Useful for bomb disposal or the like.
5 – Often used with image recorders, a wire allows footage from one unit to be shown on another and for the two units to be used for rolling recording. Entertainment filmmakers use multiple image recorders and a switch to make recordings and then separate it back onto photo-film in the editing process.
12 – Sound Recorders are useful in this means as it allows either longer recording with two units or for a sensory unit [a smaller part] to be hidden somewhere and a wire to feed the information to the recorder.

Mulletmanalive
2011-09-14, 02:49 PM
Cutting Edge Technologies:
A cutting edge science or technology is one that is barely understood by its users, at least in Mecha Victoriana. In many cases, the technology is sourced from Whispered who don't truly understand it either. These technologies are represented here as components, while a few others are independent class features, found in the Stevenson class description.
These components, being detached from the normal array of options are treated separately, with the downstreams listed beneath each, including their unique effects, rather than the other way around, as normal.

Analyser: [Medium, 31 lb] An analyser is a device designed to interpret electromagnetic and radiation patterns created by various compounds and interpret these to determine the chemical composition of an object scanned.

Scanning an object requires you to be within 5ft of the object being scanned and takes one minute per cubic foot of material in the target . An Appraise check can allow a character to determine what they are looking at in general terms, if working blind, while Knowledge (Biology) or (Engineering) can be very useful for trying to figure out what an object is specifically. Knowledge (Chemistry) can also be very useful.

Amplifier – The first amplifier increases the area scanned to a 5ft cube in one minute. Subsequent amplifiers increase the cube's dimensions by 5ft per side.
Billows – With billows, an analyser can determine the contents of a 5ft long, 45° cone. Amplifiers increase this cone by multiplying the last value, i.e. 10ft, 20ft, 40ft, etc.
Diffuser – Fitted with a diffuser, an analyser can analyse the surrounding area in a cursory manner. It can be used in this way to detect aberrant chemicals, small deposits of materials or perhaps poisons in the air.
Fly Wheel – Flywheels reduce the time required to scan an area by half, down to two rounds, then down to one round. Further flywheels add to the area that can be scanned in a round.
Focusing Rings – With as set of focusing rings, it is possible to either scan a small area of something for its chemical composition or scan deeper, determining the chemical makeup of a specific compound or alloy.
Medical Adaption – With a Diagnostic System, once can pick out and identify impurities in a scanned human, granting a bonus on checks to diagnose ailments equal to half the user's Knowledge (Biology) modifier.
Pump – A pump allows a scanner to scan things at a range of 30ft per pump installed.
Skill Box – Rather than having to try to interpret the data yourself, it is possible to attach skill boxes to an analyser to attempt a guess for you. Most commonly, this is an Appraise device, but in any case, the box automatically spits out a DC 25 analysis of the object scanned at the end of the procedure.

Cloaking Device: [Diminutive, 1 lb] While the effects can be achieved with diffused thruster mist and a diffused image recording, a cloaking device uses magnetism to literally bend incoming light around the owner. For one round per activation, a 4ft radius around the device becomes invisible [Total Concealment, a +30 bonus on Hide and Stealth when moving and a +40 on these checks while completely stationary]. Sphere is impenetrable to normal light on both sides but is not proof against surveyors, ultravision or infravision and doesn’t block the passage of heat. A Cloaking device requires a Swift action to activate, contains 3 charges and renews its charge at a rate of one charge per minute [5 rounds].

Amplifier – Each amplifier increases the radius of the cloaking field by 2ft and increases the bonuses to avoid detection by +5 each.
Capsulator – A capsulator allows you to hide something within 30ft of you as a Standard action. The target struck is enclosed in the opaque sphere, unable to be seen or see out of the sphere.
Diffuser – With a diffuser, the effects of the cloaking device spread over a 30ft radius but grant only normal concealment, a +6 to avoid detection while moving and a +8 while stationary.

Dimensional Tunneller: [Small, 27 lb] A dimensional tunneller functions by folding space and cutting a hole between two newly adjacent points. This opens a portal within 30ft of the operator, facing in a direction of the operator's choice, with a parallel exit gate within 60ft of the entrance. Portals can only be opened within line of sight, making it difficult to open them into hostile conditions. Gates are parallel and can be passed in both directions but cannot be interacted with in any other means. Activating the tunneller is a standard action and the device has a one minute recharge time.

[B]Amplifier – Increase the portal diameter by 5ft per amplifier and both ranges by 10ft.
Billows – Rather than a portal, a field of dissolution is produced by the tunneller. Anything caught in the field is transported to a secondary location in the same orientation. Normally, the field is twice as long as the normal portal radius, with the new destination point being within the normal range limits of the exit portal. Targets treat this as a Barrage attack; "half damage" still teleports you.
Capsulator – A capsulator wraps the effects of the gates in a pair of gel nodules. Where they impact, a pair of gates open on the flat surface. These gates link together regardless of their direction. They can only appear on vertical surfaces.
Differentiator – Including an differentiator allows the tunneller to determine safe locations for its exit portals without the input of a human.
Diffuser – Less than hugely useful, a diffuser spreads the area engulfed for teleportation over a 30ft radius and then teleports everything within that radius 60ft in a random direction. Pumps increase the range of this displacement by 60ft each.
Focusing Rings – Focusing rings weaponize a tunneller, creating a ray that teleports a target struck to another point within the normal distance limit between the portals. The second target is determined using the second barrel of the tunneller [the one that determines the location of the second portal under normal conditions] and must be done within 1 round of the teleported object materialises adjacent to you.
Perpetuator – Including a perpetuator increases the duration of a portal bridge by one round.
Pump – Pumps increase the distance limit between the two gates by 60ft each.
Radio Link – a radio link allows two tunnellers to be connected together so that the entry portal of one can open an exit portal from the other. While this only functions if a radio link and tunneller sits at each end, it increases the teleport range to the range of the radio link.

Force Field Generator: [Tiny, 4 lb] A useful development, based on magical principals, a force generator uses electromagnetism to solidify air into transparent screens. A force generator creates a 5ft diameter disk of air that acts as a Large shield with a hardness of 10 and 10 hit points. A field that runs out of hit points collapses; damaged fields restore to full hit points in each End Phase.

14 – Fitted with a targetter, a force field generator can be directed against a specific target, allowing the assembly to make Shield Block actions. The assembly gains a number of reactions equal to half the creator's BAB.
17 – An amusing and impressive, if completely pointless option, is to create wings out of force. The major advantage of this is that the wings "heal" if damaged and they have no volume when not deployed.
Amplifier – an amplifier increases the hardness of the shield by 2, its hit points by 5 and increases the area of the shield by 5ft [one size category].
Capsulator – A useful option, this projects a spherical field up to 30ft away from the user. The field is impassible from both sides, though the hardness and hit points are reduced to half. The addition of a pump increases the range of the effect by 30ft.
Diffuser – A diffuser creates a dome or sphere of force with a diameter equal to the normal diameter of the shield, reducing the hardness and hit points by half in the process.
Focusing Rings – With focusing rings, the shield is reduced to being 1-½ft in diameter [one quarter, a small shield] but the hardness and hit points of the shield are doubled.
Pump – Combined with a pump, a force field generator can produce blades and shafts of force. These function as weapons of the designer's choice, determined when the device is put together. The damage dice are reduced by one size but the threat range is increased by one thanks to near atomic sharpness.

Gravitic Disruption Generator: [Small, 19 lb] A gravitic generator creates a tiny star in its core. How it works beyond that, no-one is quite sure, though there are several theories. The device changes the qualities of gravity in one 5ft square either occupied by, or adjacent to, the bearer of the device. It either doubles the weight of everything in the square [and everything above that point], Slowing the occupant but adding a +4 bonus to Tussle, or halves the weight of everything, inflicting a -4 penalty to Tussle but doubling jump distances in the area. Those unprepared for this change in gravity are Entangled by the loss of balance, however.

Amplifier – An amplifier increases the area of the effect by 5ft, increase all the tussle modifiers by 1 and increase Jump distances by Ό. For every two modifiers present, the movement conditions increase by one grade, to a maximum of paralysis.
Capsulator – A capsulator allows the device to function as a weapon, allowing it to be used as a blast effect out to 30ft.
Diffuser – Only really useful in reduction mode, a diffuser allows everyone within 30ft to stave off Fatigue on long marches. On weight enhancement mode, it increases weights by 10%, occasionally useful, but not often.
Focusing Rings – A set of focusing rings count as two amplifiers but instead of having an area, end up with a ranged attack with a 30ft range increment that affect one target only.
Perpetuator – With a perpetuator, the distruption generators effects linger. In the case of a non-ranged effect, it leaves a trail wherever the carrier moves, often seriously inconveniencing others.
Pump – Pumps shape the area normally, unless capsulators or focusing rings are involved, in which case they increase the range of the attack by 30ft each.

Magnetic Field Manipulator: [Small, 21 lb] An MFM is a complex mess of metallic cores and coils of copper wire, most of which are mounted on a variety of mobile mounts. The purpose of the device is to create powerful magnetic fields, allowing a very limited manipulation of metallic objects within range. The user may attempt Disarm attempts against metal objects, Bullrush attempts either towards or away from the unit or to throw or retrieve metal objects rather like Sleight of Hand checks. All of these abilities use your Profession (Engineer) bonus in place of Grapple or skill modifiers and have a range increment of 10ft. An MFM has enough power for 3 uses and regenerates charges at a rate of 1 charge every 10 minutes. If the MFM produces an area of effect, simply roll the check once and apply it to all Tussle modifiers that apply.

Amplifier – Amplifiers increase the modifiers on all checks by +4 and increase the range category by 5ft.
Condenser – A condenser does what it normally does, though the sheer force of Bullrushes so that it deals 1d6 falling damage per 10ft the target is moved.
Diffuser – A diffuser slows the movement of objects towards the MFM, moving everything made of iron within 30ft of the device, 10ft towards the device.
Flywheel – Adding a flywheel halves the recharge time per charge to 5 minutes. Further flywheels drop this to 2 minutes, 1 minute, 2 rounds and 1 round, respectively.
Focusing Rings – Adding focusing rings massively increase the precision that the MFM can control metal objects at. It allows it to wield weapons or objects to be wielded as ranged attacks.
Perpetuator – A perpetuator leaves the magnetic field active in the target of an effect. This means they cannot disarm themselves of a metal weapon they posses, nor free metal objects from their person without a Grapple check, DC 25 +2 per amplifier in the device.
Pump – A pump increases the range category of the MFM by +15ft.

Self-Repair Unit: [Scaling] An SRU is a nice little device that is basically a nest of robotic insects sized to the device that is to be maintained by them. An SRU is always two sizes smaller than its host and grants the host device Fast Healing 1. While technically a Seed, it is not served by any Downstreams.

Surveyor: [Tiny, 9 lb] More or less the opposite of an Analyser, the surveyor is of similar composition but works by being set for a specific combination or ratio of materials and then highlights such concentrations on a screen, rather like a radar. The tolerances of the device can be set anywhere between woolly and tight, allowing for such vague detections as "mammals" and such specific detections as "German 12mm rifle bullets."

Configuring a surveyor requires ten minutes and either a clear recollection of the numbers involved or some form of reference for these ratios. The device possesses a detection range of 60ft in a 45° cone and can penetrate 5 mm of steel, 1 ft of wood or 0.1mm of lead to make its detections.

Amplifier – Each amplifier increases the detection range by 30ft and doubles [doubles the previous amount rather than how damage is multiplied] the thickness of materials that can be penetrated by the surveyor.
Billows – Combined with a billows, a surveyor gains a wider area.
Differentiator – A useful addition, adding a differentiator allows a surveyor to pick out individual humans or weapons, including identifying different individual weapons by their unique variations in their barrel grooves.
Diffuser – While it can only detect materials on the least specific settings, a diffuser creates a 60ft radius sphere of detection around the device.
Medical Adaption – An Internal Surveyor is more or less an X-ray, though it specifically shows muscle, blood, bone and then impurities in the viewed target. In this case, the screen is not easy to interpret but adds a +5 bonus on Heal checks made for Surgery, +1 per Amplifier attached to the device.
Pump – A pump, predictably, reduces the field of effect to a line but adds a x4 multiplier on the thicknesses of materials that can be penetrated.
Rotator – A useful addition, this combination creates a crude radar detection net. A wire is useful in making this a more easily read device.

Feats:

Getting to these...

Mulletmanalive
2011-09-14, 02:51 PM
Stevenson:
"Ah can' do it, Captain, ah don't have the power! The gyros are shot, we're bleeding steam and the coolents are leaking all over the third deck o' the forest!"
"We're going to have to deal with a few dozen angry boarders unless we can get into a new firing position," the Brigadier replied with his usual calm, "we're all counting on you."
"There's nothing ah can do Sir," the voice from the speaking tube replied, "in less than a minute, we'll be dead in the water! We're losing pressure and I'll have to reroute the entire manifold before I can determine where the leak is and seal it. On top of that, I'm underhanded because a good thirty o' my boys are fightin' fires on the upper furnace level."
The Brigadier pinched the bridge of his nose and screwed up his eyes, "Honest assessment, Chief, how long is that going to take?" his tone brooking no embellishments.
There was a deathly pause.
"Gimme forty five seconds."

Consummate engineers, Stevensons are gifted builders and maintainers of all forms of technology. If something exists in the world of Mecha Victoriana, from Mechs to rifles to telephones to children's toys, they probably had a Stevenson involved in their design at some point. Many Stevensons are found in the military, building and maintaining weapons of war and adding their unique insight and inventions to the mix. Most military bodies are willing to pass over the more eccentric habits of Stevensons in exchange for the abilities they provide.

Missions: Stevensons go on missions because they are usually needed to keep the mech running. Given that they are gifted in keeping devices working, they can usually provide useful skills in breaking them and their devices and inventions are useful additions to the party's arsenal. That aside, many engineers become wanton pyromaniacs after a certain point anyway.

Characteristics: Stevensons are often unassuming individuals. They rarely seem like much more than a quiet oil smeared individual until you realise that this is because they actually prefer dealing with machines to people. For the most part they are strong willed gutsy individuals who are willing to throw themselves down shafts in the midst of combat to try to plug a steam leak.

As they are on a different command structure to the main military establishment [they were formed from a hybridisation of naval engineering and army logistics branches], they are notoriously difficult to discipline if they refuse an order that would be detrimental to the vessel they service. As a result, they are often more than willing to tell an officer where to shove their orders if they feel it necessary.

Alignment: Stevensons have a strong tendency towards orderly thinking because it helps them understand the processes of an engine and identify where a change has occurred. This leads to a mild predilection to lawful behaviour.

Religion: Stevensons have no real leaning either for or against religion but have some odd habits where it is concerned. The more atheistic amongst them tend to think of the universe like a machine and tend to have a morbid, determinist outlook. Those with a religious bent tend to think of their mechs as somehow alive, talking to them and mourning their loss.

Background: Most Stevensons that will be found in play will have been trained as engineers by the armies of various factions and sent to war. Others are scientists recruited into the secret services and the like. Most Stevensons are drawn from the middle and lower classes and their parents were often employed maintaining machines in cotton mills and the like.

Origins: As products of the middle and lower classes, most Stevensons are Townies or Browns, though Schools are also encountered fairly regularly. It is very rare to find them outside these groups.

Other classes: The interaction of engineers and others varies greatly. Most officers view them as a troublesome necessity, while Mech Jockeys have a relationship with them that could be compared to that of a young suitor trying to deal with this teenage paramour's overprotective father. Most Troopers and the like have little to do with a Stevensons, except when their inventions are being used in personal combat, where they tend to fall into the same category of fearful awe as do spell casters.

Fictional examples: The great Montgomery Scott is an archetypal character in the vein of the engineer, while the fictionalised H.G. Wells, Captain Nemo and Doc Savage are all possible candidates for the Stevenson class.

Abilities: Intelligence is the key ability for a Stevenson as it dictates the number of steam powers they have access to as well as affecting the most important skills that a Stevenson possesses. Dexterity and Wisdom are also both useful for improving their reactions and ability to respond to situations.

Hit Dice: d6

{table]Level |
BAB |
Def |
Fort |
Ref |
Will | Notes: |
Components

1 |
+ 0 |
+ 0 |
+ 0 |
+ 0 |
+ 2 | Competence, Mechanical Know-how, Technology |
2+Int

2 |
+ 1 |
+ 1 |
+ 1 |
+ 1 |
+ 3 | Familiarity, Steam Trick (Least) |
3+Int

3 |
+ 1 |
+ 1 |
+ 1 |
+ 1 |
+ 3 | Patent |
4+Int

4 |
+ 2 |
+ 2 |
+ 2 |
+ 2 |
+ 4 | Familiarity, Steam Trick |
5+Int

5 |
+ 2 |
+ 2 |
+ 2 |
+ 2 |
+ 4 | Cutting Edge |
5+Int

6 |
+ 3 |
+ 3 |
+ 3 |
+ 3 |
+ 5 | Familiarity, Steam Trick (Lesser) |
6+Int

7 |
+ 3 |
+ 3 |
+ 3 |
+ 3 |
+ 5 | Patent |
7+Int

8 |
+ 4 |
+ 4 |
+ 4 |
+ 4 |
+ 6 | Familiarity, Steam Trick |
8+Int

9 |
+ 4 |
+ 4 |
+ 4 |
+ 4 |
+ 6 | Cutting Edge |
8+Int

10 |
+ 5 |
+ 5 |
+ 5 |
+ 5 |
+ 7 | Familiarity, Steam Trick |
9+Int

11 |
+ 5 |
+ 5 |
+ 5 |
+ 5 |
+ 7 | Patent |
10+Int

12 |
+ 6 |
+ 6 |
+ 6 |
+ 6 |
+ 8 | Familiarity, Steam Trick (Greater) |
11+Int

13 |
+ 6 |
+ 6 |
+ 6 |
+ 6 |
+ 8 | Cutting Edge |
11+Int

14 |
+ 7 |
+ 7 |
+ 7 |
+ 7 |
+ 9 | Familiarity, Steam Trick |
12+Int

15 |
+ 7 |
+ 7 |
+ 7 |
+ 7 |
+ 9 | Patent |
13+Int

16 |
+ 8 |
+ 8 |
+ 8 |
+ 8 |
+ 10 | Familiarity, Steam Trick |
14+Int

17 |
+ 8 |
+ 8 |
+ 8 |
+ 8 |
+ 10 | Cutting Edge |
14+Int

18 |
+ 9 |
+ 9 |
+ 9 |
+ 9 |
+ 11 | Familiarity, Steam Trick |
15+Int

19 |
+ 9 |
+ 9 |
+ 9 |
+ 9 |
+ 11 | Patent |
16+Int

20 |
+ 10 |
+ 10 |
+ 10 |
+ 10 |
+ 12 | Familiarity, Steam Trick |
17+Int [/table]


Class skills: Climb [Str], Craft [Any] , Craft [Mechcraft] [Int], Disable Device [Int], Escape Artist [Dex], Knowledge [All skills, taken individually] [Int], Listen [Wis], Mech Pilot [Dex], Open Lock [Dex], Profession [Wis], Search [Int]

Skill points at 1st level: [8+Int modifier] x 4
Skill points per level: 8+Int modifier

Class Abilities:
Weapon and armour proficiency: Stevensons are proficient with all simple weapons and may use light armour, along with gear mail and chain armour.

Competence [Ex]: A Stevenson may use his Class level in place of his BAB when calculating attack modifiers with devices he has constructed with his components, as long as they deal no more dice of damage than his Stevenson level.

Mechanical Know-how [Ex]: A Stevenson is finely attuned to the functioning of machines. He can identify problems from the slightest change in the sound that a device makes. Stevensons add their class level as a bonus on all Craft [Mechcraft], Knowledge [Mechs] and Knowledge [Steam Engines] checks.

Technology [Ex]: A Stevenson is a master of devices and components. He is able to maintain a number of active components as indicated in the class table, which may be combined into any number of devices. In addition to this, the Stevenson gains a reserve pool of inert components equal to his active pool.

Before each mission, a Stevenson must spend an hour of preparation time readying his components. During this time, he may replace a number of components in his reserve or active pools equal to his Intelligence modifer with completely new components.

During a mission, the Stevenson may spend 10 minutes per components to switch parts between his active and reserve pools. As he gains in level, he gains the ability to do this quicker on a limited basis.

Familiarity: Time and practice leaves a Stevenson surprisingly capable of wielding tools and various other items as weapons. At 2nd level and each even numbered level, he gains proficiency with one weapon of their choice [martial or exotic] as long as it's powered. Alternately, you may opt to select a tool to treat as a suitable weapon and gain proficiency with that; for instance, you could master a saw as a hand axe.

Steam Tricks: With their experience in building and dealing with mechanical contrivances, Stevensons learn lots of little tricks and tactics for making things tick over. At 2nd level and every even level thereafter, a Stevenson gains a steam trick. Some are static abilities, some are usable once per day and some once per encounter. If an ability has a limited number of uses, a Stevenson may forgo learning a new trick in order to gain the ability to use the ability an additional time per day or encounter, as appropriate.

To select a Steam Trick, a Stevenson must have a minimum level shown in the list. This is the only limitation on the ability to take the trick, though most Steam Tricks require a skill check to make them function properly.

Least Tricks, 4 ranks:
All ahead full: The skill of the Stevenson is such that he can set the mech to automatically vent steam under certain circumstances. As long as the mech is not strained, the mech may run without accumulating Heat for up to 10 minutes. This requires no specific action on the part of the Stevenson, freeing him to perform repairs and the like.
Bell-ringer: To ring someone's bell, in RAMC parlance, is to hit them on the helmet so hard that they are dazed and confused. Once per encounter, when their mech is boarded, the Stevenson can make a special attack that stuns the target if it hits. The attack is resolved normally and the target must make a Fortitude save with a DC of 10 + ½ the Stevenson's character level + Str modifier or be stunned for 1d4 rounds.
Calm the beast: Shutting down the engines partially can allow a mech to hide more easily thanks to reducing its noise and smoke production. The trick is to get it going again. This trick allows the Stevenson to power down a mech, providing a +5 bonus on Hide and Move Silently Checks, though the mech is obviously immobile while this is in effect. The Stevenson may keep the mech in this condition for up to 10 minutes once per day and restart the system with a full round action. Most Stevensons ready an action to do so.
Engine sprite: It is often necessary to get into inconvenient places on a mech, something that most Engineers curse as a consequence of function over form. A Stevenson with this trick probably finds it charming. A Stevenson with this trick may take 20 in the time it takes to take 10, on any Escape Artist check to squeeze through a narrow space and/or avoid harm doing so, once per encounter [or once every 10 minutes out of combat]. They suffer no adverse consequences from taking 20.
Gadget: Less complicated than a Steam Power, a gadget is a simple device that the Stevenson sets up before an encounter to minimise the time taken by a mundane task. This is open to GM discretion, but common tasks include reloading a weapon, Bleeding Heat, locking a hatch and the like. A gadget can be used once in an encounter and takes one minute to reset.
Going the distance: Mechs can only move at a run for so long before they must slow to a walk. The Stevenson's Mech can do so for an extra 20 minutes out of every three hours for each time they take this trick.
Gyre punch: By sending a surge of steam into the servos, the Stevenson causes the mech's fist to snap forward in its mountings with great force. Once per encounter, the Stevenson may force the mech to make an extra melee attack as a standard action. He rolls a Mech Pilot check and uses this as the mech's attack roll. The attack deals normal damage + the Stevenson's Int modifier.
Invader's bane: By blocking the right valves, it's possible to get safety valves to discharge at convenient moments. By making a DC 20 Profession (Engineer) check, the Engineer causes the mech to make a Steam Sprayer attack on any one boarder, dealing 1d12 damage. The target receives a Reflex save for half damage. If they fail the save, they are also blinded for one round. This ability may be used once per encounter and takes 1 minute to repair the damage done to the systems.
Master's Grace: Once per encounter, you may show your gifts for construction by taking 10 on a Craft [Mechcraft] or Knowledge [Steam Engines] check, even when under threat or pressure.
Mech's claw: The Eagle's Claw technique uses massive finger strength and the pressure of narrow fingers to tear flesh and break metal. It's also surprisingly easy to implement with a mech. During a grapple, the Stevenson can declare that he will use this manoeuvre. He sends steam coursing through the servos and makes a Mechcraft check, opposed by the opponent's grapple check. Assuming the Stevenson wins, for 1d4 + the mech's strength modifier rounds thereafter, the target counts as being caught on a barbed blade and must pull itself free, dealing double the mech's unarmed damage, in order to break free of the grapple. This ability may be used once per encounter.
On vapours and prayers: Aviators have long mentioned this concept, of keeping going when the vessel has nothing more to give. Once per day, the Stevenson's mech can ignore the consequences of being at its freeze threshold or higher for up to one round. Additional choices of this ability grant additional uses of this ability and they can be used consecutively. Using this power requires no action but the Stevenson must make a Will save, DC 20 + excess steam tokens, in order to take any actions other than bleeding steam during this time.
Patchwork Repairs: While many Stevensons would rather die than take such shoddy actions, some are more than willing to stick gum over fuel leaks and use screwdrivers to mount gears in the heat of battle. Once per mission per copy of this trick, the Stevenson may bodge a repair on a Critical effect. This takes a Full action once the damage is located and the repair will hold for 1d6 hours +half Class level of all classes that grant Skill Tricks. Characters using this Trick must make a DC 20 Will save or gain a Reprimand.
Pit Chief: The Stevenson knows how to get the most out of a maintenance crew on a hanger deck. Rather than rolling individual checks for each crewmember, the Stevenson adds together the total Mechcraft bonuses of the crew, plus his own and rolls a single check. He then portions out the total of the roll as he sees necessary. This allows him to apply 10 points to those mechs with Minor damage, 15 to those with Major and 20 to those with critical damage and so on. Excess points are lost.
Reconfigure Weapon: It is perfectly possible to adjust a weapon to make it more efficient. Doing so increases your workload slightly but you don't mind. You can upgrade and maintain a single weapon per copy of this trick. Upgrading a weapon takes 1 hour and a DC 20 Craft [Gunsmith] check. You impart one of the following options on the weapon: Extra Ammo [+50% ammo capacity], Improved Concealment [+2 on Slight of Hand to conceal], Improve Range [+10ft to range category], Signature Piece [weapon counts as exotic to all but owner].
Lesser Tricks, Level 6:
Compact Patent Design: Select one of your patents. This device is a size smaller whenever you manufacture one. You may select this trick multiple times, either shrinking an existing device further or shrinking another patent device.
Enhance weapon: Improving weapons with Steam Powers is a haphazard process that eventually destroys both the steam power and the weapon, with a few exceptions. It is possible to upgrade a weapon by other means, however. As a steam power, you can impart one of the following qualities on a personal weapon, assuming you can pass the Craft [Gunsmith] DC [failure destroys the weapon]:
{table]DC 25 |Daze target for 1 round;
DC 30 |Knock target prone;
DC 35 |target becomes shaken for 1d4 rounds;
DC 40 |target becomes stunned for 1d4 rounds.[/table]
Feat Box: You have learned to build a small device that stores the routines necessary for the end user to make use of a single feat, similar in operation to a skill box or skill recorder. You gain the Steam Power option Feat Box and can manufacture them. Making the programs for a feat box does not require you to have the feat yourself, but you must track down a person with the feat and spend 6 weeks carefully studying and codifying their skills.
Punch it: Pushing the Envelope is an exercise in keeping the mech at the limits of its stress rating. 'Punching it' is the practice of pushing it past those limits for a short enough time to not damage the mech. By making a DC 25 + 5 per size beyond large Profession [Engineer] check, the Stevenson increases the power output of the engine by a significant amount, effectively granting the mech Haste for a time. As this is technically an application of Redlining, the effect lasts 1d4 + Int modifier rounds. This ability can be used once per day. When the power expires, the Mech gains heat sufficient to place it exactly on its Freeze threshold.
Timed Redline: Using a little skill, you coordinate minor redlines in the mech's systems with actions like punches or melee weapon strikes. Doing so requires you to ready an action and successfully redline the part in question [usually a size smaller than the mech]. The +2 bonus to hit and damage applies only to the single strike and there is no detriment for using this ability. You may use this ability multiple times; though the normal consequences of multiple redline attempts apply. Multiple selections of this trick allow you to ignore a number of uses equal to the excess.
Tools of the trade: About anyone can use a Gearwright's toolkit, given time and patience. You really don't need either. When you set up the kit, you do so in half the time and gain a +2 bonus on the Intelligence check. Multiple applications of this Trick stack arithmetically.
Greater Tricks, Level 12:
Mech hug: The idea behind a mech hug is simple. You lock that arms of the mech around the target and push as much pressure as physically possible into every servo in the arms, even the feedback architecture. Doing so allows the mech to use the Stevenson's Mechcraft roll as its Grapple check, deals double the mech's unarmed damage to the target and effectively pins the target. On the downside, the attacking mech takes half the damage it deals to the target mech. This trick may be used for one round in each encounter. Multiple versions of the trick provide additional rounds of use, which can be used consecutively.
Steam dump: Bleeding and even Venting steam from larger mechs is a complicated and time consuming process. Without multiple engineers working fairly constantly, it would not be possible to keep control of such mechs when gung-ho pilots begin pushing envelopes. A steam dump is similar to a Vent, though it requires a flat DC 40 Mechcraft check, takes 1d4 rounds to complete in which the mech is immobile and removes all but 1d6 Heat from the mech in one go. Multiple selections of this trick reduce the time taken by the dump by one round, to a minimum of one [so two copies of this trick means that the dump occurs in 1d4-1 rounds to a minimum of one].
That Piece is Important: Knowing how things work allows the Stevenson to break them. If you spend a number of minutes inside a mech equal to its Payload Unit total, you may attempt a Craft (Mechcraft) check against DC 15 + 4 per size category of the mech above Medium to find a suitable spot to deal minor damage to the mech, rendering it basically crippled. The mech gains 1d6 points of Heat each round that it operates as long as the sabotage remains unrepaired. Finding the damage requires the same time and skill check as inflicting it, meaning that finding the damn thing is tricky at best.
Weapon upgrade: Modifying weapons so that they do more damage is a time honoured tradition, especially for enterprising engineers. Assuming you can pass the Craft [Gunsmith] check [failure destroys the weapon]:
{table]DC 25 |Weapon deals damage one size up from current;
DC 30, |Weapon gains Armour Piercing [ignores half of target hardness];
DC 35 |Weapon Critical Multiplier increases by one;
DC 40 |Weapon ignores target's entire hardness.[/table]

Patent: A Stevenson is a master of technology and is able to stablise and refine a design for the open market. At 3rd level and every 4 levels thereafter, he receives the Patent feat as a bonus feat.

Cutting Edge: Science has boundaries, and while Scholars determine those limits, it falls to the engineers to figure out how to push past them. At 5th level and every fourth level thereafter, a Stevenson has been involved in one of these projects, gaining a practical knowledge that allows him to do the incredible. Each time a Cutting Edge advance is gained, the Stevenson must choose one of the following abilities; some expand his skills in one area or another and some grant him access to technologies that have no place in the Age of Reason:
Analyser [Component]: The opposite of a surveyor, an Analyser detects the ratios and quantity of different materials in a carefully designated area. The Stevenson gains the ability to construct and maintain Analyser components, though no more than his Intelligence modifier at any one time.
Cloaking Device [Component]: A cloaking device uses magnetism to bend light to hide you from view. Useful, but short lived. The Stevenson gains the ability to construct and maintain Cloaking Device components, though no more than his Intelligence modifier at any one time.
Cybernetic Surgery: The skills necessary to create replacement parts for a human and graft them in place of organic ones is a rare skill, unfortunately one highly in demand.
Dimensional Tunneller [Component]: Based on barely understood properties of light and gravity (probably), a dimensional tunneller is a device that was initially created by a deeply traumatised Whispered in the Confederate States of America. What the device actually does is difficult to explain, but it creates a short lived but stable tunnel between two points in space, reducing the effective distance to nothing. How it does this is, quite literally, magic. The Stevenson gains the ability to construct and maintain Dimensional Tunneller components, though no more than his Intelligence modifier at any one time.
Father of Machines: A surprisingly common desire in scientists is to create life, usually without the actual act of procreation, possibly because a life of science has left them woefully inept with the opposite sex. The Stevenson gains the ability to "give birth" to Tiktoks, a process which requires a year of diligent work. This grants the Stevenson not only a family but a Tiktok sidekick of his very own.
Force Field Generator [Component]: An inertial force without mass should be impossible, yet somehow this little box with a ring on one side can produce one. Specifically, it creates a highly resilient field of discoloured air that is entirely two dimensional. The Stevenson gains the ability to build and maintain Force Field Generator components, though no more than his Intelligence modifier at any one time.
Gravitic Disruption Generator [Component]: Again relying on little understood, magical even, science, a Gravitic Disruption Generator produces a localised field that messes with gravity. The actual effects of the device are difficult to control but allow for a surprising number of applications. The Stevenson gains the ability to create and maintain Gravitic Disruption Generator components, though no more than his Intelligence modifier at any one time.
Mutagenic Stimulants: [I]Not sure about these yet...
Self-Repair Unit [Component]: A hive of incredibly complex little automata, an SRU restores its host as best it can using the components that remain. The Stevenson gains the ability to create and maintain Self-Repair Unit components, though no more than his Intelligence modifier at any one time.
Surveyor [Component]: A complex device, a surveyor contains a system of magnets and electrical contacts designed to monitor the concentration of certain compounds in a given direction. The Stevenson gains the ability to create and maintain Surveyor components, though no more than his Intelligence modifier at any one time.

Mulletmanalive
2011-09-29, 11:48 AM
Reserved post 3

Mulletmanalive
2011-09-29, 12:22 PM
Reserved post 4...gonna need skills, aren't I...