Mad Science

  • February 7, 2006 at 1:51 am #1649
    VEST Paradox
    Participant

    [div align=”center”]Mad Science[/div]

    Mad Science. This is what happens when you give someone with far too much curiosity the knowledge of science. As real science progresses it begins breaking down our world into theories and conclusions, disproving myth and lore with detailed explanations of how mundane it all truly is. While most Scientists are out trying to disprove religion and mythology, others are trying to use this new found knowledge to create devices to mimic mythological powers and allow themselves to do things that no ther man has done. Science has become the new magic rising up to swallow the old magic and destroy it.

    Mad Scientists create devices to emulate supernatural abilities and powers, or to enhance the abilities that they already possess. Some search for truth behind religion by emulating miraculous effects or to circumvent the natural order of things to gain power or overcome loss. It all boils down to the creation of new technology. When a Mortal becomes a Mad Scientist, they open themselves up to some of the most profound and often rediculous theories out there. The attempts to discover ways to travel in time, create perpetual motion, even create life or raise the dead, all fall under Mad Science.

    Mad Science is a difficult and expensive process. When a Mad Scientist decides to create something, they must first submit a SL detailing what exactly it is that they wish to create. The only limits are the imagination of the players and just how much experience they want to devote to the project. Mad Scientists spend Experience Points for their contraptions, this goes to show the long hours spent in laboratories and workshops testing ad refining these devices or creations. The Mad Scientist will discuss the details of their contraption with the person assigned to their project (most likely the FD) and together they will come to the details and just what effects and cost creation will need, as well as the Experience cost. They will also decide how many posts, or days worth of RP, the characer must spend/write creating the device. Once the required XP is spent and the posts/rp is complete, the Mad Scientist must like all posted RP logs and link them and any/all of the posts involved on their character sheet. Then they can activate the device and bring it into the world.

    Creating a Contraption

    A Contraption is an invention made with Mad Science, it could be something as simple as a pair of glasses that helps you see better at night, or it could be a Golem which is an articial life created from corpses or machinery.

    Some simple devices, like goggles that allow you to see at night, may be relatively cheep and easy to create, while others like an airship or a Golem will be considerably more difficult. Below are the required steps that a Mad Scientist must go through in order to create their Contraption.

    The first steps that must be taken to create a new Contraption are:

    • Figure out what it's going to be or what you want it to do.
    • Pick an applicable base Chasis
    • Go through the list of Devices for the Contraption and see which ones are needed and required.
    • Create a detailed Storyline about the Contraption and what it is you want it to do. Once this is done we will assign a Storyteller or Gamemaster for you to speak with to discuss all the requirments, help you plan out the creation, and calculate how much time and XP will be required to make the Contraption.
    • Spend your time in the workshop and make your Science Rolls to assemble it.

    Terms and Definitions

    Sample Device Listing

    Device Name
    Experience Cost: XP Cost to make / Install the Device.
    Complexity: The additional Complexity of the Device, this is added to the Chasis' base Complexity.
    Requirement: Some devices require certain Chasis, or having other Devices installed.
    Device: This tells you if the Device counts against the maximum number of Devices for the Chasis.
    Max Devices: This is the maximum number of Devices the Chasis will allow.
    Statistics: These are the base Statistics for the Chasis.
    Effect/Description: The effects of the Device and a description of what it is and how it works.

    Chasis:
    The Chasis is the fundamental foundation for your contraption. The Chasis determines several things. The Base XP Cost for the Contraption, the Base Complexity of the Contraption, and how many Devices can be built into the Contraption. As a general rule, Duration Devices do not count against the maximum devices, though Storage Devices do. Each Device will list wether it is counted against Maximum Devices under “Device: Yes/No”. In Order to add a Device to a Chasis the Scientist must make a Science Roll (2d6+Discipline+Science) vs a TN equal to the base Chasis Complexity + the Devices Complexity to add the device. All Chasis have a set of Base Statistics, Body, Mind, and Soul. For the most part, no Device will have a Soul as we think of one relative to humans. All Contraptions are deviod of true intellect and awareness unless otherwise stated.

    Complexity: Complexity is just as you would think, how complex the item is. The more complex it is, the more difficult it is to use or repair. When using a Mad Science item, the person using it must make a 2d6+Discilpine+Science roll in order to use it successfully. Some items may require only one roll in order to activate them, while others may require frequent rolls. The Base Complexity for an item depends on the Chasis or Base Unit used for the Contraption.

    Requirement: Some devices may have requirements to them and the Device cannot be added unless these required devices are already present.

    Max Devices: This is the maximum number of devices the Contraption can hold. No Contraption can have any more devices than it's Chasis will allow. If you are at the maximum, you will either have to forget the devices addition, remove a device to make room for the addition, place the devices on a larger Chasis, or use better building materials with the Construction Device.

    Device: This is wether the device counts against the Max Devices of the Chasis, a Device with multiple levels only counts as one device, though multiple devices of the same type use seperate Device Spots.

    Some Contraptions may require the creation of Several Contraptions placed on one Chasis. For the rolls to do so you take the Contraption you are adding to the larger chasis and add that Contraptions total complexity to the Chasis base Complexity, this is the TN to mount it. (For instance, if you were placing a Large Gunnery Turret on a Ship, you would first create the Turret : Carried Chasis [ 8 ] + Turret 3 [ 3 ] + Large Gunnery [ 6 ] = Complexity 17. Once this is created you can add it to the ship Ship [ 29 ] + Larger Gunnery Turret [ 17 ] = TN 37. )

    Damage to Contraptions: Contraptions, including Golems and modifications to Mortals using Graft, cannot be healed, they must be repaired. For more information see the Science Skill (General Skills)

    Experience Cost: If a Mad Scientist makes a device for themselves, they pay the entire Experience caost themselves. If he is making a device for another person, they must pay 3/4 of the XP Cost and the Mad Scientest pays the remaining 1/4. For items that have minor effects or no combat useage (such as a dress that changes colors depending on the wearers mood) the entire cost can be paid by the Mad Scientist or any split of said XP that they two characters agree on. All Contraptions that a character has must be listed on their character sheets, as well as a link to the successful creation roll in The Lair and the recipient must also be included in the Items SL by the Mad Scientist.

    [div align=”center”]Device List[/div]
    [div align=”center”]Chasis / Base Unit[/div]
    Handheld
    Experience Cost: 25 XP's
    Complexity: 6
    Max Devices: 2
    Statistics: Body 2, Mind 0, Soul 0
    Effect/Description: A Handheld item is any item that can be held in a single hand. This includes pistols, goggles, vials of liquid, coins, almost anything.

    Graft
    Experience Cost: 75 XP's
    Complexity: 12
    Max Devices: 4
    Statistics: Character Dependant
    Effect/Description: The Graft Chasis is actually the ability to modify another person with devices. This allows the Mad Scientist to add devices that will enchance Mortals. The Maximum Devices are the Maximum devices that any Mortal can contain without losing touch with reality. They are considered to have perpetual energy and flow already. The Mad Scientist must pay 25 XP of theCost, with the remaining 50 XP being paid by the recipient of the modifications. In the case of them overcoming Disadvantages, this 50 XP paid by the player goes towards buying off the disadvantage, though more may need to be paid. If they need to spend less than the 50 XP Cost to by off the disadvantage, they still mut pay the full 50 XP for the modification. Due to the unnatural nature of Mad Science, anytime a Magi or Psion recieves a modification from a Graft, they will have their maximum Soul (Magi) or Mind (Psion) reduced by one for each device added. So if a Magi were to get a Hand Blade modification and have their their eyes modified with Daytime Emulation Lenses, they would have their Maximum Soul reduced by two (meaning they can have no higher than a 10 Soul ever). Once a modification is made, it cannot be unmade, you can have a new Mortal arm placed on you instead of a mechanical one, but it still counts as a modification.

    Carried
    Experience Cost: 75 XP's
    Complexity: 10
    Max Devices: 6
    Statistics: Body 6, Mind 0, Soul 0
    Effect/Description: A Carried item is something that requires both hands to carry/operate. This can be backpacks, harnesses, or large weapons.

    Golem
    Experience Cost: 100 XP's
    Complexity: 12
    Max Devices: 8
    Statistics: Body 8, Mind 2, Soul 2
    Effect/Description: A Golem is a humanoid creation of the Mad Scientist. Golems are made from both the bodies of the recently deceased placed into or onto a completely fabricated (Clockwork, etc) frame. The only required Organs for the Golem are a Brain, Lungs, Heart, and Skin. The Mad Scientist connects this brain to either the existing nerves of the body (Requiring at least Major Medical 4) or to a control box that will allow the brain to control other functions of the body. They are difficult creatures to make and maintain, requiring precision and dedicated hours to seeing that they are perfectly setup so that the rare materials to create them are not lost. Like most artificial beings, the Golem will begin as a subservient creature, doing the bidding of it's creator, though as they progress and learn, they always begin developing personalities of their own. Some Devices are required to maintain the Golem, they require a Storage Device and they also require the Flow Duration Device. These devices will allow the Golem the ability to function and move. The Knowledge Storage Device (Enhancement Devices) is required if you wish for the Golem to be able to learn any Skills, otherwise they can only perform rudimentary tasks.

    Once it awakens it is a new artificial being and considered in all ways alive. Theologians speculate to wether a Golem has a Soul, but given to them feeling emotions, depression, hope, and a broad assortment of human traits, we can assume that they do, since their activation is in all effects, a birth. While under the care of their creator, the Golem can be taught skills as long as they have the Knowledge Storage Device, otherwise they are a rudimentary servant. The Mad Scientise purchases these skills to the Golem, and the XP Cost is as if he were spending Generation Points at a +1 to the cost (Teaching a Golem Evasion would cost 3 XP per level, since the Generation Cost is 2/Level).

    Golems can become free of the Mad Scientist under three conditions. The first is if the Mad Scientist dies. The second is if the Mad Scientist sets it free, which requires a SL. Should the Golem be freed, it will learn as per any mortal, and become an NPC (or could become a PC through an approved Storyline). The third method that could free a Golem is if the Mad Scientist botches his Activation roll (He rolls 1 1's on the activation roll). Once a Golem is free it gains and spends it's own XP (if it becomes a PC) and is in all ways a Mortal, though it is banned from learning Mad Science or Mortal Abilities.

    Golems do not heal physical damage, it must be repaired. See the Science Skill (General Skills) for details about repairing a Contraption.

    Cart
    Experience Cost: 125 XP's
    Complexity: 16
    Max Devices: 12
    Statistics: Body 12, Mind 0, Soul 0
    Effect/Description: A Cart Chasis is anything that has a place to sit and four wheels. Usually Carriages, actual Carts, or anything along those lines.

    Boat/Ship
    Experience Cost: 175 XP's
    Complexity: 20
    Max Devices: 18
    Statistics: Body 18, Mind 0, Soul 0
    Effect/Description: A Boat/Ship Chasis is anything larger than a Cart for the most part, small to medium sized boats count under this Chasis.

    Construction
    Experience Cost: 10 XP's / Level
    Complexity: +2 / level
    Device: No
    Effect/Description: The Contruction Device is a modification to the Chasis that improves the base Chasis by using different materials to construct it. Unless otherwise noted, all Chasis are constructed out of wood. By creating them out of different materials they are capable of housing additional devices as well as being more resistant to damage. This cannot be used with Graft or Golem, for that you need the Bone Weaving Device. The chart below lists the different materials able to be used and what effects are gained:

    Level : Material – Effects
    Level 1 : Aluminum – +0 Damage Absorb, -10% weight, +1 Device
    Level 2 : Copper – +1 Damage Absorb, +10% Weight, +1 Device
    Level 3 : Brass – +2 Damage Absorb, +25% Weight, +2 Devices
    Level 4 : Bronze – +2 Damage Absorb, +15% Weight, +2 Devices
    Level 5 : Iron – +3 Damage Absorb, +50% Weight, +3 Devices
    Level 6 : Steel – +3 Damage Absorb, +40% Weight, +4 Devices
    Level 7 : Titanium – +4 Damage Absorb, +25% Weight, +5 Devices

    [div align=”center”]Damage Devices[/div]
    Hand Blade
    Experience Cost: 25 XP's
    Complexity: +5
    Device: Yes
    Requirement: Golem Chasis
    Effect/Description: This is simply a medium blade that is built into the arm of the Golem. For all intent and purpose it functions the same as holding a Medium Melee weapon and the Medium Melee skill must be used to attack with it. The only difference is that this device is built in and part of the Golem. For an additional 5 XP the device can be hidden inside the Golem, which takes one round to extend or contract.

    Hand Cannon
    Experience Cost: 25 XP's
    Complexity: +5
    Device: Yes
    Requirement: Golem Chasis
    Effect/Description: This Device is a built in firearm. Depending on where it is installed it can be concealed with clothing. For all intent and purpose this is the same as using a Small Arms weapon and the Small Arms skill must be used to attack with it. The only difference is that this device is built in and part of the Golem. For an additional 5 XP the device can be hidden inside the Golem, which takes one round to extend or contract. This Device requires an additional Device to store and provide ammunition.

    Turret
    Experience Cost: 10 XP's / level
    Complexity: +2 / level
    Device: Yes
    Effect/Description: This device is a turret that can mount a specially made firearm. This firearm can only fire in a 90 degree arc from it's facing. You can have small mounts (+1 Complexity), medium mounts (+2 Complexity), or large mounts (+3 Complexity).

    Gunnery
    Experience Cost: 15 XP's / level
    Complexity: +3 / level
    Device: Yes
    Effect/Description: Gunnery is a special class of firearm that is meant to be mounted on a turret. These firearms cannot be fired by hand and will not function if removed from the turret or contraption the turret is attached to. A Gunnery Firearm fires once per round / turret and for each weapon fired the same round after the first a -2 penalty to hit accumulates ( A Contraption has 4 turrets, the first one fires normally, second at a -2, third at a -4, fourth at a -6). The target/s of the attack suffer their normal dodge/penalty for each shot. So if the operator of the contraption above with four turrets was firing at two people that round. Target A hasn't been attacked yet, so he dodges both shots at his regular dodge. Target B has been attack once already so he dodges both shots at a -2 to his dodge.

    The damage for Gunnery Devices is as follows: Small Gunnery 4 Body, Medium Gunnery 5 Body, Large Gunnery 6 Body.

    Gunnery Devices must have an additional Device to store and provide ammunition as well as be mounted on a Turret Device.

    [div align=”center”]Duration Devices[/div]
    Surge
    Experience Cost: 5 XP's / level
    Complexity: +1 / level
    Device: No
    Effect/Description: Surge Duration will allow an effect to last for 1 round per level used. A device with Surge must have an additional device to store or provide power. For example, a Contraption that will allow the Scientist to hover in the air may have a Surge 4 Device attached to the Hovering Device. This means that the Scientist can hover for four rounds before he must reactivate the device. The Device will also use four rounds of fuel.

    Flow
    Experience Cost: 50 XP's
    Complexity: +6 Complexity
    Device: No
    Effect/Description: This Device will allow a Contraption to function indefinitely. Once activated it will only stop working if it is damaged or runs out f fuel. Any Devices with Flow must have an additional Device to store or provide power.

    [div align=”center”]Storage Devices[/div]
    Small Storage
    Experience Cost: 15 XP's
    Complexity: +3
    Device: Yes
    Effect/Description: The Device has a small storage unit that will store 40 rounds (10 minutes) worth of power/ammunition for the device. The fuel that this uses depends on the device. Unit is 30 cubic inches in size, though does not have to be square and weighs 1 pound.

    Medium Storage
    Experience Cost: 25 XP's
    Complexity: +5
    Device: Yes
    Effect/Description: The Device has a medium storage unit that will store 120 rounds (30 Minutes) worth of power/ammunition for the device. The fuel that this uses depends on the device. Unit is 90 cubic inches in size, though does not have to be square and weighs 2 pounds.

    Large Storage
    Experience Cost: 75 XP's
    Complexity: +7
    Device: Yes
    Effect/Description: The Device has a large storage unit that will store 240 rounds (1 Hour) worth of power/ammunition for the device. The fuel that this uses depends on the device. Unit is 270 cubic inches in size, though does not have to be square and weighs 6 pounds.

    Mass Storage
    Experience Cost: 25 XP's
    Complexity: +5
    Device: Yes
    Effect/Description: This is a linking effect that will allow multiple storage devices to be linked together into one, storage devices that hold ammunition cannot be linked together with Mass Storage. Each Storage Device added is at half the normal cost. So if you use this to link four Large Storage Tanks it would cost 4XP for this, and another 6XP for the four Large Storage tanks for a total of 10XP instead of 12XP. The size of the storage units are halved as well. The unit itself is 30 cubic inches and weighs 1 pound.

    Perpetual Energy
    Experience Cost: 100 XP's
    Complexity: +8
    Device: Yes
    Effect/Description: The Device is able to generate it's own power and needs no ingredient or fuel to power it. This unit is 300 cubic inches and weighs 10 pounds.

    [div align=”center”]Enhancement Devices[/div]
    Bone Weave
    Experience Cost: 50 XP / level
    Complexity: +5 / level
    Requirement: Graft or Golem
    Device: Yes
    Effect/Description: Bone Weave is a process in which the Mad Scientist Reinforces the bones of the target. This is an extremely invasive process and when complete the target will not only have reinforced bones, but a special weave of reinforcement between the ribs. The materials used in this process are treated with a protein layer that's derived from the calcium already in the subjects body, so there is no chance of rejection. This Device allows the recipient to take more damage than usual and can even increase the damage they do with hand to hand attacks. This is similar to the Construction Device for Chasis, but can only be used with Grafts and Golems. The amount depends on what material is used. See below for the different materials and effects:

    Level : Material – Effects
    Level 1 : Brass – +1 Damage Absorb, +25% Weight, +1 Devices
    Level 2 : Bronze – +2 Damage Absorb, +15% Weight, +2 Devices
    Level 3 : Iron – +3 Damage Absorb, +50% Weight, +3 Devices
    Level 4 : Steel – +5 Damage Absorb, +40% Weight, +4 Devices
    Level 5 : Titanium – +5 Damage Absorb, +25% Weight, +5 Devices

    Daytime Emulation Lenses
    Experience Cost: 5 XP / level
    Complexity: +1 / level
    Device: Yes
    Effect/Description: Daytime Emulation Lenses allow a device that is worn over the eyes (goggles, glasses, masks, etc. to see more clearly at night. Each level of the device reduces the penalties for darkness by one point. The Maximum level of this device is level 6. The Lenses automatically scale themselves, so you will never get a bonus with a device including them, only a reduction to the penalty. (Using level sixe Lenses at dusk will not give a +4 Bonus since the penalties are reduced by 6 and the penalty for dusk is -2.)

    Improved Intellect
    Experience Cost: 50 XP / Level
    Complexity: +6 / Level
    Requirement: Graft or Golem
    Device: Yes
    Effect/Description: Improved Intellect is just as it says, an increase in the ability for a Mortal or Golem to store information and process thought. This is usually an addition of brain matter to the person, or a chemical that increases traffic of certain brain functions. This Device gives a +1 Mind per level and can allow Mortals and Golems to go above the 12 cap for the Mind Statistic. No more than three levels of this device can be added. Magi and Psions cannot recieve this device, and should a Mortal with Innate Psi or Innate Magic obtain one they will lose those abilities.

    Improved Musculature
    Experience Cost: 50 XP / Level
    Complexity: +6 / Level
    Device: Yes
    Effect/Description: Improved Musculature isn't just an improvement to the muscles themselves, some Contraptions don't have mucles in a literal sense. This Device improves the moorings, joints, and motors for a Contraption so that it is stronger. In a literal sense, this can also be used to improve the joints in Mortals and Golems as well as add additional muscle mass to strengthen them. Each level adds a +1 Body to the Contraption or Character and can allow Mortals or Golems to go above the cap of 12 for the Body Statistic. Normal Contraptions (Not Grafted or Golems) cost 25 XP / Level and +5 Complexity / Level and have no maximum. In the case of Characters and Golems, they can recieve no more than 3 levels of this Device and the Character must pay 40 of the per level XP Cost while the Mad Scientist pays 10XP per level for the modification. Mad Scientists pay the full cost for modifying unfreed Golems.

    Improved Organs
    Experience Cost: 50 XP
    Complexity: +6
    Requirements: Golem or Grafted
    Device: Yes
    Effect/Description: Improved Organs are the ability for a Mad Scientist to add modified organs to a Golem or Mortal. This can be anything from Eyes to Scent Glands. The exact effects depends on the organ that is used. Some Animals have better eyesight than humans, however they may only see in black and white. Below are a list of Organs as examples:

    Cat Eyes: Cats see as well at night and near total darkness as they do during the daytime. However they do not see colors the same way that humans do. Cats distinguish between the lot to mid light wave spectrum, meaning they see purples, blues, greens, and yellows fine, however reds and browns likely are viewed greyish. Cats also do not see color saturation the same way humans do, so colors are less vibrant for them. Numerically, cats see 6x better at night than humans.

    Dog Eyes: Dogs eyes are very similar to cats, though they have a larger lens than cats and humans. This allows their eyes to gather more light, however it is at the price of most visible colors. Dogs See a butter yellow instead of red through yellowish green on the visual spectrum, green is replaced by white, followed by teal, pale blue, lavender, and finally grey. They also see colors less vibrant as humans as well, as do cats. Dogs also perceive motion and flickering lights better than humans, though they are nearsighted with the equivalent of 20/75 vision (they see as well at 20 feet as normal people see at 74).

    Jacobson's Organ: The Jacobson's Organ is an organ found in the roof of a cats mouth. Often times you will see a cat open it's mouth in a comical and almost 'stoned' method when they encounter a new or strange odor. What they are doing is *tasting* the smell, this organ analyzes smells, mostly non-natural chemicals and pheremones. Humans possess a Jacobson's Organ, however theirs is much less astute as that of other animals. The Jacobson's Organ will allow someone to idenity someone by smell, as well as detect chemicals or toxins in the air or on objects. (+3 to Alertness rolls)

    Poison Glands: Many reptiles and amphibians possess glands that produce toxins. There are several different types that can be produced, Hemotoxins which attack red blood cells and destory them, and neurotoxins which can cause paralysis or hallucinations. Most Poison Glands are found in the or around the mouth area or behind the ears, ducts either secrete the toxins through the ckin or through ducts which carry the venom to a tooth with a hollow channel as in snakes.

    Improved Hearing: Cats and Dogs both hear much better than humans, the also hear a wider range of sound than humans do. Cats, for instance, have a top range of 65khz where a human stops at 20khz. The can also distinguish between different sounds easier and over a much greater distance. Humans often produce sounds in this range, however their ears are not able to percieve these sounds. With this addition a person can hear much higher sound ranges and can even communicate on levels higher than a normal mortal could hear. Those with Improved hearing are able to communicate via high frequency tones similar through telepathy, however it is considered speaking, anyone in an animal form or also with this modification can hear you. To signify this use [ HF ] — Message –.

    Sonar: Bats have an incredible method of *sight* by using an emitted sound and timing the echo off of solid objects, they are able to fabricate a mental picture of the world around them. This organ allows the person to emit a constant high frequency sound that is inaudible to humans, and similar to a humm for animals and those able to hear above 20khz. Though this ability does not infer color or much clarity, it can be used to see through illusions and operate in complete darkness. Fine details such as facial features, seeing writing, etc.. cannot be done using sonar, you just know what objects are nearby and solid. Semi-solid objects like partially intangible creatures, water, some fabics, will appear as blurry indistinct shapes.

    Limbs
    Experience Cost: Varies
    Complexity: Varies
    Device: Yes
    Effect/Description: Arms and Legs, either the replacement of ones that don't function properly, or the addition of new ones. This is an ability for the Mad Scientist to create Contraptions with multiple legs, arms, or to replace a lost limb in a patient. Unless replacing a lost or non-functioning limb, all additional limbs must be added in pairs, two additional arms or two additional legs. For non Graft or Golem Chasis, the Contraption must have a Storage and Duration Device added. The cost and complexity is based on the type of Chasis placing it on as seen below:

    Handheld: 5 XP per Limb, +1 Complexity per Limb
    Carried: 10 XP per Limb, +2 Complexity per Limb
    Grafted: 15 XP per Limb, +3 Complexity per Limb
    Golem: 15 XP per Limb, +3 Complexity per Limb
    Cart: 25 XP per Limb, +5 Complexity per Limb
    Ship: Not able to add limbs

    For those with Added Limbs above the normal 2 you were given you can gain different effects.

    Additional Arms: An Additional Attack per additional arm. Though these attacks are at an additional -4 penalty as seen under Dual Hand Fighting (See Combat Rules). So if you were fighting unarmed with an additional arm the attack would be at a -10 instead of the normal -6.

    Additional Legs: For each pair of additional legs added the character.contraption runs as if their Body Statistic was three higher (so a Carried Chasis Contraption with four legs would run as if it had a 9 Body instead of a 6)

    Knowledge Storage
    Experience Cost: 50 XP's
    Complexity: +6
    Device: Yes
    Requirement: Golem
    Effect/Description: The Knowledge Storage Device is an addition to the Brain of the Golem. This device feeds the necessary chemicals and electrical charges to the brain to allow it to store memories, thus making the Golem more like a living beaing. A curious side effect to this device is that Golems who are fitted with it begin developing personality traits and are much more alive than ones without. This Device will allow your Golem to begin learning skills. Unless the Golem is Free, the creator must spend the XP for these skills with a cost in XP equal to the Generation Cost plus one ( The Evasion skill would cost 3 XP per level instead of the normal 2 GP per level) Golems without this device will perish without the care of their creator, so they cannot be set free. A Knowledge Storage Device raises the Golem's Mind Statistic by +3.

    Skill Power
    Experience Cost: 15 XP's / level
    Complexity: +3 / level
    Device: Yes
    Effect/Description: A Skill Power Device is a small unit that provides a bonus to using certain skills. The Device only takes up one point of devices, though it can contain three bonuses. This device will give a +1 Bonus to a skill per level of the device, and not all bonuses have to be towards the same skill. Also, not all skills can be given bonuses. The following skills cannot receive bonuses from this device: Fast Talk, Theology, Oratory, Steel Will, Faith, Leadership, and ALL Mystical Skills. (For instance, a Mad Scientist could create a device that gives a +2 Athletics, and +1 Stealth, or a device that gives a +3 Athletics.) The Maximum bonuses that can be given to any skill with these devices, regardless of how many seperate devices are included, is a +3 Bonus.

    [div align=”center”]Transformation Devices[/div]
    Growth
    Experience Cost: 50 XP
    Complexity: +6
    Device: Yes
    Effect/Description: The Growth Device allows a Contraption to increase it's size or that of it's user. This device is tricky since it requires a lot of physics, chemistry, biology, and/or mechanical knowledge. The base effect is that the Contraption, or someone using the Contraption gains an additional 50% in mass resulting in a +3 Body, and a -2 to your Dodge Modifier. Only one use of this device/effect can be in place at any given time and it requires the addition of a Duration Device to determine how long the effects last.

    Shrink
    Experience Cost: 50 XP
    Complexity: +6
    Device: Yes
    Effect/Description: The Shrink Device allows a Contraption to decrease it's size or that of it's user. This device is tricky since it requires a lot of physics, chemistry, biology, and/or mechanical knowledge. The base effect is that the Contraption, or someone using the Contraption is reduced to 50% their normal mass resulting in a +3 Quickness, and a +2 to your Dodge Modifier (Meaning a total of +5 Dodge). Only one use of this device/effect can be in place at any given time and it requires the addition of a Duration Device to determine how long the effects last.

    Hide Device
    Experience Cost: 25 XP
    Complexity: +5
    Device: Yes
    Effect/Description: This Device allows for some extra location to be added to the Contraption to store another device. This will allow the device or devices to be hidden until they are needed. This causes an additional 5% size in the Contraption in order to provide Storage for the other device. Additional Sotrage for other devices can be added with the same effect (two hidden devices adds 10% size increase). It takes one round to activate these devices which makes them visible and useable.

    [div align=”center”]Transportation Devices[/div]
    Wings
    Experience Cost: 25 XP's / Level
    Complexity: +2 / level
    Device: Yes
    Effect/Description: The Wings Device adds not only wings to a Contraption, but also a method of propulsion. What they look like can be as varied as possible, from great feathery wings, to bat wings, to stable wings as seen on some theoretic flying machines ( Click Here for images of aircraft being designed in the Victorian Era). The propulsion can be anything from propellers, to flapping machines that emulate birds. The wings can be purely mechanical or organic. Each level of this Device adds speed to the Contraption, seating or carrying capacity depends on the Chasis. Double the Cost of this Device when applied to anything larger than a cart.

    Level : Speed
    Level 1 : 200 ft per round ( 10 mph )
    Level 2 : 300 ft per round ( 15 mph )
    Level 3 : 400 ft per round ( 20 mph )
    Level 4 : 500 ft per round ( 25 mph )
    Level 5 : 600 ft per round ( 30 mph )

    Locomotion
    Experience Cost: 10 XP's / Level
    Complexity: +2 / level
    Device: Yes
    Effect/Description: This Device adds non-limbed locomotion to your Contraption, the different levels represent just how sophisticated that locomotion is. The Contraption must have a Storage and Duration Device to determine how long itcan remain active. It must also include either a sterring apratus or a Knowledge Storage Device in order to move around. Steering Aparatus means that it is either Steered or Piloted by someone, while the addition of a Knowledge Storage Device will allow it to perform certain functions on it's own through commands. The Addition of a Knowledge Storage Device does not give the device any sort of intellect or awareness, just the ability to follow simple commands.

    Level:
    1 – The Contraption is equipped with wheels and can move across smooth terrain at normal speed.
    2 – The Contraption is equipped with tracks and can move across rough terrain at normal speed.

    (Still Incomplete)

You must be logged in to reply to this topic.