February 18, 2006 at 4:56 pm #1756VEST ParadoxParticipant
Added the ability to repair Contraptions to the Science Skill.
Generation Cost: 2 points per level
Experience Point Cost: Medium
Roll System: roll 2d6+Discipline+Science
Description: Science. The New Magic. The Industrial Revolution is leading mankind into the Age of Reason. The Age of Fable is dying rapidly as this new magic creates devices to accomplish things that were once though to be only possible with witchcraft and sorcery. Scientists are de-mystifying everything with explanations of how things work and discoveries of unseed organims that are the cause of msot things that man once thought to be curses. Science hardens the mind in a caccoon of logic and reasoning as well as gives man insight to the machinations of reality. Science has numerous uses, from the creation and application of technology, to the inventions of Mad Science. Science is used to activate or use devices created with Mad Science. To do so you roll 2d6+Discipline+Science vs the items Complexity Score.
Repair: Anyone with the Science skill can repair a Contraption (Mad Science Creations), and it takes one roll per hour, per wound healed. So for instance, if a Contraption took three Body Damage, the Scientist would be require to make one Science Roll per hour for three hours (each roll must be posted in The Lair) for each of the three wounds. Only one point of damage can be healed per hour regardless of how many scientists work on the Contraption.
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