Post by Admin on Sept 8, 2013 0:54:15 GMT
Rank I - 5 Europium Rank II - 10 Europium Rank III - 20 Europium Rank IV - 35 Europium Rank V - 50 Europium
(All ranks of Augment are priced at 40 Europium and can be purchased in any order.)
LIMITS:
While we do allow (and encourage) creative licensing, all tech must be in-keeping with the theme of the Roleplay
Certain skills have a capacity, which will be defined in each skill. Capacity limits are as follows: Rank I: 5 capacity, Rank II: 4 capacity, Rank III: 3 capacity, Rank IV: 2 capacity, Rank V: 1 capacity.
Passives only apply if the skill is maxed out and in the Active Skill Slots.
If you fill your Active Skill Slots with Tech Skills, you gain 5 stat points to be distributed between Strength and Skill.
- Contraptions Branch
Tech that is strange, complicated, or generally unsafe.
Explosives
(Capacity is the number of explosives you can carry. All explosives are one use only.)
. Explosives I
Can create/use an explosive with a 1m (~3ft) blast radius. Triggered through a fuse.
. Explosives II
Can create/use an explosive with a 2m (~7ft) blast radius. Triggered by a pressure plate or tripwire.
. Explosives III
Can create/use an explosive with a 4m (~13ft) blast radius. Triggered by a timer. Timer cannot exceed 2 hours.
. Explosives IV
Can create/use an explosive with an 8m (~26ft) blast radius. Triggered by a remote. Remote signal cannot exceed 16m.
. Explosives V
Can create/use an explosive with a 16m (~52ft) blast radius. Can be triggered by use of a fuse, pressure plates, tripwires, or remote. Remote signal cannot exceed 32m (~105ft).
Passive
Explosives I - IV can now optionally be triggered through timers, pressure plates, tripwires or by remote. Remote signal cannot exceed 32m (~105ft).
Grenades
(Capacity is the number of grenades you can carry. All grenades are one use only.)
Grenades have a 2m (~7ft) radius blast unless otherwise stated.
Grenades have a delay of 3 sec.
. Grenades I
Can create/use a flash grenade that can disorientate targets.
. Grenades II
Can create/use a smoke grenade that blasts thick smoke, creating cover.
. Grenades III
Can create/use an exothermic fire grenade that sets everything in its radius on flame for 10 minutes.
. Grenades IV
Can create/use an endothermic frost grenade that rapidly cools and freezes everything in its radius for 10 minutes.
. Grenades V
Can create/use a polarized magnet grenade that sucks in objects/people towards the point of detonation in a 6m radius (~20ft). Effect traps all objects/people at that point for 5 minutes.
Passive
Grenades I - IV can now optionally be tinkered to increase the blast radius to up to 5m (~16ft). Can also add an additional delay once the pin has been pulled (i.e. grenade explodes after 10 sec rather than 3 sec. Cannot exceed 30 sec).
Dart Gun
(Capacity is the number of darts you can carry. All darts are one use only.)
Effects apply after a 10 sec pause and last for 15 min unless otherwise stated.
Dart gun is only effective at a 5m (~16ft) range.
. DG I
Can create/use a dart that disorientates a target.
. DG II
Can create/use a dart that freezes muscles in a target rendering them paralyzed. Area of effect limited to a reasonably small area, depending on where the dart hit, i.e. the person’s leg is paralyzed if hit in the leg. Bodily functions, i.e. breathing and heart pumping, are unaffected.
. DG III
Can create/use a dart that puts a target to sleep.
. DG IV
Can create/use a dart that makes the target hallucinate.
. DG V
Can create/use a dart that wipes memory from a target. If the target has a Willpower of 6 or less, the shooter can declare up to 6 hours of memory loss. If the target has a Willpower of 7 or higher, the target can declare between 1 to 6 hours of memory loss.
Passive
DG I-IV effects can now optionally last up to 30 min. Gun can be upgraded to be effective up to 10m (~33ft).
Gadgets
(Capacity is the number of batteries/fuel canisters that you can carry, unless otherwise stated. One use per battery/fuel canister.)
. Gadgets I
Can create/use Utility goggles that allow infrared vision. Each battery lasts for 30 min.
. Gadgets II
Can create/use a compact, holographic projector that can mimic anyone or anything as long as it remains stationary. Lasts for 5 min. If a person's Intelligence is 6 or higher, they may choose to notice that the mimic is a projection. (Capacity is the number of projectors you can carry.)
. Gadgets III
Can create/use a Steam Grapple, used to climb up to high places with ease or scale vertical surfaces up to 6m (~20ft).
. Gadgets IV
Can create/use a high temperature plasma laser, allowing the user to melt through steel. Fuel canisters allow for 5 min of runtime before overheating and needing to cool down. Cool down takes 3 min.
. Gadgets V
Can create/use a tag gun, a device that shoots a small tracker onto a person or object. Includes a small high tech device that shows the tracked person/objects destination as long as it remains within the district. Can only track one thing at a time. Tracker wears out after 24 hours.
Passive
Gadgets I batteries now last for 1 hour per use.
Gadgets II holographic projector now lasts for 1 hour. Now requires 7 Intelligence to optionally recognise as a holographic projection.
Gadgets III steam grapple can now reach up to 12m (~40ft).
Gadgets IV plasma laser can run for 15 min before overheating.
Traps
(Capacity is the number of traps that you can carry.)
Each trap detains target(s) up to 5 min.
Each trap is pressure detonated.
. Traps I
Can create/use a Chemical compound trap, a trap that encases the targets’ feet in a sticky jelly when triggered, gluing their feet to the ground until it dissolves.
. Traps II
Can create/use a ceiling and/or wall-installed trap, a trap that once triggered by its pressure point (may still be set on the ground) releases an immobilizing projectile from above and/or the sides; immobilizers include but are not limited to: webs, grids, ropes, and weights.
. Traps III
Can create/use a Preemptive Automaton Trap Excavator (P.A.T.E.), a bot that tunnels underground to create a prision area before resting at the entry hole to form a trap door. When triggered, the trap door opens and drops the target into the hole before closing again. The larger the hole, the more time required to set up the trap. Max size of 2m x 2m x 3m (~7ft x 7ft x 10ft).
. Traps IV
Can create/use a magnetic field trap, a trap that magnetically freezes anything or anyone in place within its 3m (~10ft) radius field when triggered.
. Traps V
Can create/use a Teleport trap, a trap that works with a pair of teleporter pads (2 pads). Instantly teleports the target from the initial location (the first pad) to a predertimed location (the second pad) when triggered.
Passive
Increases detainment time of all traps up to 10 min. All traps can now be optionally detonated through timers, trip wires, and/or remote. Remote signal cannot exceed 32m (~105ft).
- Engines Branch
Tech that run off of powerful engines.
Ground Vehicles
All vehicles have a single fuel tank that lasts for a prescribed amount of time (assuming uninterrupted travel time), before required refueling and maintenance.
. GV I
Can create/operate a steam-powered skateboard. Can carry 1 person. Fuel tank holds up to 2 hours of travel time.
. GV II
Can create/operate a steam-powered scooter. Can carry up to 2 people. Fuel tank holds up to 4 hours of travel time.
. GV III
Can create/operate a steam-powered, high speed Motorbike. Can carry up to 2 people. Fuel tank holds up to 6 hours of travel time.
. GV IV
Can create/operate a steam-powered car. Can carry up to 2 people. Fuel tank holds up to 12 hours of travel time.
. GV V
Can create and maintain your own steam-powered cruise bus. Can carry up to 10 people and can contain anything from a mobile home to your own personal moving workshop. Larger tank allows the bus to run for 24 hours before needing to refuel.
Passive
GV I - III can each carry an additional person.
GV IV can carry up to 6 people.
Air Vehicles
All vehicles have a single fuel tank that lasts for a prescribed amount of time (assuming uninterrupted travel time), before required refueling and maintenance, unless otherwise specified.
. AV I
Can create/operate a compact glider backpack that allows the user to surf along updrafts and follow wind currents. Clockwork ailerons can be controlled for up to 2 hours, allowing a person to direct themselves left or right, before requiring maintenance.
. AV II
Can create/operate a jetpack system that allows the user to propel oneself through the air. Can easily maneuver, brake and accelerate at will. Fuel in the jetpack allows a person to stay in the air for up to 3 hours before the fuel canister empties and needs to be replaced.
. AV III
Can create/operate a steam-powered airplane that allows the user to cross the city unhindered. Can fly up to 6 hours before needing to land for repairs and refueling. Can carry up to two people.
. AV IV
Can create/operate a steam-powered helicopter that can hover as well as fly over distances but at a reduced speed. Can fly up to 8 hours before needing to land to be repaired and refueled. Can carry up to 4 people.
. AV V
Can create and maintain your own airship. Airship can be anything from a cruise air ship to a working ship. Can carry up to 30 people. Larger tank allow the airship to run for up to 24 hours before needing to dock, repair and refuel.
Passive
AV I - II each last for an additional hour.
AV III - IV each last for 10 hours and can each carry up to 2 additional passengers.
Sea Vehicles
All vehicles have a single fuel tank that lasts for a prescribed amount of time (assuming uninterrupted travel time), before required refueling and maintenance, unless otherwise specified.
. SV I
Can create/operate a personal (waterproofed) steampowered diving suit. May stay underwater without needing to come out to breathe for as long as fuel lasts. Fuel tank holds up to 2 hours of dive time.
. SV II
Can create/operate a small Steamboat capable of carrying up to 2 people. Fuel tank holds up to 4 hours of travel time.
. SV III
Can create and maintain a medium sized steamboat that can hold a small living quarters or workshop in the haul. Can carry up to 4 people. Fuel tank holds up to 6 hours of travel time.
. SV IV
Can create and maintain a luxury steamboat that can act as a floating home. Complete with space for multiple rooms and two decks (roof of the ship as well as the normal deck). Can carry up to 10 people. Fuel tank holds up to 10 hours of travel time.
. SV V
Can create and maintain your own steamship. Steamship can be anything from a cruise ship to a working ship. Can carry up to 50 people. Larger tank allow the ship to run for up to 24 hours before needing to dock, repair and refuel.
Passive
SV I lasts for 5 hours.
SV II - IV can each carry up to 5 additional passengers.
SV III - IV tanks can each hold up to an additional 6 hours of fuel.
Fortify
(Capacity is the number of fuel canisters that you can carry, unless otherwise specified.)
. Fortify I
Can create/use a portable, prototype magnetic shield generator, capable of protecting anything behind it for up to 10 min before it needs to be refueled. The generator cannot be moved when activated and must be deactivated before it can be moved again. Can only protect one side.
. Fortify II
Can create, setup, and/or upgrade doors to vaults, safes, and/or complex locking mechanisms. (Capacity is the number of vaults, safes, and/or mechanisms that can be created, but the action is permanent.)
. Fortify III
Can create/use a steam-powered generator that can electrify various metal barriers such as doors, window bars, and/or fences around the perimeter of a small building. Generator lasts for up to 3 hours before needing to be refueled.
. Fortify IV
Can set up a security camera system with a central hub (powered by a steam-powered generator) to any building. Allows black and white videofeed but no audio. Central hub can run for up to 4 hours before needing to be refueled. (Capacity is also the number of cameras that can be controlled at once, up to 4 cameras per capacity.)
. Fortify V
Can create and set up a steam-powered generator that creates a polarized magnetic forcefield. When activated, the forcefield blocks all metal objects from entering and can absorb any damage for up to 6 hours before fuel runs out. Can cover a structure of any size, but larger buildings require more time to set up before activating.
Passive
Fortify I can now be moved while open.
Fortify II now allows the addition of alarm triggers for forced entry.
Fortify III can now cover the perimeter of a medium-sized building and can last for 4 hours
Fortify IV now can hold audio feed and can now last up to 6 hours.
Siege
(Capacity is the number of fuel canisters that you can carry, unless otherwise specified.)
. Siege I
Can create/use a collapsible, portable battering ram installed with a steamjet engine. Capable of breaking average doors within 3 min and average walls within 7 min. Can damage but not breach advanced doors and walls. Can run for up to 10 min before running out of fuel.
. Siege II
Can create/use a collapsible, portable steam drill that can burrow a tunnel through most surfaces. Can drill for up to 10 min before running out of fuel. Cannot drill through thick stone or metals.
. Siege III
Can create/use a collapsible, portable siege-based Endothermic Laser cannon. Capable of freezing most surfaces with time, making them highly brittle. Can run for up to 5 min before running out of fuel.
. Siege IV
Can create/use a collapsible, portable steam cannon. Cannon takes in any type of ammunition (cannon balls, grenades, rocks, wood, etc.) and fires it with a jet of high pressure steam-powered force. Each fuel canister can fire up to 5 times each before running out of fuel. Ammunition cannot exceed the size of a bowling ball.
. Siege V
Can create a Tactical Operations Battlefield Interface (T.O.B.I): a bot that can hack simple technologies such as alarms, locks or traps into deactivating within 5 min. Can hack into complex technologies such as steamwork, clockwork or security camera systems in 10 min, but can only control them for 2 hours maximum. Security camera networks must be hacked from the central hub. (Capacity is the maximum number of robots that can be operational at one time.)
Passive
Siege I can break into advanced doors in 7 min. Advanced walls can be broken into after 10 min.
Siege II can now tunnel through thick metals and stone but takes a longer amount of time.
Siege III can run for up to 10 min before running out of fuel.
Siege IV can fire up to 10 blasts before needing a new fuel canister.
- Mechanics Branch
Tech that is specialized, using complex mechanisms to function.
Clockwork Robotics
(Capacity is the maximum number of robots that can be carried/operational at one time.)
Clockwork robotics can each run for up to 1 hour before needing to be rewound unless stated otherwise.
All robotics have a set amount of stat points that are distributed between Health, Strength, Agility, and Intelligence (minimum value is 1). Stats must be declared prior to activation/introduction.
. CR I
Can create a tiny clockwork insect that can access tight spaces and can emit a high pitched sound which deafens people in the target area for 30 sec (Once sound is emitted, insect breaks). 10 stat point distribution.
. CR II
Can create a small, wind-up clockwork robot that moves of its own free will and can store up to 2 small items within its body. Can record up to 1 minute of sound. 15 stat point distribution.
. CR III
Can create a small-sized clockwork robot (i.e. birds, bats, etc.) capable of flying short distances, can carry up to 2 items within its body, and can record up to 2 minutes of sound as well as up to 1 minute of film. 20 stat point distribution.
. CR IV
Can create a medium-sized clockwork companion (i.e. dog, cat, etc.) that combines the abilities of the lower Ranks (Can emit a high-pitched sound which deafens in a small area around it, can carry up to 3 small items within its body, but it cannot fly). Can record up to 3 min of sound as well as up to 2 min of film. 25 stat point distribution.
. CR V
Can create a Clockwork Doll. Doll combines the abilities of all lower Ranks (Can emit a high-pitched sound which deafens in a small area around it, and can carry up to 3 small items within its body). Can record up to 4 min of sound as well as 3 min of film. Doll has basic AI and can perform simple tasks (ex. cleaning, answering yes/no questions only, repeating orders/phrases, etc.). Clockwork dolls can function for 24 hours before needing to be rewound. 30 stat point distribution.
Passive:
CR I - IV can now run for up to 12 hours before needing to be rewound.
Allows you to make Clockwork Doll NPCs (please see the NPC FAQ for more info on this feature).
Steamwork Robotics
Only one Steamwork robot can be active at a time.
All Steamwork robotics hace a single tank that allows for up to 6 hours of run time to be refueled unless stated otherwise.
All robotics have a set amount stat points that are distributed between Health, Strength, Agility, and Intelligence unless otherwise stated (minimum value is 1). Stats must be declared prior to activation/introduction.
. SR I
Can create a medium-sized steamwork robot that can carry up to 1 large item. 2m (~7ft) limit. 15 stat point distribution.
. SR II
Can create a large steamwork robot that can carry up to 2 large items. 3m (~10ft) limit. 20 stat point distribution.
. SR III
Can create a flying steamwork drone. Drone can carry up to 2 large items and record up to 10 min of film (but no sound). 3m (~10ft) limit. 25 stat point distribution.
. SR IV
Can create a large steamwork animal (ex. bears, horses, etc.). Can carry up to 3 large items. 4m (~13ft) limit. 30 stat point distribution.
. SR V
Can create/operate a large steamwork walker. Walker can cross any terrain, has heavy armor, can utilize high quality weapons, and can carry up to 4 large items. 6m (~20ft) limit. Larger tank allows the walker to run for up to 12 hours before needing to be refueled. Stat distribution between only Health, Strength, and Agility. 40 stat point distribution.
Passive:
Allows multiple Steamwork robots to run at one time. (Capacity is the maximum number of robots that can be operational at one time.)
SR I - IV can now run for up to 12 hours before needing to be refueled.
Steamwork Armor
(Capacity is the number of fuel canisters for each piece of armor. One fuel canister per activation.)
Benefits and perks to armor only count if being worn.
Armor comes in one of 3 types. Armor type determines additional stats when worn (must be declared prior to use; all armor pieces will be of the same type):
. Juggernaut: Each armor piece, when worn, increases Health, Stamina, or Strength by 1 (choice of one), but decreases Agility by 1.
. Scout: Each armor piece, when worn, increases Agility by 1, but decreases the Strength and Health bonuses that are granted by 1.
. Balanced: No additional stats, but no drawback either.
Stats and granted bonuses cannot drop past 1 regardless of the number of armor pieces worn.
. SA I
Can create/use a steam-powered helmet. Activation allows breathing in low oxygen areas and grants scope vision for up to 100 yards for up to 15 min.
. SA II
Can create/use steam-powered boots. Activation increases Agility by 3 for up to 5 min.
. SA III
Can create/use steam-powered gauntlets. Activation allows a piston powered super punch equal to double your current strength or increases your Strength by 3 for up to 5 min.
. SA IV
Can create/use a steam-powered chest piece. Equipped with a jetpack that when activated, allows you an increased jump height of up to 3m (~10ft).
. SA V
Can create/use a steam-powered magnetic shielding generator. When activated, allows user to gain an additional 10 health for up to 1 hour.
Passive
Wearing the whole suit grants the following benefits:
SA I helmet increases Willpower by 2.
SA II boots now increase Agility by 6 when activated.
SA III allows for 2 punches per canister or increases Strength by 6.
SA IV jetpack increased to 6m (~20ft) per jump.
Firearms
(Capacity is the number of magazines/clips that you can carry. Different gun types hold a different amount of ammo per clip.)
. FA I
Can create/wield a basic revolver-based pistol. Each magazine holds up to 6 bullets. All guns have 40% accuracy if your skill is higher than your target’s agility, but only 20% if lower.
. FA II
Can create/wield a basic cartridge-based pistol (can be semi automatic or manual). Each clip contains up to 10 bullets. All guns now have 55% accuracy if your skill is higher than your target’s agility, but only 25% if lower.
. FA III
Can create/wield a bolt or lever action rifle. Each clip contains up to 12 bullets. All guns now have 65% accuracy if your skill is higher than your targets agility, but only 30% if lower.
. FA IV
Can create/wield automatic rifles and pump action shotguns. Rifles can hold up to 20 rounds per clip. Shotguns can hold up to 8 rounds per clip, but you can carry 2 clips per capacity. Shotguns gain a minus 25% penalty at long range, but gain a spread of 2m wide. All guns now have 75% accuracy if your skill is higher than your targets agility, but only 35% if lower.
. FA V
Can create/wield a portable gatling gun. Comes in a compact casing and can fire for up to 2 min of sustained fire before running out of ammunition. All guns now have 85% accuracy if your skill is higher than your targets agility, but only 40% if lower.
Passive
Firearms I - III can now optionally have a scope or silencer added to them, boosting their accuracy by 10% (95% accuracy if skill is higher than targets agility, but only 50% if lower.)
Medical
(Capacity is the number of operations that can be performed before running out of supplies for the day unless otherwise stated.)
. Medical I
Can create and keep specialized pain-killer pens, capable of blocking moderate pain (bad bruising and fractured bones). Pen holds a specialized mechanical dispense system that directly injects into the bloodstream. Takes effect almost immediately. Each pen is 1 use only. (Capacity is the number of pens that can be carried.)
. Medical II
Can create an Emergency Medical Machine Assistant (E.M.M.A), a small robot used to do on the spot quick fixes to injuries. Includes various abilities such as (but not limited to) adrenaline pens, bandaging, sterilizing, and caurterizing. All wounds fixed with the first aid bot are temporary and do not count as proper medical care; such wounds should be treated by a proper doctor within 12 to 24 hours, depending on the severity of the wound.
. Medical III
Can create a tesla-powered defibrillator that can resuscitate a person if their heart has stopped beating within 3 minutes. (Capacity is the number times the defibrillator can be used before requiring maintenance.)
. Medical IV
Can perform surgery to replace limbs (either biological or mechanical). Takes a minimum of 1 week to heal. Cannot restore lost eyesight or hearing.
. Medical V
Can perform advanced, life-saving surgery (i.e. blood transfusion, biological or mechanical organ transplant, etc.), capable of reviving anyone from near death.
Passive
Medical I can now block excruciating pain (missing limbs or broken bones).
Medical II has an increased delayed treatment window to within 24 to 72 hours, depending on the severity of the wound.
Medical III can resuscitate the heart within 5 minutes.
Medical IV can now restore lost eyesight or hearing.
- Augments
(Augments can be purchased in any order but are all priced at 40 EPM. Requires at least Rank V of any applicable skill in order to be purchased. When combining multiple skills, you must first master at least one of the skills involved; mastering both is not required, but you will be limited by your available Ranks in the un-maxed skill)
Resistance Augment:
All tech can now resist breaking within an Andersweltler’s touch, aura, or attempted use for a period of time, depending on the size and complexity of the tech (i.e. a steamwork bear would last significantly longer than a clockwork insect). Cannot be applied retroactively (i.e. “Bob touched the tech in an attempt to break it” “Before it was touched, Sam had applied the magic resist augment, preventing it from breaking.”).
Capacity Augment:
Doubles the capacity amount for all applicable tech (i.e. Rank I: 10 capacity, Rank II: 8 capacity, Rank III: 6 capacity, Rank IV: 4 capacity, Rank V: 2 capacity).
Tesla Augment:
Engines and Robotics are now upgraded with tesla tech, doubling the efficiency (effectively doubling the time). Also, allows weapons to be upgraded with tesla tech, increasing the overall power output and applying a shock effect when hit for 10 sec (area of effect limited to a reasonably small area, depending on where the weapon hit, i.e. the person’s leg is stunned if hit in the leg).
Advanced Weapons Augment:
Can combine an originally normal weapon with Tech to upgrade it, i.e adding steam engines to swords to make chainswords, combine Firearms with Clubs, etc. Can upgrade up to 3 weapons with up to 3 tech/weapons each (tech can be of a specific Tech Rank, or an effect amalgamation of a specific Tech branch; please see the Skills Guide for more information on this feature).
Contraptions Augment:
Can combine the Contraptions skills together at varying levels, i.e. having a grenade emit dart gun effects.
Engines Augment:
Can combine the Engines skills together at varying levels, i.e. having a steam engine bus become amphibious.
Mechanics Augment:
Can combine the Mechanics skills together at varying levels, i.e. having clockwork robotics have guns.
Mixed Branches Augment:
Can combine the different tech branches (Contraptions, Engines, Mechanics) between themselves at varying levels, i.e. having steamwork robotics have a shield generator or firearms that can fire ammo with dart gun effects.