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5.3 BUILDING AUTOMATA<br />

Automaton <strong>construct</strong>ion is a partnership between the<br />

GM and the players(s) of artificer character(s). While<br />

magical Automata are an excellent opportunity for inventive<br />

PCs to add quirky and exotic items to the campaign,<br />

the GM has the responsibility for maintaining<br />

game balance. The GM has final say on what may be<br />

achieved with Automata – players must respect this and<br />

not deliberately seek to create technomagical marvels<br />

which render their characters invincible or which destroy<br />

the “feel” of the campaign world.<br />

Step 2: Understand the theory<br />

Before proceeding to design an Automaton, the artificer<br />

must consider the scientific and engineering principles,<br />

which will underpin the machine. This may involve<br />

research into previous similar projects, building<br />

models, or conducting experiments. The artificer character<br />

makes an Engineering static maneuver – success<br />

means that the theory is well understood; failure indicates<br />

possibly dangerous misconceptions. Use the following<br />

specialized Automaton Engineering maneuver<br />

chart.<br />

5.3.1 THE CREATIVE PROCESS<br />

Making an Automaton involves designing a machine<br />

that can attempt its intended functions by mundane<br />

means, building the machine, and adding the necessary<br />

magic. The process described below is intended primarily<br />

for Automata (Device, Machine, or Vehicle), but it<br />

can also be used for mundane advanced inventions,<br />

which are “ahead of their time.” Eventually the scientific<br />

and technological principles underpinning a mundane<br />

advanced invention may become sufficiently well understood<br />

that a standard Mechanition maneuver is only<br />

required to <strong>construct</strong> it. If, and when this happens is at<br />

the GM’s discretion.<br />

Step 1: Decide on the Automaton’s form and<br />

function<br />

The purpose of the Automaton or invention must be<br />

decided. What will it do and how will it (attempt to)<br />

achieve this task What type of power source will be<br />

required – clockwork, steam power, or something else<br />

Is it a portable or wearable item (a Device Automaton)<br />

Is it a large stationary machine (a Machine Automaton)<br />

Is it a vehicle for carrying passengers and/or cargo (a<br />

Vehicle Automaton)<br />

The GM must decide whether the proposed contraption<br />

can attempt or achieve the desired task without<br />

magic. If not, then the contraption may not be built.<br />

Likewise if modern-day technology (21st century) cannot<br />

achieve the task (possibly using other means), then<br />

the contraption should be disallowed. The aim is to weed<br />

out proposals that duplicate truly magical effects (such<br />

as invisibility, teleportation, etc.) or which would add<br />

futuristic (as opposed to anachronistic) elements to the<br />

game.<br />

The GM must also decide whether magic will be<br />

required to make the invention achieve its task. Examples<br />

of historical inventions can be found in this<br />

chapter and Chapter 2 of this book to help with this<br />

decision. If in doubt, the GM should err on the side of<br />

caution and require magical assistance.<br />

Steps 2 and 3 can be omitted if the artificer is simply<br />

manufacturing an identical copy of an invention or<br />

Automaton that he has previously made. However the<br />

results of the Automaton Engineering and Gimmickry<br />

maneuvers relating to the previous cycle must be applied<br />

to the new copy.<br />

TABLE 5.1<br />

AUTOMATON ENGINEERING MANEUVERS<br />

-26 down Spectacular Failure –30<br />

You are more confused about the scientific aspects of your<br />

design now than when you started. If you attempt a Gimmickry<br />

maneuver, you will suffer a –30 penalty. If you<br />

manage to create the device, add 25 to its Malfunction<br />

Number. Stick to standard alchemy.<br />

-25-04 Absolute Failure -10<br />

You have misunderstood a number of key engineering<br />

issues, but are unaware that your deductions are flawed. If<br />

you attempt a Gimmickry maneuver, you will suffer a –10<br />

penalty. Add 15 to the Malfunction Number of any device<br />

created as a result.<br />

05-75 Failure +0<br />

You have made a number of significant errors in your<br />

research. Add 10 to the Malfunction Number of any device<br />

created by a subsequent Gimmickry maneuver.<br />

UM 66 Unusual Event +0<br />

You are certain (rightly or wrongly) that the device cannot<br />

be built. You’ll have to think of another method to make it<br />

work.<br />

76-90 Partial Success +5<br />

Your research indicates that the device will work and you<br />

may add +5 to any Gimmickry maneuver. In your overconfidence,<br />

you’ve failed to notice several mistakes in your<br />

calculations, so add 5 to the Malfunction Number of any<br />

device created.<br />

91-110 Near Success +10<br />

Your experiments are successful and you may add +10 to<br />

your Gimmickry maneuver. You are aware that some of your<br />

calculations involve estimates rather than accurate numbers;<br />

these will add 3 to the Malfunction Number of any device<br />

created.<br />

UM 100 Unusual Success +25<br />

Eureka! You’ve made a minor discovery during your<br />

experiments. Add +25 to your Gimmickry maneuver, and<br />

you have a special +10 bonus to all future Engineering<br />

maneuvers in this area. You retain this bonus until such times<br />

as you roll a Spectacular or Absolute Failure.<br />

111-175 Success +20<br />

Your research is thorough and you have consolidated<br />

your engineering knowledge. Add +20 to your Gimmickry<br />

maneuver. At the bleeding edge of technomagic, no prototype<br />

can be perfect; and add 1 to the Malfunction Number of<br />

any device created.<br />

28 CONSTRUCT COMPANION

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