Clockworks

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Clockworks is a skill that covers the use, repair, and creation of advanced technology, from watches to airships, from repeating crossbows to wing-gliders.

Activate

Verve Specialty

Activate
Time 1 Turn
Opposition Standard Opposition
Activate Clockwork Device
Gain 1 Style Point

Activate is used to deploy and utilize clockwork devices. It can also be used to deactivate clockworks, including opening mechanical and clockwork locks.

Standard Opposition: Use Easy (3D6) outside of combat, or Moderate (3D6) in a fight.

Activate Clockwork Device: You cause the device to begin (or stop) functioning. Most devices have additional success tables that show what you can do with that device. See Gearsword, at right, for an example.

Gearsword
Time 1 Turn
Opposition Standard Opposition
Add D6 to Weapon Die for Rounds

Gain 1 Style Point: You gain one Style Point; you must describe how you use the Specialty with style, and you can only have a maximum of three Style Points at any time.

Repair

Affinity Specialty

Repair
Time 1 Hour
Opposition Standard Opposition
Include Tools or Workshop Die
Diagnose Problem
Repair 1 Malfunction
Gain 1 Style Point

The Repair specialty lets you identify and fix malfunctioning devices. There are two uses – the standard use (which requires one hour) or jury-rigging, which can be done during combat.

Standard Opposition: Use Easy (3D6) for repairs done in a well-equipped workshop, or Moderate (3D8) for field work with tools.

Diagnose Problem: You determine what is wrong with the device and what is needed to repair it. You learn how many malfunctions it is currently afflicted by.

Repair 1 Malfunction: You fix the device and remove one of its malfunctions. Each malfunction removed requires the expenditure of one Creation Point.

Gain 1 Style Point: You gain one Style Point; you must describe how you use the Specialty with style, and you can only have a maximum of three Style Points at any time.

Jury-Rig

Repair (Jury-Rig)
Time 1 Turn
Opposition Standard Opposition
Include Tools or Workshop Die
Device Functions Normally for Rounds
Gain 1 Style Point

Standard Opposition: Use Easy (3D6) if you've already diagnosed the problem (see above), or Moderate (3D8) otherwise.

Device Functions Normally for Rounds: You manage to hold the device together long enough that one specific malfunction doesn't affect it for one or more rounds. The number of Success Points you spend is the number of rounds that the malfunction is ignored.

Gain 1 Style Point: You gain one Style Point; you must describe how you use the Specialty with style, and you can only have a maximum of three Style Points at any time.

Invent

Guile Specialty

Invent
Time 4 Hours
Opposition Standard Opposition
Include Workshop Die
Spend 1 Creation Point
Draw Plans
Gain 1 Style Point

The Invent specialty is used to create new clockwork items, or plans for the same.

Standard Opposition: Use Easy (3D6) if you're in a workshop, or Hard (3D10) if you're not.

Spend 1 Creation Point: You build a prototype of the device you wish to create. Each function (or die) of the device requires the expenditure of 1 Creation Point worth of Clockwork Gears.

Draw Plans: You create a set of plans for creating the device you're working on. These plans give a D6 bonus on your subsequent Invent rolls to create the object itself. The bonus increases by one die size for every two Success Points you spend. The maximum bonus provided by your plans is limited by your Invent specialty ranks:

Invent Ranks Maximum Die
+1 D6
+2 D8
+3 D10
+4 D12
+5 D12

Gain 1 Style Point: You gain one Style Point; you must describe how you use the Specialty with style, and you can only have a maximum of three Style Points at any time.