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At rank 1 every mechanician is trained as a smith and trap-lock & safe maker, at ranks 5, 8 & 10 they may choose another specialization. The following areas of study are available: Shipwright, Masonry & battlements, magical properties of metals & gems, constructs and golems. A mechanician can build increasingly sophisticated traps as his Rank increases. The difficulty of removing a trap is determined by its Rank. A mechanician may build a trap of up to his current Rank. The mechanician must spend (21 - [2 x Mechanician’s Rank]) hours and at least (125 x Trap's Rank) Silver Pennies to build a trap. The cost in Silver Pennies is just for the physical framework of the trap; if the trap is coated with poison, filled with an explosive, etc., the mechanician must pay for that material. If a being fails to remove a trap, he has triggered it. 1. If it is a physical trap, the being suffers D10+ [Trap's Rank] Damage Points. If the trap is poisoned, coated with acid, etc., the being will suffer additional damage. 2. If it is an explosive trap, it will release its contents in a (10+ [Trap's Rank]) foot-long cone. The base of the cone will be (Trap's Rank) feet across. The hands of the being who attempts to de-trap it must be in the cone. An explosive usually consists of a gas, or something on the order of Greek Fire. 3. If it is a magical trap, the stored spell is cast upon the being who triggered the trap. The spell is successful unless backfire occurs. Once a trap is triggered, it cannot again be detonated until reset by a mechanician whose Rank is at least equal to that of the trap. A mechanician must spend (12- [Mechanician's Rank]) hours to reset a trap. The only outlay he must make in Silver Pennies is to replace the contents. It is assumed that any repairs necessary are made when a trap is reset. A mechanician can construct a magical trap, in which an Adept can store a spell. The mechanician first must construct a Ranked trap. He then silvers and enchants it in conjunction with the mage, at a cost of (100x Spell Rank) additional Silver Pennies. The Adept must employ Ritual Magic for ([Spell Rank + 10] - [Mechanician's Rank]) hours. The spell is stored in the trap, unless backfire occurs. When a magical trap is triggered, the GM rolls percentile dice. If the roll is less than the Adept's chance of backfire at the time the trap was enchanted, the being who triggered the trap may only try to Resist (the spell). If the roll is within the backfire range, the silver on the trap transmutes to slag. A mechanician may construct a lock or a safe of up to his Rank. A mechanician must spend (330 - [30 x Mechanician's Rank]) minutes and (25x Lock's Rank) Silver Pennies to construct a lock. A mechanician must spend (15 - Mechanician's Rank] days and (100 x Safe's Rank) Silver Pennies to build a safe. A mechanician may store up to one-fifth his Rank (round up) traps on or adjacent to a lock. A mechanician may store up to one- half his Rank (round up) traps on or adjacent to the lock mechanism of a safe. A trap which is on or adjacent to a lock is automatically triggered it not de-trapped before a lock or safe is open. A mechanician may earn (25 + [10 x Rank]) Silver Pennies per day for building or supervising the construction of domestic devices. Domestic goods will usually be mundane products on the order of children's toys, mechanical scythes, pulley lifts, and so on. The mechanician must either establish himself in a town or promote his products for few days if he wishes to be supplied with work. The GM may, at his discretion, allow a mechanician character to construct devices of use on adventures Under no circumstances may a mechanician build post-Renaissance weaponry. A mechanician can remove his own trap, open his own lock or safe without disturbing or harming his device in (12-Rank) minutes. A spy or thief is able to do the same to the constructs of others. A mechanician must pay (150 + [150 x Rank]) Silver Pennies per year to supply himself with a tool kit, raw materials, and an area in which to work. A mechanician that does not spend the above amount operates as if he were two Ranks less proficient. If the Rank of a mechanician is reduced to a negative number, the use of the skill is temporarily lost.
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