Making a Tech Device is fairly straight forward, just follow the instructions below. The system has been designed so that most of the work is Out Of Character, leaving In Character effects to be dealt with easily. All devices need to be represented physically by an appropriate prop of some kind.
Designing a Device
Decide on a field (Mechanology or Bio-artifice) then on a type from those listed below (eg. Weapon). Each of these has a base description and cost (in build points). They also have a list of Moddifiers, each of which also has an attached 'cost' in terms of build points. Designing a Tech Device is simply a matter of choosing all the desired modifiers (note: There are General modifiers listed at the bottom as well, which can be applied to any of the other types). Total up the build points to get a final 'Price' for the Tech Device. Finally find the 'Tech Level' of the device. This is either the highest Tech Level of the modifiers chosen or the price divided by twenty (20), whichever is highest. The minimum Tech Level is one regardless of modifiers, the minimum price for any Device is similarly one build point. If fractions occur, all numbers should be rounded up. The maximum Tech Level is five, this does not limit the Price only the resultant Tech Level.
All Devices must have a power source, listed further down. Multiple devices can, however, run on the same power source unless it is "Structural/Innate". Multiple effects can be built into the same device by counting it as several devices built around the same power source.
In Summary:
Starting with a Device
Tech Devices can be bought during character construction with character points. One character
point is equal to two build points. Therefore a Tech Device with a Price of twenty points will
cost ten character points. Tech Level is not a factor for devices acquired in this way. There
is no limit to the number of devices a character can have as long as they can afford them.
Repairing a Device
To repair a broken device a player needs the skill relevant to the device's style (Mechanology
or Bio-artifice) at a level equal to the device's Tech Level. If this condition is met then the
device can be repaired by buying components for it worth Half its Price in Talons
and spending a number of days equal to the Price divided by four (4) on the task.
(Round all fractions up.) Nothing else may be done during the days spent on repair but the do not
have to be contiuous, breaks of any length can be made during the repair time with no penalty.
eg. A Mechanology based Weapon (Price = 15 points, Tech Level = 2) can be repaired by a PC with
Mechanology 2 in 4 days ( 15/4 = 3.75 => 4 ) after spending 8 Talons ( 15/2 = 7.5 => 8 ).
A Device can be broken due to the spell "Warp", a bug or a Ref's decision. It cannot be repaired
by either the "Mend" or "Mend True" spells. (If a Tech based sword is broken any magical
repair will form it back into a useable normal sword but the Tech part will still be broken. Magical
repair in this manner will not effect the time, cost or skill necessary to repair the Tech part.)
Constructing a Device
Building a device is similar to repairing one. As with that, the player must have a skill level
equal to the Tech Level of the Desired Device and in the correct field (Mechanology or Bio-artifice).
Construction also has a component cost and construction time. The Component Cost is equal to the
Price of the Device in terms of Talons and the Construction Time is half the Price in terms of days.
All fractions should be rounded up. Again this time does not have to be in one continuous block but
nothing else can be done in the days devoted to construction.
eg. A Mechanology based Weapon (Price = 15 points, Tech Level = 2) can be built by a PC with
Mechanology 2 in 8 days ( 15/2 = 7.5 => 8 ) after spending 15 Talons.
Modifying a Device
Changes can be made to a device, new options added for example, by comparing the price for the
new design with the old one. The differance, whether positive or negative, is used to determine
the time taken at the same rate as Repair plus one day. A positive difference also means more
components are necessary, the component cost is the same as with Construction. A negative difference
produces left over components that can be recycled into
other devices, this occurs at a rate of 1T's worth per 4 points differece (round fractions up).
The skill level required must be appropriate to both the original and new configurations.
eg. A Mechanology based Weapon (Price = 15 points, Tech Level = 2) can be modified into a new
format (Price = 20 points, Tech Level = 3) by a PC with Mechanology 3. The difference is 5
( 20 - 15 ) so this takes 3 days ( 5/4 = 1.25 => 2, 2 + 1 = 3 ) after spending 5 Talons.
Component Cost = Device Price / 2 (in Talons)
Repair Time = Device Price / 4 (in days)
Component Cost = Device Price (in Talons)
Construction Time = Device Price / 2 (in days)
A different Modification, a Mechanology based Weapon (Price = 15 points, Tech Level = 2) into a new
format (Price = 5 points, Tech Level = 1) gives a difference of -10. It would require a PC with Mechanology 2,
4 days ( 10/4 = 2.5 => 3, 3 + 1 = 4 ) and an excess of components equivalent to 3T
( 10/4 = 2.5 => 3).
Component Cost = Difference (in Talons)
Modification Time = (Difference / 4) + 1 (in days)
Weapon -
Body Modification -
Transport -
Armour -
Holography -
Power -
General -
These modifiers can be applied to an appropriate device.
| Modifier | Cost | Mech Tech Level | Bio Tech Level |
| Extended Duration | 5 per 5 seconds | 1 | 1 |
| Adds to the duration of the effect(s) of a device. Applies to the whole device, not just individual options. | |||
| Backup Trigger | 5 | 2 | 1 |
| A pre-determined condition can activate the device in addition to the operators controls. Thus the device can be activated even if the operator is in any way incapacitated, assuming the trigger condition is met. | |||
| Autonomous Trigger | -5 | 2 | 1 |
| A pre-determined condition can activate the device instead of the operators controls. This device is now completely automatic and will only activate when the trigger is met (regardless of the user's wishes on the matter). | |||
| Minor Bug | -5 | 1 | 1 |
| The device contains a minor, annoying or inconvenient flaw in it's design. Consult Ref for permission to take this option. | |||
| Major Bug | -10 | 1 | 1 |
| The device contains a major, dangerous or near total flaw in it's design. Consult Ref for permission to take this option. | |||
| Relic | 15 | NA | NA |
| The device is a relic of the ancient world. It comes from a time before the
apocalypse many thousands of years ago. As such it may have sustained significant damage and
acquired odd quirks. It may also have functions beyond those anyone knows about. The device must have a 'Major Bug' or two 'Minor Bugs' as described in the options of those names. The device can be studied and tested for any hidden functions by spending one or more days on the task and nothing else. The more time taken the better the chances of discovery but this may also cause bugs, both major and minor, to manifest. Refs may declare new functions, bugs or any strange behaviour as required. This option can only be taken for devices that have been found, not those that have been created by players. Devices possessed at Character Creation may or may not have this option as appropriate. The type of character can determine whether this is necessary or not. |