Our final class for this round of posts is the Artificer, the setting's wizard equivalent. It draws heavily from Loch Eil's Wonder-Worker. Included are four Lores (wizard school equivalents).
Artificer
Start with three Devices.
+1 Power Cell per template.
A: Lore, Wonders
B: Personal Style
C: Census
D: Wisdom
ς: Apprentice
Δ: Reactor
Lore: Choose between the Lore of Carbon, the Lore of Silicon, the Lore of Beams and the Lore of the Vat. You start with Secret Zero of your Lore and roll 1d6 at each template (including the first) for an extra Secret known. Should you roll one you already possess, choose which Secret you uncover. This is the only way to access the Eighth and higher Device of your Lore.
Power Cells: Each Lore has its own specific technique for recharging spent Power Cells. If used to provide charge, assume an Artificer can generate [templates] d6s of charge per day.
Wonders: To create a Wonder of the World Before, combine a Device of your Lore with a Source, then draw on any number of Power Cells. Roll 1d6 per Cell, depleting it on a 4-6. If doubles are rolled, something goes awry with your creation - the Mishap Entity for your Lore comes to stalk you. If triples are rolled, several of your Mishap Entity appear. They create a local calamity as the Device used is destroyed by the chaos. Lose [highest] Loyalty if you don't fix the problem.
Personal Style: Choose one positive and one negative trait from the scrap modifications table. When modifying items with scrap, you may use one of these traits in place of the corresponding trait provided by the scrap. You may also modify Devices, giving them +2 to [sum] if Enhanced.
Census: If you become Chief, you may conduct a census to obtain an accurate account of exactly how many people of which sexes, ages, professions and levels your Tribe possesses. This will be resisted by ancient custom, as if you are successful in the attempt, you gain the Secret of Tribes, which can be used to focus one of your Devices upon your entire Tribe simultaneously.
Wisdom: Once per day, after seeing the roll for a Wonder, you may decide to be more cautious and withdraw one Power Cell from the result. Resolve the rest as if you never drew on that Cell.
Apprentice: When recruiting tribal hirelings, you may recruit an Apprentice if you do not already have one. They have one Power Cell of their own and will use any Sources or Cells you provide, but only comprehend Device Zero from your Lore. Your apprentice(s) can pool their Power Cells together with you to work greater Wonders and, if you are Chief, with each other.
Reactor: If you build a machine made from scrap with one of each positive trait, you can use it to synthesize new Devices. Research costs 20 Cells of power, generated by the method your Lore normally recharges Power Cells. Tell the GM what you wish to synthesize and what you intend for it to do. They will reveal what needs to go into the Reactor to create a Device like that.
Lore of Carbon
The Black Jungle strangling the Green Earth.
Favoured Devices: Sprayer & Motor.
Recharge Method: Fuel. Pour a unit into the cell and wait ten minutes.
Secrets:
0. Flame
1. Vine
2. Fuel
3. Smoke
4. Asphalt
5. Plastics
6. Oxygen
7. Diamond
8. Monowire
9. Growth
Mishap: Blackcorm blossoms. HD = [dice]. Your Lore has stolen its nano-technological secrets. It will swallow everything around it with carbon vines and boiling asphalt if allowed to grow unchecked. This was one of the Four Disasters which brought an end to the World Before.
Lore of Silicon
That which served the Law in the World Before.
Favoured Devices: Scanner & Remote.
Recharge Method: Nuclear. Every 24 hours, no matter what you do to it.
Secrets:
0. Shock
1. Wheel
2. Doors
3. Wires
4. Joint
5. Metal
6. Sensor
7. Robot
8. Magnet
9. Crime
Mishap: An alarm sounds. A police drone (HD = [dice]) is sent to detain you. It does not know that the offices of the Old Law stand empty and that no human officer will ever come to retrieve you. Fight it or flee. This was one of the Four Disasters which brought an end to the World Before.
Lore of Beams
The Bridge of Light that now lies sundered.
Favoured Devices: Ray & PPE.
Recharge Method: Solar. 4 hours of direct sunlight or 8 of partial sun.
Secrets:
0. Freeze
1. Light
2. Mirror
3. Fear
4. Silence
5. Gravity
6. Force
7. Thought
8. Stasis
9. Ghost
Mishap: A shadow stalks. A beam shadow (HD = [dice]) emerges from the now sundered wreckage of the Twelfth Satellite to torment your Tribe. This was once a living person, interrupted mid-transmission. This was one of the Four Disasters which brought an end to the World Before.
Lore of the Vat
The Birthing Tube of the World Yet to Be.
Favoured Devices: Repellent & Patch.
Recharge Method: Metabolic. Eat an extra ration per cell when resting.
Secrets:
0. Acid
1. Cattle
2. Sleep
3. Insect
4. Corpse
5. Birds
6. Slime
7. Mutant
8. Beast
9. Clone
Mishap: The plague returns. Your tribe contracts a disease (HD = [dice]) spawned by your reckless biological experimentation. You must find a cure or succumb to cancer, boils, fever or dehydration. This was one of the Four Disasters which brought an end to the World Before.
List of Devices:
1. Blaster: [sum] damage from/to [word] at 100ft. range. Save negates.
2. Shield: A 20ft radius dome blocks out [word] for [highest] rounds.
3. Scanner: Produce a readout about the status of [word] in the hex.
4. Sprayer: Coats a 20' cone with [word]-related fluid. Save to avoid.
5. Screen: Hide yourself from [word] OR hide [word] from Mishap Beings.
6. Extractor: Draw concentrated [word]-based chemicals out of [word].
7. PPE: Become highly resistant or immune to [word] for [sum] minutes.
8. Remote: Give a one word command to [word] to obey for [sum] rounds.
9. Ray: Fires a '[word] Ray' out to 100ft. Effect based. Save negates.
10. Repellent: All [word] within a 20ft radius must Save or be repelled.
11. Beacon: Attracts [word] or [word]-related beings to your location.
12. Patch: Repair [dice] injuries done by or to [word]. Set HP to [sum].
13. Tracker: Locate the [sum] nearest [word] and where they're moving.
14. Hologram: Create a convincing illusion of [word] for [sum] seconds.
15. Motor: Create [dice] [word] powered vehicles that run for 24 hours.
16. Assembler: Puts together up to [dice] slots of [word]-related goods.
17. Injector: Inject a serum granting [word] powers for [highest] hours.
18. Scope: Make [highest] exact measurements of [word] or related thing.
19. Tools: Grants Skill with the next [highest] tasks relating to [word].
20. Orb: A floating orb of [word] that follows you for [sum] minutes.
No comments:
Post a Comment