Ogre:CharacterCodex:Skills:CraftDevice

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Craft, Device

As Craft Aptitudes except for mechanical device creation.

Mechanical

Ability Intelligence
Action See below
Armor Penalty None
Untrained Yes
Concentration Yes


Description: You can build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, you describe the kind of device you want to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.

Check:

Type of Scratch-Built Mechanical Device (Examples)
Complexity Purchase level Craft DC Time
Simple (tripwire trap) 5 15 1 hr
Moderate (engine component, light armor) 12 20 12 hr.
Complex (automobile engine, 9mm autoloader handgun) 16 25 24 hr.
Advanced (jet engine) 20 30 60 hr.

Action: The time you spend on this skill depends of the object you want to create.


Trapmaking

Ability Intelligence
Action See below
Armor Penalty None
Untrained Yes
Concentration Yes
 To be defined : construction system like poison

Check: See Equipment Section.

Action: The time you spend on this skill depends of the object you want to create.

Use Rope

Ability Dexterity
Action See below
Armor Penalty None
Untrained Yes
Concentration No

Synergy: Climb, Escape Artist

Description: You know how to properly use a rope and knot it.

Check: Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below.

Use Rope DC Task
10 Tie a firm knot
101 Secure a grappling hook
15 Tie a special knot, such as one that slips, slides slowly, or loosens with a tug
15 Tie a rope around yourself one-handed
15 Splice two ropes together

1 Add 2 to the DC for every 10 feet the hook is thrown; see below.

Secure a Grappling Hook: Securing a grappling hook requires a Use Rope check (DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet). Failure by 4 or less indicates that the hook fails to catch and falls, allowing you to try again. Failure by 5 or more indicates that the grappling hook initially holds, but comes loose after 1d4 rounds of supporting weight. This check is made secretly, so that you don't know whether the rope will hold your weight.

Bind a Character: When you bind another character with a rope, any Escape Artist check that the bound character makes is opposed by your Use Rope check.

You get a +10 bonus on this check because it is easier to bind someone than to escape from bonds. You don't even make your Use Rope check until someone tries to escape.

Total Failure: You totally mess the ropes by making ties hard to undo. You need a Rope Use check DC 10 + rank of Total failure to fix the rope.

Action: Varies. Throwing a grappling hook is a standard action that provokes an attack of opportunity. Tying a knot, tying a special knot, or tying a rope around yourself one-handed is a long action that provokes an attack of opportunity. Splicing two ropes together takes 5 minutes. Binding a character takes 1 minute.