Scientific Method
Up Part List(Updated)

    Gone are the days of sequestered insanity in darkened laboratories. Come, my fellow engineers, come into the light and bathe in the splendor of shared knowledge! Before I begin explaining all this, let's get some lexicon out of the way.

Prototype: A prototype is any device that you are still actively working on. Any good engineer will spend at least an hour a day working with any prototype he or she has, trying to perfect it. Devices in this stage are open to radical design adjustements and reconsiderations.

Schematic: Though I am loathe to admit, sometimes you must put your prototype down. One's attention cannot be divided amongst too many prototypes, or perhaps, more simply, you have lost interest in the device. By taking notes on what you have done so far, you enable yourself or another engineer to take up the project again later.

Production: A production model is a device that has been completed. Its design should not be altered, but it can be mass produced safely at this point, and sold to others, so they can enjoy the fruit of your labors. It is strongly recommended that only production models leave your workshop or university, as prototypes are notoriously prone to failure, and you can get a bad reputation allowing unfinished work to be sold.

Blueprints: A blueprint is a design note for a production model. If you create a design that would be excellent as a sub component of another device, selling the blueprints is the way to go, allowing other inventors to use your work in their own, or simply to create more of them.

Part: Any production design that is used in a new prototype is a part.

Disaster: Any prototype design that is used in a new prototype. Don't do this. You've been warned.

Invention: A combination of parts and/or disasters that has been brought together to make a more complicated device.

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Make-Plan: So how does Make-Plan work in all this? For one, you can only have as many prototypes as your intelligence + Make-Plan, divided by 10. If you had max in both(50 total), you could have 5 prototypes. You can always have 1 prototype at minimum, so long as you have at least 1 point in make-plan. Some designs require multiple prototypes to complete, and thus require a shrewd and masterful inventor to pull off, managing these different disasters (See lexicon above) in one great juggling act.

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Power Sources -

    All great inventions need a power source. There are a few exceptions. Medicines and poisons derive their 'power' from the chemicals that also create the action desired, for example. These are rare inventions, however. If you do not already have a blueprint or disaster to use as a power source, you must make one before you can get to work on the design. Power systems are very slow to develop, but, often, can be used and re-used as parts in many inventions to come. A roll can be made once per two and a half weeks (1 OOC week). The roll is Intelligence+Science/(Power Type)+Make-Plan vs 16

bulletMuscle: The device must be powered manually. Generally by turning some sort of wheel or crank, the user delivers power to whatever design is connected to this power source. Due to its simple nature, rolls are at -2 difficulty.
bulletSucc Chart:
bulletPower:
bullet1-2: 1/4 the users strength
bullet3-7: 1/2 the users strength
bullet8-12: 3/4 the users strength
bullet13-20: The users strength
bullet21-40: +50% of the users strength
bullet41-70: +75% of the users strength
bullet71-99: +100% of the users strength
bullet100: +200% of the users strength
bulletConcentration:
bullet1-30: Powering the device takes all of the users attention. While he or she may be able to direct the device, they cannot take any other action.
bullet31-60: The user may take 1 action OR move, no defensive actions. At this level, the user could power two muscle powered devices, though doing so would again take up all their attention.
bullet61-90: The user may take normal allotment of actions, no defensive actions.
bullet91-99: The user is free to do as they please, taking whatever actions they want. Using two devices still puts them back at square zero.
bullet100: Powering the device does not slow the user in any way. Possibly the device is powered from the casual movement of the user. Powering a second device reduces it to the 61-90 effect, or the second devices rating, whichever is worse.
bullet Power Retention:
bullet1-30: The device retains no power and shuts off immediately when the user stops delivering energy.
bullet31-60: The device remains charged for 1d10+2 rounds, if a judge is present, the roll should be done privately.
bullet61-99: The device remains charged for a scene if charged for five minutes.
bullet100: The charge remains for a full day if charged for an hour.

 

bulletSteam: By heating water and forcing it through an engine in the form of steam, power can be generated for the device that the engine is connected to. Coal is the most commonly used fuel for steam engines.
bulletSucc Chart:
bulletMax Power:
bulletIf the steam engine goes over max power, it has a 20% chance per round of detonating. If the power goes over by double, it is assured. It will cause the power rating times two in fire and shrapnel damage to everyone present. Max rating of 100
bulletCoal per Power
bullet1-30: 1 coal unit per 5 power
bullet31-50: 1 coal unit per 10 power
bullet51-70: 1 coal unit per 15 power
bullet71-90: 1 coal unit per 17 power
bullet95-99: 1 coal unit per 20 power
bullet100: 1 coal unit per 25 power
bulletTime per Coal:
bullet1-50: The engine needs to be refueled once per 1d10 minutes during casual use, 1d3 rounds during combat or other activity that stresses the device.
bullet51-70: Per hour/1d10 rounds
bullet71-90: Per 1d3+1 hours/2d12 rounds
bullet91-100: Per 1d6+1 hours/1d20+5 rounds

 

bulletClockwork: Spinning gears, intricate and sensitive whirling doodads. Clockwork seems to defy physics, producing energy from no easily apparent source. Unfortunately, they tend to be bulky for the power they produce, so larger devices may need multiple clockwork engines. Clockwork engines are also more intrinsically complicated, rolled vs 17.
bulletSucc Chart:
bulletPower:
bulletEvery 3 points of power is 1 power produced by the engine. 99 max
bulletSensitivity
bulletEvery time the engine is struck or disturbed or allowed to get dirty, there is a chance it will fail, this chance being 100-(sensitivity)%.

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Controlling Devices -

    Unless the device is 'turned on' in process of completing it and there's no reason to ever redirect or turn it off, it will need a controlling device, the second critical part to any complicated device. Controls are not as difficult as power sources, Allowing three rolls every OOC week. The roll is Intelligence+Science/(Control Type)+Make-Plan vs 16

bulletControl Panel: A bunch of buttons, levers, and other such things built into the device itself, allowing the engineer to control the device, but requiring that they remain in contact with the device. Due to the innate simplicity of control panels, the engineer's roll is reduced by a difficulty of 3.
bulletSucc Chart:
bulletConcentration:
bullet1-30: No actions may be taken while operating the device.
bullet31-60: 1 action may be taken while operating the device.
bullet61-90: All actions but defensive may be taken while operating the device.
bullet91+: Operating the device does not distract the user.
bulletSecurity:
bulletIn order for another engineer to use your device, they must defeat your security in successes to figure it out. If using Control-Technology, the security rating is considered 1/2 its usual amount.

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Action Devices -

    What use is a device that doesn't do anything? This is the exciting part for any engineer. Action parts, designed with controlling and power parts, are what create new scientific marvels for the world to enjoy! The roll for action parts is Intelligence+Make-Plan vs 10, though the time required for each roll varies with each part. Some also have other requirements.

bulletWheeled Locomotion: This action part allows an invention to move under its own power by method of wheels. Roll is made once per OOC week.
bulletSucc Chat:
bulletSpeed:
bullet1-20: 1 ft/rd per 2 power assigned to this part.
bullet21-40: 2 ft/rd per 3 power assigned to this part.
bullet41-60: 1 ft/rd per power assigned to this part
bullet61-80: 2 ft/rd per power assigned to this part
bullet81-100: 4 ft/rd per power assigned to this part
bulletPower Efficiency:
bullet1-10: Every 2 power assigned to this system counts as only 1.
bullet11-50: One to One conversion, Ideal.
bullet51-75: Every 3 power assigned to the system gives 3 power to the system, but allows 1 power to be assigned to another system (Only 66% of the power is actually used.) The power must exist before it can be returned, however.
bullet76-90: Every 2 power assigned to the system gives 2 power to the system, but allows 1 power to be assigned to another system (Only 50% of the power is actually used.) The power must exist before it can be returned, however.
bullet91-100: Every 3 power assigned to the system gives 3 power to the system, but allows 2 power to be assigned to another system (Only 33% of the power is actually used.) The power must exist before it can be returned, however.
bullet Acceleration: Includes braking, which can be done in half the time.
bullet 1-50: It takes 4 rounds to reach top speed.
bullet51-70: It takes 2 rounds to reach top speed
bullet71-95: It takes 1 round to reach top speed, or stopped from full speed instantly.
bullet96-100: The device can go anywhere from 0 to top speed on a whim.

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Fine Tuning: All prototypes can be fine tuned on demand, making them perform better, or differently. Doing so makes the device less stable, but can be very handy. Make a Dexterity+Intelligence+Fine-Tune roll. Add +2 successes per heretic tier you have. Use this resulting number to add or subtract from the ratings of the target prototype. It must be your prototype. Every 2 points subtracted is one more point that can be added somewhere else. These changes will revert at the end of the scene. Using this ability costs 3d20 gil in spare parts. Every time the device is turned on or used or the benefits are employed, there is a 10% chance the item fails to operate while fine tuned. If the die roll comes up 1, the device fails spectacularly, and will need repairs in addition to possibly exploding, or some other equally dramatic event.

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Finalization: So you're happy with the invention and you want to push it out of prototype and into final production model? Easier said then done! First you must cease improving the invention. You must then spend as much XP as 1/10th the total points involved in the invention. You do not have to repay the points in already invented parts that make up the invention. The minimum cost to finalize is 2 XP. Once finalized, the invention ceases to be prototype and is now production. You are also assumed to have a blueprint, which you can give/sell to others.

    If the item contains disasters, this is where things get tricky. You must pay the XP cost for all disasters and the final object at once. There is a 5% chance per disaster that the entire thing fails, losing your work (You don't spend XP if this happens, and roll each disaster separately). If the invention fails, there is a separate 5% per disaster chance that the device fails spectacularly, possibly causing harm to yourself and/or your laboratory. Inventions that are lost at this step are completely lost. A sad day.

    There is a financial investment as well, consisting of 1 gil per point involved, INCLUDING already invented parts that make up the final invention.