|
Disappointed that the world is moving to more stable science? Do you
yearn to create things without worrying if they might explode, or even
make things that explode on purpose? Look no further! These rules allow
true Heretics to utilize their skills even in the age of steam and magic.
Instead of
slowly building up a device, we'll determine the overall type from a
chart. Then, you customize it to your wildest dreams, and get to finalize
it without that tedious studying!
Special rules and restrictions
are listed after the Category table!
Step 1: Category
Make a roll
on the following chart. If you simply MUST have an invention of a particular
category, you may choose to force the issue if a different roll should
result. Doing this has its price! All rolls from this point on, if you
force the category, are at +5 difficulty (vs 16).
| Roll |
Name |
Examples |
| 1-30 |
Trivial |
A yo-yo, a mechanical doll
that goes 'ma ma', a new tasty food. |
| 31-45 |
Armor |
Articulated plate armor,
Tesla Armor, Glare proof goggles |
| 46-60 |
Weapon |
Geared sword, rockets, electrified
swords, Explosives |
| 60-71 |
Modifying |
Enhance your next creation
with powerful add-ons! |
| 72-80 |
Golem |
A mechanical companion. Note,
only one 'true' golem may exist at once. |
| 81-90 |
Drug |
Alter the user in new and
exciting ways with the powers of science. |
There are three ways to finish your make-plan and actually get something
to show for it:
 | Creating a Synth:
Any finished make-plan
can be turned into a Synthesis formula! It costs 1x the total number
of invention points in xp to finalize in addition to all other costs.
Drain is 4x the total number of invention points. The Formula itself
will be determined by the wiz, in addition to skills. You start
with 1 practice point in the resulting formula. The poor version
will always exhibit a Flaw. All version will exhibit a Quirk. Societal
based make-plans are at 1/2 xp cost!
|
 | Creating a Blueprint:
Societal Inventions can be made a blueprint! Doing so eliminates
flaws altogether, although the implementation must be done by a
Staffer. Once you have the blueprint, you can pay the materials
and gil (or anything else listed) as part of a +project to 'install'
it. As long as you have a hold of the Blueprint, you can install
it as many times as you want. However, without the blueprint not
even the creator can install it. Mass Combat units must be done
this way.
|
 | Creating a Unique:
By far the most common means of finishing a make-plan, this one
will have one quirk and one flaw to the design, but you get it at
th resolution of the roll as soon as you finalize the invention.
This is best known for creating one-of-a-kind weapons or armors.
Drugs come with 10 doses with this option, and then they are no
more.
|
Once the category is rolled or selected, and you choose
your method of finishing, find the appropriate section and follow the
rules within.
Remember, it is staffs option to assign any points
you do not use to create negative effects for your inventions, sometimes
over doing it can be just as bad as not doing enough! Do not assign
points for the sake of assigning them, points spent with no apparent
reason can be denied. This isn't true Science, this is mad
Science!
 | Golems have their own special
rules, including rules for working together in a group to create
them! Please make sure to read their section carefully should
you get a roll for the golem category. |
 | Fine-Tune can be used to
improve inventions! Fine-Tune only works on a specific item, not
the design for the item. Perform a (Applicable Skill)+Fine-Tune
check. These are new points that may be used to improve that specific
item. The improvements will fade at the end of the scene, often(60%)
taking the invention with it. The points need not all be sent,
and if the item is ruined and unique, you have a chance to repair
it! Roll (Applicable Skill)+Repair, and you must get as many successes
as points that were added to restore it to its former power. If
you fail, the item explodes violently... somehow. |
 | A non-societal invention
may be created as a +synth, though doing so requires as many XP
as the invention uses in invention points. |
 | The staffer is encouraged
to add quirks and oddities to taste. This is mad science, so even
the most sound principle might take a bizarre turn in its final
creation. Only Blueprints are exempt from this, even synthesis
recipes will have some telltale of the inherent madness. |
 | In order to finalize an invention,
as many gil as ten times the total invention points in the item
must be expended. |
 | Inventions can only be made
once per 1d4 IC months. This time can be shortened for 10 XP per
month. |
 | Money can be spent to purchase
a proper working space. Good work spaces lend to better designs.
Labs may not be upgraded, the full price must always be paid.
| Gil |
Effect |
| 200 |
A small set of proper
tools and supplies. The heretic has -1 difficulty to checks
for the creation of new designs. |
| 400 |
A room with supplies
and an ample amount of privacy. The heretic will gain
one success and has -1 difficulty to checks for the creation
of new designs. Every design made has a 10% chance of
wearing the lab space down to the next worst level. |
| 800 |
A fair sized room
with supplies and an ample amount of privacy. Specialized
tools made to the heretic's specifications assist greatly
in his or her work. The heretic will gain 1 success and
has -2 difficulty to checks for the creation of new designs.
Every design made has a 20% chance of wearing the lab
space down to the next worst level. |
| 1200 |
A large sized room
with supplies and an ample amount of privacy. Specialized
tools made to the heretic's specifications assist greatly
in his or her work. The heretic will gain 20% success
and has -2 difficulty to checks for the creation of new
designs. Repair/diagnosing work done in this workshop
is at -1 difficulty. Every design made has a 40% chance
of wearing the lab space down to the next worst level. |
| 2000 |
A huge and fully
stocked lab, chock full of all the tools the heretic could
ever desire, and perhaps a few they didn't think of. The
heretic may purchase successes on designs at a rate of
50 gil per extra invention point, in addition to the 10%
free successes and -3 difficulty. Repair/Diagnosing is
at -2 difficulty. Every design made has a 40 + (2 per
success purchased)% chance of reverting to the 400 gil
model. |
|
Category:
Trivial
Make an Artistry+Make-Plan+Make-Plan+Make-Plan
vs 5 check, the number of successes is the number of invention points
that can be spent on advantages on the following chart to give your
creation abilities and define what it is.
| Cost |
Name |
Details |
| 1-7 |
Animate (Walking) |
Your creation walks, how
amazing. For one point, it awkwardly stumbles along with an effective
dexterity of 8 and half normal movement. For 3, its dexterity
becomes 12 and normal movement is achieved. For 5, increase dexterity
to 16 and it can move 50% faster. For seven, 25 dexterity and
double speed. Dexterity only applies to movement actions. |
| 2-14 |
Animate (Flying) |
Your device can fly! Pay
two points per multiple of normal human walking rate it can traverse,
up to 4 X. Increase cost by 2 if it can hover. Increase cost by
2 if the device can fly indefinitely. Increase cost by 2 if the
device can lift off from a standing start. |
| 1-3 |
Artistic |
The item has aesthetic appeal,
visually. It's painted a nice color, or is shaped in an interesting
fashion. 1: 12 appearance, 2: 16 appearance, 3: 20 appearance |
| 4 |
Taste |
Your device tastes great!
Increase cost by 4 if the device can be tasted without destroying
it. |
| 4 |
Nutritious |
The consumption of your device
is actually good for you and provides a meal's worth of satisfaction. |
| 6 |
Amusing |
Your device can keep someone
occupied for hours on end. Maybe it's a puzzle, or a toy of some
sort. Either way, so long as the user is interested in this manner
of device, they can waste large amounts of time with it. Grants
-2 difficulty to staying alert while on watch, but all perception
checks are at +2 difficulty due to the distraction. |
| 1-20 |
Sound Generation |
Your device can produce sounds
of some kind. A simple beeping or clicking is worth one point.
Speech is worth 4 points if obviously fake, 6 for normal human
voice and 8 for one that's actually attractive. The ability to
play a song is worth 4 points. Double the cost to make the voice
especially loud, audible over a fair distance. Double the cost
to allow the sound to have one of these qualities: Hypnotic, Sleep
Inducing, Infuriating, or Commanding. Device must cost at least
six in the end to have a quality. See quality descriptions at
the bottom of the page. |
| 1-10 |
Temperature Control |
The device can absorb or
produce heat. Pay one point for every ten degrees of difference
it can make, up to 50. Double the cost if it can both heat and
cool an area. The device can influence up twenty yards of space
plus triple its own dimensions. |
| 2/12 |
Useful |
Your item actually has a
practical use! Used for this purpose, it grants +1 success to
a roll, then is destroyed. For 12 points, the device survives. |
| 5/15 |
Remote Controlled |
The device can be controlled,
activated, and deactivated from a distance. For five points this
is done with an actual remote control. It may be unique to the
device, or wired into one remote you use for multiple things,
but this must be decided at time of design. For fifteen points,
the item obeys spoken and telepathic commands. Either variation
has a range of 50 yards. |
| 10 |
Explosive |
Your toy has a tendency to
explode. While this can be ordered, via a push of a button or
use of remote control, this also has a habit of happening all
on its own. Any time the object is used, +dice 1d5, on a 1, the
item detonates instantly. The item deals +dice 4d5 fire damage
to everyone immediately besides it. |
| 1-6 |
Sweet Smelling |
Your device has an appealing
scent. See artistic for basic rules, apply to scent. +3 points
to add either Hypnotic or Sleep Inducing quality to the scent.
Depending on the device, the scent may be controllable. |
| 5 |
Transforming |
Your device has two shapes.
It gains no new abilities for changing, though some of its traits
may only be available in one form or the other. |
| 1-5 |
Sticky |
Your device is clingy and
has 5 times the cost in strength for the purpose of remaining
attached to the desired object. If the item is specifically magnetic,
it gains +5 additional strength, but only against metals. |
| 1-10 |
Size |
Your device is quite large.
Ten points gets you something the size of a ship. |
| 1-5 |
Durable |
Most trivial inventions have
5 to ten hit points, yours has much more! Every point of durable
grants an extra ten hit points. |

Category: Armor
Make a Crafts/Armor+Make-Plan+Make-Plan+Make-Plan
vs 5 check, the number of successes is the number of invention points
that can be spent on advantages on the following chart to give your
creation abilities and define what it is.
| Cost |
Name |
Details |
| 1-10 |
Armor Class |
Quite basically the armor
class of the weapon. The armor will have five times the cost in
raw armor class. |
| 3 |
Exotic Material |
Your armor is made of moonsilk
or crystal instead of leather, cloth, or metal. |
| 3 |
Comfortable |
Your armor is just plain
cozy. If the material type would normally cost discomfort, due
to heat or other factors, reduce the penalty/damage by half. |
| 5 |
Articulated |
Your armor is filled with
gears, gyros, and other devices. Reduce the effective weight of
the armor by 30% and all dodge/parry attempts while in the armor
are at -1 difficulty. |
| 3 |
Durable |
Your armor suffers half damage
from any breaking attempts made against it. |
| 2 |
Spiked |
Your armor grants you the
equivalent of 15 points of Quills. For +4 points, add the Poisoned
quality to the quills. See the bottom of the page for quality
information. |
| 3 |
Disguised |
Your armor appears to be
something else. Maybe normal clothing, maybe a different type
of armor. |
| 1 |
Pockets |
Your armor has pockets, nice
for tucking things into. |
| 6 |
Aura |
Your armor has a glowing
field of some kind of energy, usually electricity. The armor gains
the Poisoned quality, though applicable to whatever energy is
employed, and activated whenever attacked. |
| 4 |
Stately |
This armor has the design
and make, even the feel of something belonging to a hero of the
ages. This is expensive to purchase, but use is +1 success in
politics, bluffing, and appearance based checks. |
| 5 |
Unstable |
The armor is quite unstable.
Whenever used to soak, +dice 1d2, on a 1, the soak is halved,
on a 2, it is doubled. |
| 3 |
Light |
The armor is only half its
normal weight. This does come at a price, as the armor takes double
damage from breaking attempts. |
| 3 |
Heavy |
The armor is heavy, +30%
heavier. As a bonus, the user simply cannot be tipped or knocked
over. |
| 5 |
Terrifying |
Something about your armor
is ghastly. Armor gains the Terror-Inducing quality which is active
against all who fight against you. |
| 3 |
Metamorphic |
The armor will always fit
the user, shifting to match whatever form they should assume. |
| 5 |
Reflective |
The armor is especially shiny,
applicable to metal or crystal armor only. Any magic cast at the
wearer has a 50% chance of rebounding on the caster. |
| 2 |
Glowing |
Your armor glows. This makes
sneaking harder, but it also provides a light source. If a planned
expenditure, the inventor may define how to turn it on and off. |
| 10 |
Flying |
Your armor has the power
of flight. Be it from a heavy jetpack, huge flapping mechanical
wings, or some other contrivance. Increase the armor's weight
by 20% and it grants the user 15 effective points of the Fly skill.
A called strike to the back(+2 difficulty) that deals at least
10 points past soak will break the flying mechanism. Such strikes
deal 10 less points to the wearer, successful or not. |
| 5 |
Invisible |
Your armor is completely
invisible to anyone but you. This does not grant the wearer any
invisibility. |
| 5 |
Explosive |
The armor can explode with
the press of a button. It usually(80%) explodes outwards, dealing
8d5 damage to everything in five yards of the user. If the roll
fails(81-100), the user takes the damage as well. This is fire
damage, and the armor is destroyed. |

Category: Weapon
Make a Crafts/Weapons+Make-Plan+Make-Plan+Make-Plan
vs 5 check, the number of successes is the number of invention points
that can be spent on advantages on the following chart to give your
creation abilities and define what it is.
| Cost |
Name |
Details |
| 1-8 |
Weapon Power |
Raw weapon power. Cost=WP. |
| 2-6 |
Vibrating |
For every 2 points spent,
there is a 20% chance per strike of dealing an extra 50% damage
as the weapon hack-saws into the target. |
| 5 |
Poisoned |
The weapon is poisoned, gaining
the Poisoned quality, see the bottom of the page for quality information. |
| 1-5 |
Blood Letting |
Weapon has a 10% per point
spent chance of causing the victim to bleed for one point a round
until subjected to a curing spell or a medicine check with as
many succs as points spent. |
| 3 |
Breaking |
For blunt weapons only. 50% chance of shattering a limb on
each strike. Victim suffers +1 difficulty to all physical
actions, cumulative. A curative spell can remove the penalty at
a rate of 200 HP per +1 difficulty. Rest will also do it (When
all health conditions are healed, the penalty is gone) |
| 4 |
Invisible |
Your weapon has been rendered
invisible due to your amazing science! It's harder to attack with(+2
difficulty) but even harder to dodge or parry(+5 difficulty). |
| 3 |
Collapsible |
Your weapon is built to be
foldable. You can condense it into a small tube that fits easily
in a pocket. |
| 2 |
Firearm |
Your weapon is a fire arm
of some kind. It has a base range of 30 yards and can fire once
every other round. |
| 2-5 |
Shattering |
Firearms only: Whenever you
land a hit, you inflict 1d(points spent) points of damage to the
victim's strength and dexterity as shards of the bullet lodge
in them. This damage can be cured with curing magic or a medicinal
check with as many succs as points spent. |
| 5 |
Bouncing |
Firearms only: You're a strange
fellow. After firing, whether the bullet strikes or not, it bounces
and strikes at a random person in the area (+random), though they
are at -2 difficulty to dodge it. If this shot hits, it will bounce
again, at another -2 difficulty to dodge, repeat until it misses. |
| 2-6 |
Sleek |
Firearms only: Default firearm range is short, 2 points makes
it long, 4 makes it far, 6 makes it extreme. |
| 4 |
Light |
Decrease the WP of the weapon
by 2, but decrease its strength requirement by four. |
| 2 |
Jamming |
Firearms only: Your weapon
has a 50% chance of not exploding when it should. If this happens,
it jams instead, and must be unjammed with 4 successes on a repair
check. |
| 4 |
Terrifying |
Massive twirling blades,
hissing sounds, escaping steam, and those strange grinding gears!
Your weapon is terrifying! It gains the Terror-Inducing trait
that applies to any fighting against you. |
| 1 |
Space |
Your weapon has a tiny nook
for a very small object to fit in. If this space is empty, the
weapon deals 1 less damage than normal. |
| 10 |
Money Driven |
Your weapon can be fueled
by expensive things. You must decide at the time of design if
this is coinage, gems, or something else. For every 20 gil fed
into the weapon, it deals one extra damage on its next strike.
If 100+ gil is fed to the device, it will affect all enemies in
its area of effect with equal intensity. Any time the weapon is
fed, there is a 10% chance it explodes, dealing 4d5 damage to
the wielder. |
| 4/10 |
Double Action |
Firearms Only: The firearm
may be fired every round. For ten points, the firearm can be used
more than once a round, if the user is capable of such things. |
| 3 |
Sticky |
The weapon is attached to
you, well, not literally but it really likes being near you. When
you should loose the weapon due to disarm or related things, +dice
1d100 and under 50% it does not get knocked out, instead, your
arm just hurts a little, inducting a -1 penalty to attacks for
1d2 rounds |
| 4 |
Explosive |
Firearms Only: Your bullets
explode on impact, dealing 2d5 fire damage to the victim and everyone
next to them. If your gun should explode, or you roll 1 on a d20
(Which you roll once per attack), the gun will create a huge fireball
centered on the user, causing 10d5 fire damage in a 10 yard radius,
and destroying the gun. |
| 2 |
False |
The weapon looks really sturdy,
but in truth, will shatter the first time its used, 100% of the
time. Useful for your enemies. |

Category: Modifying
Make an Intelligence+Fine-Tune+Fine-Tune+Make-Plan
vs 5 check, the number of successes is the number of invention points
that can be spent on advantages on the following chart to give your
future creation additional powers or traits! This can only be used on
your next make-plan, getting Modifying twice in a row will be wasteful!
| Cost |
Name |
Details |
| 15 |
Holy |
You've certainly done your
research! This invention is out of some legend or story from the
Holy Texts themselves! Your average church goer will not doubt
that even the minor problems are from the imperfection of legends
found to be real, and no one but a trained Heretic or Engineer
can identify it as such. (+check scan, difficulty 18) |
| 10 |
Heretical |
Genius! You've diguised your
heresy as... heresy. While this does little to protect you from
the Inquisition or agents of law enforcement, it will practically
guarantee that people will not disturb it! It wards off tinkerers
and agents of investigation, making it much more likely to simply
be destroyed if found, no questions asked. |
| 12 |
Ancient |
Rust, dirt, ground down gears,
all the telltale signs of being out in the wilderness for far
too long. This makes it much easier to pass off that you found
the weapon instead of making it, placing the blame on some elder
race or freak occurance of plate tectonics. This cannot be used
with Cutting Edge, obviously. |
| 30 |
Cutting Edge |
A true breakthrough in
modern science, this would make even those pesky church engineers
jealous! For 1 year after creation all numerical values the device
has is doubled! This means WP, Attributes, Range,
etc. One year after the creation, however, its potency has been
worn down, and the values are returned to normal. WP and AC still
have the natural caps of 10 and 50, respectively. |
| 1-5 |
Sharp |
Your weapon is very deadly!
If it already does damage, it does (points)x10 damage in addition
to what is listed! If it isn't a weapon, you can use it for one
with the same flat damage (get creative!) |
| 1-10 |
Beautiful |
How wonderful! This shoes
you really care about what others think of your invention. While
it does not effect what your device does in the least, it gains
an Appearance of (points)x2 for the express purpose of impressing
people! This does not stack with other attributes that give App.
Remember everyone like chrome. |
| 1-10 |
Acceptable |
You've managed to disguise
your project somehow in a way that is acceptable to most! Either
you've cleverly hidden any traces of explosives or sharp objects,
or you've designed it like something out of a holy book or past
artifact! There is a (point)x5% chance (one roll) of your invention
being completely acceptable! This cannot be used with anything
that purposefully is made to explode, or otherwise is obvious
(such as Heretical). |
| 20 |
Inspiring Prototype |
A true inspiration to others,
this device doubles as a blueprint! The finished device will create
a blueprint of its final form that can be applied to other inventions
at half point value. The modifying results, unfortunately, are
not part of the blueprint. |
| 1-10 |
Haphazard |
Points put in this arn't
used at this time, they are applied at the final creation of your
invention. Your great foresight has allowed you to stockpile needed
parts and the like... unfortunately, they don't all fit correctly.
Any device with a chance to fail or break has a 50% chance of
exploding violently instead of simply breaking. If it was an otherwise
safe invention, it now has a (points)x2% chance of failure whenever
used, dealing 1d10x10hp damage to everyone around it |
| 5 |
Stimulating |
Buzzers, small electric shocks,
weights that spin around without balance, the device gives some
form of tactile feedback. While this can be used either for good
or evil ideas, the extra stimulation can prevent either [sad]
or [hyper] status effects. |
| 35 |
Legal |
A true masterpiece of mad
science, it actually makes the minimum requirements to be a legal
invention! It unfortunately cannot even have the possibility of
exploding to take this, but any invention with this is A-OK with
the church as a product of modern engineering. Perhaps you swiped
a copy of the books on safety, or you know someone on the inside. |
| 15 |
Magical |
Study Magitech much? With
this, it doesn't matter! You've tapped into some form of obscure
magical theory to provide for the primary power for your device,
as long as its not too outlandish, it'll pass basic muster as
a(n) (un)safe magical creation. An engineer from the church can
still tell the truth, as can anyone with Magitech > 5. |

Category: Golems
Golems are
interesting beasts, and most likely will be built in phases. When you
design a true golem, you get 5 chances to add points to it, each seperate
make-plan adding on a new part or improving a current one. Only one
true Golem can exist per inventor, but more then one Inventor can work
on a golem! When working in a team, average out the number of points
created per inventor, and multiply the result by the number of inventors
-1.
If you already have a True Golem,
and have made 5 rolls already, you can use this choice to reinforce
your golem. By spending 100gil, you will add 5 Raise-HP to your metal
buddy, without having to worry about quirks or oddities cropping up
in the process.
Roll Crafts+Make-Plan+Make-Plan+Fine-Tune
vs 5. Mages can attempt this as well! Unfortunately, magic is not as
easy to work with, and only 1 mage can work on their own golem. It automatically
gains the 'Magical' modifier from the table. For this, the roll is Arcana+Arcana/Research+Arcana/Research+Magery
vs 8.
Power - All golems must
have a power source. Golems may have multiple power sources, allowing
them to operate under greater stress or if one should fail.
| Cost |
Name |
Power |
Details |
| 5 |
Coal Engine |
5 per coal unit per scene |
A very unwieldy and cumbersome
engine that requires constant feeding. The coal fed to it only
allow it to produce power for a single scene, then it must either
be fed again, or allowed to deactive. |
| 2-10 |
Clockwork Engine |
cost |
The golem has a power source
of gears, springs, and pulleys, providing a small amount of power,
but is very reliable. |
| 1-5 |
Capacitor |
Stores two points of power
per cost |
A battery. It collects power
when the golem is producing surplus energy and releases it when
the golem needs it. The points stored are only enough for a single
round. |
| 5-25 |
Magitech Harness |
1 point per
5 points of the user's
(stamina+magery) / 2
per 5 points of cost |
The golem has a hollow space
inside of it, allowing a user to guide it from within. While this
is going on, the golem can draw on the users magical output and
physical stamina to power itself. Note - The initial installation
of this engine must be done as a magitech, not a golem result. |
| 2-20 |
Steam Engine |
1 per 2 points of cost
Requires 1 water per
2 points of cost per
scene |
Cheaper to fuel than the
coal engine, the steam engine is not as powerful. A golem meant
to operate in water can be made to intake water as needed for
5 extra points. Note: Distilled water increases power production
by 20% |
| 5 |
Solar |
5 if sunny, 3 if cloudy
1 if very cloudy,
0 at night. |
The golem is covered in shiny
panels to absorb the powers of the sun. Besides providing +10
AC vs fire assaults, it provides a marginal amount of power. |
| 10 |
Lunar |
8 at full, 6 at gibbeus
, 4 at half, 2 at
quarter, 0 at new |
Your golem absorbs the power
of the moon through your amazing understanding of science! Unfortunately,
this power is not stable and fluctuates with the cycles of the
moon. |
| 40 |
Soul Stone |
30
+ 1/2 soul's magery |
The golem has a captive soul
stored within. The golem will have a quirk(100% chance) after
the installation of the soul stone, usually related to the soul's
last life. |
| 30 |
Magic Core |
30 |
The engine has an elemental
core installed, providing a nice amount of power constantly. When
installed, the chance of quirk raises to 40% for that design phase. |
Drivetrain
- Most useful golems have some method of movement. Different
drive trains have differing weight, cost, and effectiveness. When a
drive train is selected, the amount of power it has must be decided,
which is also the amount of power it consumes when active. A golem may
have more than one propulsion system.
| Cost |
Name |
Power per Dex/Str |
Details |
| 10 |
Wheeled |
1 per dex
1 per strength |
Wheels, from two to four
in number. |
| 15 |
Legged(4) |
1.2 per dex
0.8 per strength |
Four legged motion. |
| 15 |
Tracked |
2 per dex
0.5 per strength |
Tracked motive systems give
the golem simple tracks. |
| 20 |
Legged(2) |
1.0 per Dex
1.2 per Strength |
Human like two legged movement. |
| 25 |
Float |
0.5 per dex
2.0 per strength |
Maybe a large fan, maybe
just a chunk of floating rock. Either way, your machination takes
to the air. |
Communication
- How do you relay your orders to your golem? Multiple communication
modes may be installed, though any past the first are 'secondary', costing
twice as much and not as eloquent as the first as the golem is not optimized.
| Cost |
Name |
Details |
| 5 |
Control Panel |
The golem has buttons, dials,
levers, and all manner of controlling devices attached directly
to it. The user must manipulate these to issue commands to the
golem, and the golem may not communicate in kind besides flashing
warning lights. |
| 10/20 |
Remote Control |
The golem may be controlled
by a remote control. At ten points, the remote control runs by
wire up to fifty feet away, at twenty, it works without the wire,
up to fifty yards. If the remote control is damaged, the golem
has a 20% chance of becoming aware and independent, 20% chance
of going berserk, and a 60% chance of simply deactivating. |
| SPCL |
Voice |
See the sound producing trait
in Trivial. Double all costs. Purchase of this trait allows the
golem to both speak and understand one language that the creator
knows. The golem can be instructed to only accept orders of the
creator, or to listen for a password or for a particular item. |
| 30 |
Telepathic |
The golem can communicate
with others telepathically. As above, the golem can be set for
various levels of security. Telepathy ignores language barriers. |
| +10 |
Silver Tongued |
An add on for voice or telepathic
options. The golem can speak with an especially pleasing tone,
allowing it -2 difficulty to social actions that rely on it. Must
be purchased -with- the trait it's adding on to. |
| 1-10 |
Tamper Resistant |
The golem requires 1 to 10
more successes to control with control-technology by unauthorized
users. |
Brain
- What good is communicating with your creature if he doesn't understand?
At default, a golem will follow orders to the most exacting letter.
They will not compromise, or adjust for shifting situations. If uncommanded,
they will stand there calmly while you're ripped apart. Not an ideal
servant on some levels. Perhaps you'd like to endow your creation with
some intelligence?
| Cost |
Name |
Details |
| 1-25 |
Sensor Array |
The golem gains the ability
to perceive the world around it beyond what the heretic informs
it of. It has a perception score equal to the points spent here. |
| 1-25 |
Will |
A sense of self and a bit
of stubbornness. On top of the usual 5 successes that all golems
receive against mental assault, you also have a willpower rating
equal to the cost. |
| 10 |
Animal Brain |
Your golem has the intellect
of a dog, cat, or some other beast. It has an effective intelligence
of 4. |
| 15 |
Imitative Brain |
Your golem thinks like a
person, sort of.. His intellect is bland and two dimensional.
He has an eight intelligence. |
| 20 |
Child Brain |
Intelligence: 10, the golem
now has enough intelligence to form a personality for itself.
Better keep an eye on it. From this point onwards, the golem can
and will take initiative on matters past basic defense. |
| 30 |
Average Brain |
Intelligence: 15, the golem
has a clear and present personality, which may have its own quirks
and failings like any person. This is the minimum level of brain
for a golem to be PC. |
| 50 |
Genius Brain |
Intelligence: 20, the golem
may be smarter than you are, and it's always thinking. Best to
keep a short leash, or who is the master may change. |
| 100 |
Master Brain |
Intelligence: 30, the golem
is now independent. If you treated it well and/or offer it an
attractive incentive, it may continue to work with you, but it's
unlikely to accept being considered a mindless servant. Of course,
you -did- put in that self destruct, didn't you? |
| 70 |
Creativity |
This enhancement nulls the
usual golem restriction of uncreativitiy. Of course, it also means
the golem may think up new ways to wiggle out of your orders. |
| 40 |
Self Awareness |
Can be added to any brain
under master (Who gets it for free). This add-on allows the golem
to comprehend its own existence. |
| 1-25 |
Brawl Training |
The golem has an effective
brawl skill equal to the cost of this upgrade. |
| 1-25 |
Melee Training |
The golem has an effective
melee skill equal to the cost of this upgrade. |
| 1-25 |
Ranged Training |
The golem has an effective
ranged skill equal to the cost of this upgrade. |
Manipulators
- Hands, tentacles, claws, and other devices that allow your golem
to interact with the world around. More than one manipulator may be
present, but which manipulators are active or not must be decided at
the start of the round, and it requires a power distribution action(defensive)
to alter the decision. If there is insufficient power, all manipulators
can only exert the percentage of power available in strength and dexterity.
For the expenditure of +50% power per manipulator, the robot may use
more than one manipulator in the same task at the same time. For called
shots, manipulators have as many HP as their cost. If these points are
lost, the manipulator ceases functioning until repaired.
| Cost |
Name |
Power |
Details |
| 5/15 |
Gripper Claw |
2 |
A basic gripping claw. It
is not capable of fine manipulation besides grabbing and possible
turning. It has 15 strength and 5 dexterity. For ten extra points,
the gripper claw can be magnetized for ease of gripping metallic
objects, increasing its strength by 10 for such tasks. |
| 10-20 |
Attack Claw |
4 |
The attack claw is a sharp
striking instrument at the end of a stiff arm. It strikes with
the current dexterity of the golem and deals 1 damage + succs
+ 1 per point spent over 10 in physical damage. Add 5 points to
add the Poisoned quality to the claw. |
| 1-20 |
Grasping Tentacle |
1 per 3
points, 1
minimum |
The grasping tentacle is
another crude manipulator, capable of grasping, turning, and clumsy
fumbling. It can hold things and squeeze things with great strength(2.5
times the cost). If used to crush something, it deals its rating
in damage every round, assuming it gets a grip on the target. |
| 5-20 |
Hand |
4/6/8 |
A basic hand, on a basic
arm. At 5 points, it has 10/10 str/dex. For 10, it has 15/15,
and at 20 it has 20/20. The hand is capable of basic manipulation. |
| 15 |
Fine Hand |
3 |
The fine hand is weak(8)
but very dextrous(30), and is capable of fine manipulation. A
golem equipped with a fine hand is ready to do mechanical work,
medicinal work, and other feats of delicate touch. |
| 15 |
Injector |
2 |
Not so much a hand of any
sort, but just a device to administer a drug. The manipulator
can be equipped with any sort of potion or heretical drug, which
it may then attack with. A successful hit for any amount of damage
injects the drug. |
| 20 |
Fan |
10 |
A high powered fan attached
to either a stiff or flexible arm. The fan will exert a 30 strength
pushing force on anything within 100 feet of it, though the strength
lowers steadily across the distance to 1 strength at exactly 100
feet and 0 beyond it. Anything failing its strength check to oppose
by 2 or more is knocked off its feet and sent flying out to 100
feet. |
| 10 |
Shield |
4 |
A flexible arm with a stout
surface of metal plating for deflecting hostile attacks. The shield
will, provided its powered, attempt to block any and all attacks
in its facing. It would require at least two shields to cover
all sides of the golem, and a third to cover from air-borne assaults.
The shield provides a +check 30 against physical attacks and half
so much against magic. |
| 40 |
Moonsilk Hand |
14 |
A strange hand that operates
like the hand manipulator, but is constructed mostly of moonsilk.
Whenever a magic assault is directed at the golem that the hand
can reach, there is a 75% chance that the hand intercepts and
nulls the attack, taking all the damage itself while reducing
the power of the spell by 80%. |
Armoring - A golem is a sensitive piece of equipment. Its manipulators
are easy targets, and the destruction of an engine could shut it off.
This is thoroughly unacceptable. Several forms of armoring are available
to protect various areas of the golem, some powered, some not. Only
one type of armor can cover any one type of system. Two manipulator
armors cannot be stacked, for example. Energy based armoring can be
turned on and off with a power distribution action.
| Cost |
Name |
Power |
Details |
| 10 |
Iron Body Armor |
0 |
Simple iron plates that cover
the entire base body of the golem. They provide the golem with
+check 40 soaking against physical assaults. They do not protect
manipulators or successful called shots to engines. |
| 15 |
Iron Engine Armor |
0 |
A tough case of iron around
the vital engines protects the golem from immediate shut down
on a lucky hit. The golem profits from a +check 40 against such
attacks. |
| 20 |
Magnetic Body Sheath |
5 |
An add-on armor that can
be placed on top of physical body armor. Metal based assaults
have a 30% chance of missing entirely despite any rolls. |
| 25 |
Crystal Body Armor |
3 |
Weighing down the golem significantly,
cuasing more energy to be spent, the crystal armor provides excellent
protection against physical and magical assaults, lending a +check
40 vs 8 against either. Crystal armor will also ignore the first
4 points of damage from any assault. |
| 30 |
Basic Reinforcement |
1 per engine |
This add-on attempts to extend
the armor properly to completely cover sensitive inner parts of
the golem. Any attack attempting to bypass the body armor has
a 30% chance of hitting it despite roll. In this event, the attack
is considered against the body of the golem. |
| 40 |
Advanced Reinforcement |
2 per engine |
This add-on attempts to extend
the armor properly to completely cover sensitive inner parts of
the golem. Any attack attempting to bypass the body armor has
a 50% chance of hitting it despite roll. In this event, the attack
is considered against the body of the golem. |
| 50 |
Complete Reinforcement |
2.5 per engine |
This add-on attempts to extend
the armor properly to completely cover sensitive inner parts of
the golem. Any attack attempting to bypass the body armor has
a 80% chance of hitting it despite roll. In this event, the attack
is considered against the body of the golem. |
| 40 |
Ancient Oil Deterrant |
1 |
A strange armor for engines.
Whenever an engine is attacked and hit, this defensive device
will spray the offender down with a sticky oil like substance.
The victim may attempt to dodge but needs 10 succeses, minus one
per yard of distance, minimum one, to get out of the way. If struck,
the oil will ignite, inflicting 3d5 damage and giving the [Immolate]
status. |
| 80 |
Grounding |
5 |
Several heavy wires drag
off the golem, touching the ground. Whenever struck by lightning,
the energy is drawn off through them, preventing harm to the golem.
In system terms, the golem no longer takes double damage from
electric sources unless they are elevated more than ten feet into
the air. This is an add-on and does not interfere with other armor. |
| 50 |
Moonsilk Casing |
1 per 10 points of damage |
The moonsilk casing is heresy
taking a magic idea and running off with it. This shroud of moonsilk
can be thrown over other armor to shield the golem from mystical
assault. For every point of energy devoted to the moonsilk casing,
10 points of mystical interference are nulled every round. This
protection is good against all magic attacks against the golem. |
| 40 |
Electric Deterrent |
0 |
Requires at least one capacitor
engine. Whenever an offending being touches the golem, it may
discharge one or more of its capacitors into the culprit. This
inflicts as twice as much damage as points of energy spent. |
| 60 |
Mythril Body Armor |
0 |
So light, and yet, so protective.
Mythril armor provides a +check 60 against physical attacks against
the body and ignores the first six points of damage from each
strike. |
| 80 |
Adamant Body Armor |
10 |
The ultimate, and heaviest,
of all armors. Adamant armor simply voids 80% of incoming physical
damage. Getting back up again if knocked over requires either
40 dexterity or a combined 60 strength. The golem can use multiple
manipulators to achieve this. |
| 10 |
Sympathetic Armoring |
3 |
Only for the most mothering
of heretics. All damage the golem should receive is taken upon
by the heretic instead. Since this counts as body armor, the damage
will not be reduced in any way. Hope the heretic is tough. Note
- The initial installation of this armor must be done as a magitech,
not a golem result. |
| 15 |
Basic Manipulator Cover |
1 per active manipulator |
Though it weighs them down
a bit, it grants the manipulators +50% hit points, making them
tougher and less likely to break. |
| 25 |
Intermediate Manipulator
Cover |
1.5 per active manipulator |
Adding a bit more weight
to the grasping instruments of the golem, they provide even greater
protection, doubling their hit points and causing them to shrug
off the first point of every assault. |
| 40 |
Adamant Manipulator Cover |
2 per active manipulator |
Encased in a solid adamant
case, the manipulators are thoroughly protected from a hostile
environment. The manipulators ignore the first four points of
any damage and have tripe their normal hit points. |

Category: Drugs
Make a Crafts/Drugs+Make-Plan+Make-Plan+Make-Plan
vs 5 check, the number of successes is the number of invention points
that can be spent on advantages on the following chart to give your
creation abilities and define what it is. Every 5 points in Alchemy
is +1 invention point. If a drug is NOT created synthesizable, then
the invention comes with 10 doses, though these are the only doses the
heretic will ever have, barring re-creating the drug later.
| Cost |
Name |
Details |
| 1-10 |
Strength |
The strength of the drug,
whatever it may be. The victim must +resist/stamina against twice
the cost spent here to fall victim to the drug. It is possible
for positive drugs to be resisted. |
| 1-5 |
Delay |
Your drug can wait. For one
or two points, it can delay for that many hours, above that, in
days. The delay must be assigned at design time. |
| 4 |
Cut |
Your drug is effective in
cuts and can be used on weapons. Only the first 1d3 strikes with
the weapon are effective. |
| 6 |
Touch |
Your drug is effective with
mere touch. |
| 8 |
Cloud |
You can blow your drug out
in a cloud 5 yards wide. Anyone caught inside that breathes falls
victim. |
| 4 |
Tasteless |
Your drug has no tell tale
scent or taste to give it away. |
| 1-10 |
Damage |
Your drug is a simple but effective poison. If the user fails
to resist the drug, they must +resist/stamina against the cost here
or lose a health level immediately. If the level is lost,
continue rolling until one succeeds, or dies. The target for
each roll drops by 2 after the first, to a minimum of 1. |
| 5 |
Controlling |
The drug has the Commanding
quality. See the bottom of the page for quality information. |
| 5 |
Sleep |
The drug has the Sleep-Inducing
quality. |
| 20 |
Bio-Alteration |
Your drug is a marvel of
modern technology! Just a sip and the user undergoes a wonderful
change. The new form must be decided upon in design time and cannot
be changed. It is possible to give or take up to 10 points of
attributes, and they must balance. Change lasts for the scene. |
| 10 |
Permanent |
The effects of the drug are
permanent, if possible. Damage cannot be made any more permanent
than it already is. |
| 5 |
Distracting |
Causing terrible migraines,
flashing lights, and other maladies, the victim of this drug is
at +2 difficulties for a day. |
| 2-6 |
Explosive |
The drug explodes in contact
with air, inflicting 4d5 fire damage on everyone within 2+points
spent yards. Any other effect the drug has is still effective
if drug is cloud based. |
| 2 |
Coloring |
Anything the drug is applied
to changes to a color. The inventor decides on the color when
this trait is purchased. |
| 1-10 |
Healing |
The drug will restore the
user, giving back 10% of their HP per point spent. |
| 5 |
Paralyzing |
If the victim falls victim
to the drug, they cannot take any actions for 1d5 rounds. |
| 5 |
Monster Blood |
You've mixed in some monstrous
blood into the drug. The victim will become a strange and terrible
beast for the remainder of the scene. The exact abilities gained
are stable to each person, but every person has a different beast
within. Has no effect on actual monsters. 10 + 1 for every point
under 30 in humanity% chance the victim becomes berserk and cannot
discern friend from foe. |
| 1-5 |
Boosting |
The drug can boost the named
stat by the cost for the remainder of the scene. If used with
the permanent, the stat's 'opposite' is lowered (STR/INT, CON/WIL,
DEX/PER). A user can only be permanently affected in any particular
stat once. |
| 5 |
Chameleon |
Your wonder drug renders
the skin capable of altering hues to adapt to the background,
granting -1 to -3 difficulty to hiding checks, depending on how
much clothing is worn. |
| 8 |
Malboro Breath |
The user is afflicted with
the most terrible of breath, capable of inflicting almost any
negative ailment. The negative ailment is random, and has the
same strength as the drug that inflicted the malboro breath. |
| 5-10 |
Corrosive |
The drug is harmful to non
living targets. It will burn through materials, inflicting the
cost times two in damage to them, ignoring any resistances to
damage the material may have. |
| 5 |
Fire Breathing |
The user of this drug can
exhale a cloud of gasses that ignite upon exposure to air. The
effect is a cone of 20 feet in which 6d5 fire damage is inflicted.
This ability can only be used once per 1d10 rounds. |
| 8 |
Fertilize |
Effective only on females.
Subject immediately becomes pregnant with the creature defined
in design. Can be used to create biological golems. If the creature
defined is larger than the mother, the mother must +resist/stamina
once a month against the intensity of the drug or suffer ill effects
and/or lose the child (Which may be a good thing). You're a sick
man. |
| 10 |
Freezing |
Any victim of this drug becomes
frozen over in a sheen of blue ice, remaining stationary for 2d5
rounds until they thaw. Fire attacks will deal no damage and reduce
the time by 1 per 5 points of damage inflicted. |
| 5 |
Inebriating |
The drug | |