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Tech Rules

This is a basic run down of how Technology works.

Table: Tech Materials

Tech Part TU Value Craft Time Craft DC Weight Minimum Crafting Requirement
Primitive 1 1 Hr DC 15 2 lb None
Rudimentary 4 4 Hr DC 20 1 lb 50% Common
Standard 8 12 Hr DC 25 0.5 lb 50% Good
Advanced 16 24 Hr DC 30 - 50% Fine
Cutting Edge 32 60 Hr DC 35 - 50% Best

Table: Tech Facilities

Level Toolkit Limit Workshop Limit Factory Limit Fabricator Limit
Primitive 25 50 100 200
Rudimentary 50 100 200 400
Standard 100 200 400 800
Advanced 200 400 800 1600
Cutting Edge 400 800 1600 3200
Facility Size Portable (10lbs) 1 Room 3 Rooms 6 Rooms

Tech Facilities allow technology to be created and determines the total TU of a single object being created. For example, to create a Steam Rifle valued at 50 TU one would need at least a Rudimentary toolkit or a Primitive Workshop to create the item. Facilities require at least one charge to run for 12 hours.

Table: Power Stations

Build Cost Level Fueled Room Rate Passive Room Rate Fueled Portable Rate Passive Portable Rate
25 Mundane 1/day 1/week NA NA
50 Primitive 1/hour 1/day 1/week NA
100 Rudimentary 1/minute 1/hour 1/day 1/week
200 Standard 1/round 1/minute 1/hour 1/day
400 Advanced 10/round 1/round 1/minute 1/hour
800 Cutting Edge Unlimited 10/round 1/round 1/minute

Power Stations provide a charge one of two ways, Fueled and Passive. Fueled power stations require fuel to be added at a rate of 1TU of fuel per charge. For example a Rudimentary Fueled Room needs 1 TU of Fuel per minute to charge an item. Passive power stations require no fuel and recharge items passively.

Power Stations are also divided into two sizes, Rooms and Portable. A room is a power station that takes up one room in a building, whereas portable power stations are heavy backpacks that weigh 50 lbs.

Power Stations can only recharge one item or battery at a time, unless additional charging ports are constructed. Then they charge the items in order of charging port.

In the case of emergency (or desperation) its possible for a mage to spend 2 MP in place of a TU as fuel. If this happens the mage must pass a Fort save DC = 20 + MP spent as fuel or take 1d6 ability damage to their primary casting ability. Succeeding the save reduces the damage by half. This ability damage cannot be healed aside from natural healing and restores at a rate of 1 per week. If this would reduce the ability score to below 10 the character cannot regenerate MP until the damage is healed completely.