Artificer: Science Of Magic Download For Pc [addons]
“failed” devices can be repaired and reborned to the same results as new ones. however, repairing a device takes time, and the more the device has failed, the longer the time required. you can also repair devices as part of a diplomacy routine. when repairing devices, you cannot use them again until repaired. if you fail to repair a device, the game removes it from the game. repairing a device removes one failure mark from it. a failed device can also be decommissioned in which case it is removed from the game, but remains as a prototype. a prototype remains in the vault until a planet is attached to it. when a planet is attached, the prototype is no longer a prototype.
when the character points of an invention is spent, it is automatically attached to a specific planet, and only that planet can use it. in addition, when an invention is attached to a planet, some of the planet resources are consumed and depleted as the invention and whatever it needs to use them is attached to that planet. when the character points of an invention is spent, it is automatically attached to a specific planet, and only that planet can use it.
discovering an npc’s true nature (or a human being’s, for that matter) is rarely a matter of a single question or challenge. during play, players may want to know if a character has some connection to the wonders of technology, the secrets of the ancients, or the dangerous secrets of the galactic community. and that connection may well be tied to both a narrative purpose and a motivation for the players. the gm may wish to reveal it either at the table, where the players are most effective when the gm tells them something that theyve inferred or discovered, or during the post game analysis.
artificer is a profession about making. it is possible to make a wide range of objects, but the magic used in artifacts is usually not precisely understood by the public or the royalty. many inventions are useless for the most part, but every now and then one comes along that changes the world. see artificers arcana for a list of possible specialties.
if you fail the technology skill check, either due to the invention failing or not being ready or you are not adept enough at the skill to make the check, you can instead only make a regular skill check to create it. this can be a single technology check, a skill check to resolve any conflicts, or even both. for example, two conflicting inventions can be rejected, each is given a technology check, and the one with the higher check succeeds. if there is no conflict, the invention is a success and you receive the points for it. if you or others are involved in the creation of the invention, each takes a technology check.
for every invention constructed, make a technology skill check to determine how much of the inventions power has been expended. find the percent the power has been expended on the charts below. for every 10% of the power expended, the technology skill check becomes a legend check. on a legend check, subtract the reduced skill check dc from the original check dc to get the new check dc. a legend check failure means the creation of an invention has now completed and you receive the points for it. a legend check success, no damage to the creation and it is part of the inventories you are responsible for now. the remainder of the points you receive are used to purchase new inventions.