Player Guides

Large-Scale Crafting Projects - by B. Kellestine 2020 v1.0

Golems, War-Hulks, and Powered Armor

Constructs such as Golems and special projects such as War-Hulks and Powered Armor require a great deal more concentrated effort to design and implement, regardless of whether or not the initial blueprints are the ideas of the craftsman or merely copied from the research of another.  As such, creating these unique items requires a great deal more time and work to complete.

Components

There are three primary components that are the same among golems, war-hulks, and powered armor, each taking time and focus independent of one another.

Frames : This includes the chassis and internal systems, including a golem’s neural network, actuators, and a standard anti-personnel weapon.  Standard completion time is 2 months, with a minimum 1 successful trade roll each month of work dedicated to it.

Core : This includes a golems personality drive, and the power source(s) required to operate.  These may be transferred between frames to facilitate a major overhaul or in the case of destruction of the frame.  Standard time of completion is 2 months, with 2 successful crafting rolls dedicated to the process.

Arsenal : This includes additional weaponry and both armor plating and magical shielding.  Standard completion time is 1 month dedicating 1 successful crafting roll to the process for 2 additional weapons and the armor.  

Augmentations : This includes anything else not mentioned above, such as boost-jets, alternative configurations, or incorporation of Xirathi technology or other highly advanced techniques.  Each additional feature adds 1d4 weeks of completion time.

Example: 

Tim the Technomancer wishes to make an anatomically correct Assault Golem capable of full-ranged motion and a modified core that diverts energy to extremeties for rocket-boosted punches and kicks.

Week 1 : He decides to work first on the frame, rolling a 50 on his spell research roll to begin drafting the schematics and requisitioning material from local provisioners.

Week 2 :It will be a week before supplies arrive, so Tim shifts his focus to designing the Core.  He spends most of the week referencing his frame schematics to figure out how to reroute power, rolling a 34 on his spell research.

Week 3 : His supplies arrive, so Tim spends most of the week assembling the framework for the Assault Golem with a spell research roll of 65.

Week 4 : Tim falls down a well and breaks his arm.  Lassie doesn’t find Timmy for a few days, and it takes healers some time to fully heal him up.  Instead, Tim laments his wasted efforts trying to find where he dropped his favorite pocket-watch, and makes no attempt to further his progress on the golem.

Week 5 : Another week dedicated to frame assembly, except he unfortunately rolls an 96 and drops a length of t-bar on his foot, requiring him to again go to the exasperated healers due to his clumsiness.

Week 6 : Due to his broken foot, Tim spends the next week working on the core again.  He rolls a 31, making significant progress on the power source.  

Week 7 : Tim Finally finishes the frame, rolling a 55 on his spell research.

Week 8 : Tim gets bored of basic design, and begins constructing the armor plating for the golem, rolling a 73 and just barely passing his effort.

Weeks 8 & 9 : Tim rolls a 87 and a 46 the next two weeks working on the core back-to-back.  Though the 87 is a failure, he learns something about developing the personality drive and makes better progress the following week, finally installing it into the frame.

Weeks 9 & 10 : Tim rolls an 11 and a 57 working on the weapons systems and armor, and things begin to look up for him.  He is very nearly finished, and is really getting excited now.

Week 11 : Tim has a 5-day hangover because he decided to play drinking games with Kaal`kor.  He rolls a 90 on his spell research roll, as he is entirely unable to focus and complete anything useful with regards to the propulsion for the rocket-punches.

Week 12 : Tim finally finishes mounting the weapons and armor for the golem.  His work is complete, and he takes it out to test by smashing the doors in of people who laughed at him for falling down the well.

Vehicles (Siege Tanks, Steam Sedans, and other larger vessels.)

Large Vehicles, such as those listed above - up to and including mighty airships - require a great deal more time than any other project due to the size and scope of the work.  Often, special facilities will be needed to house such projects during development to protect them from the elements, or special design might be needed to outfit their weapons batteries.

Components 

Hull : The frame and body of the vessel.  This includes decks, helms, and cockpits.  Constructing these require no less than 2 months of work, with 1 successful crafting roll each month of work.

Drive System: This includes engines, masts and rigging, and wheels or treads.  Constructing these requires no less than 2 months of work, with 1 successful crafting roll each month of work.

Weapons Battery: This can include any number of specialized weapons or armor plating for the ship.  These require 2 months of work to complete, with 1 successful crafting roll each month of work.

Augmentations: Any additional features that are not covered by the above lists.  This might include golemization of the weapons system, or magical shielding.  Each augmentation adds an additional 1d4 weeks of construction, with one successful roll required for each augmentation.