Wednesday, July 8, 2020

mechanist

in knave, equipment defines characters. if you have a spellbook, you can be a wizard. this changes the role that loot and equipment plays in the game. similarly, in OOZESTAR (constantly changing working title) technology is really important.

similar to the artificer in D&D, the mechanist deals with items. you can break technology into its component parts, you can build new things, and you can add to existing items to improve them.

you start with one piece of hi-tech equipment of any kind and one schematic.

perk: you have the tech skill

drawback: everything you build will break after 3 uses and can be repaired with more parts.

A - +1 Tech, +2 Schematics (1-10)
B - +1 Tech, +1 Schematics (1-18)
C - +1 Tech, +1 Schematics (10-20)
D - +1 Tech

tech is a skill, (starts at a 1-in-6 chance) so any character can learn to use it but only the mechanist starts with it.

with sufficient tools and time turn 1 part into a scrap item (knife), turn 2 parts into a lo-tech item (grenade, special bullet), turn 3 parts into a hi-tech item

parts can be flux capacitors, power cells, motherboards, data-drives, tubes, pistons, you name it. they all take up 1 slot each. everything you build is unique, so even if you built a laser rifle it wouldn't be the same as any that you could find while looting the ruins.

when disassembling technology: you may turn a hi tech item into 3 parts, turn a lo-tech item into 2 parts, or turn a scrap item into 1 part.

turn 1 part into a scrap item (knife), turn 2 parts into a lo-tech item (grenade, special bullet), turn 3 parts into a hi-tech item

1d20 schematics table:
mods
1- bayonet
2- scope
3- battery powered
4- armored
5- light
6- quiet
7- timer
8- pressure plate
9- healing
10- self-destruct button
items
11- pistol
12- self stabbing dagger
13- bastard's collapsible sword (changes sizes)
14- firebomb
15- slimegun
16- grappling hook gauntlet
17- magno-shield
hi tech items
18- gravity axe
19- laser flail
20- plasma cloak

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