Study Skills

Build Point System

The system for technology will be one of Build Points. For each new idea, there will be an assigned number of build points to research and create a prototype of the technology. The number of build points contributed per action will be the number of AP put in multiplied by the number of ranks you have in the required skill. If you wish to know before starting how many BPs will be required contact a GM.

The amount of build points required to get you something will very according to how much of an advantage it gives you, with a standard costing of 6, 12 or 24 BPs.

Overlap

There will be some overlap between the development skills. Some new technologies will have stipulations of overlap, while others can have a beneficial effect from using an overlap though this will not be required. For instance, to make gunpowder you might require natural studies to find the minerals/plants to grind up to make the raw materials, and technological studies to create the apparatus to refine it and make it explosive.

Is it secret? Is it safe?

Although it is possible to build new inventions in secret, it is very difficult. This is because even though you may be working in a secret lab within your family's domain, your neighbours will still be able to have a fair idea of what materials you are taking in. They will not be able to know easily what you are inventing but they will know that you are inventing something. It is possible to invent/construct things in secret, however this will require an amount of effort to ensure that your neighbours remain unawares.

Mass Production

The difficulty of mass producing new inventions will be dependent upon how much man-power is required and what raw materials are needed. You will be able to mass produce any invention that you have the blueprints of regardless of your skill level. If you want to know how easy / difficult it will be to mass produce things, please speak to a GM.

Specialisations

Specialisations will have the effect of counting you at half a rank higher when building something that uses your specialisation. For example: I have rank 3 technological studies with a specialisation in siege weaponry. I then wish to build a trebuchet. My rank is then 3.5 thus requiring 7 AP to invent and build a prototype, instead of 8 AP.

Risky Actions

Making something as a risky action will let you build what you want quicker, but it will more than likely go wrong unless you have put in a significant amount of effort beforehand working out the principles behind your idea first. If you take a risky action to speed your work there will be some form of consequence in most circumstances. That being said using study skills is normally considered to be a safe action. It has to be said that if you want to build something riskily then this may well cause you to end up spending more AP than if you had done it safely as you may need to resolve your consequences and re-work the prototype to work properly.

Additionally, rushing the development of something will make your settlement a hive of activity as all the clan attempts to get the thing done. This means that it is much more likely that your neighbours will find out what you are making than if you took your time.

Risky Actions will be quantified by a 1.5 BPs multiplier. E.g. 4AP * level 3 skill * 1.5 = 18 BPs

game1/study_skills.txt · Last modified: 2008/04/11 10:26 by gm_rich