2.19.3 Designing and making mechanical devices

Making mechanical devices

A character can make a mechanical device if he/she makes a dice roll using his/her Engineering (including relevant specialisms) + CO.

The dice roll result determines the quality of the object, as follows:

Dice roll result Meaning
3 or lower Abysmally made - device falls apart before completion or does not work
3 1/2 - 6 Poorly made - the device looks worse, is more likely to break and works less well than a normal item
6 1/2 - 10 Competently made - the device is normal quality
10 1/2 - 15 Well made - the device looks better, is less likely to break and works better than a normal item
15 1/2 or more Excellently made - the device looks very good, is unlikely to break and works very well

There is a modifier to the dice roll for the type of mechanical device being made, and the quality of the design; the time and cost of materials are also determined by these factors, as follows:

Device type Basic time to make Basic cost to make (materials) Modifer to making dice roll
Lock 3 hours 1s +2
Safe 1 week 10s -2
Trap 12 hours 5s +0
Design quality Time multiplier Material cost multiplier Modifier to making dice roll
Abysmal x 80% x 80% +2
Poor x 90% x 90% +1
Competent x 100% x 100% +0
Good x 110% x 110% -2
Excellent x 120% x 120% -4

If a character tries to make mechanical devices without the right tools, he/she receives a penalty of at least -3 (referee's discretion) on the dice roll.

Designing mechanical devices

Normally, a character will be working off a pre-prepared design. If he/she needs to create an ad-hoc design for a mechanical device, the quality of the design depends on the result of a dice roll using his/her Engineering (including relevant specialisms) + IQ, as follows:

Dice roll result Meaning
3 or lower Abysmal design - devices made this way are likely to fall apart or not work
3 1/2 - 6 Poor design - there are significant design faults - devices built this way are likely to look worse, to break and to work less well than a normal device
6 1/2 - 10 Competent design - there are only minor design faults and so devices are likely to work normally
10 1/2 - 15 Good design - devices built to this design are likely to look better, less likely to break and more likely to work better than a normal device
15 1/2 or more Excellent design - devices built to this design are likely to look very good, unlikely to break and likely to work very well