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Gadgets: Servo

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Revisão de 18h05min de 17 de setembro de 2024 por Arddhu (discussão | contribs) (Criou página com '===Attached Weapon=== '''Craft''': Techmaturge 1<br/> '''DC''': 13<br/> '''Component''': Servo, Metal and Craft Set<br/> '''Value''': 15 gp')

This article complies with version 0.94 of Runarcana RPG

Servo is a broad term to designate several technological inventions that can perform an immense variety of functions. In common, Servo have some characteristics such as being automatons energized by some source of techmaturgical energy, they are autonomous entities (to a certain extent), they may have a limited sentience in addition to being able to receive Developments through various formulas.

Controlling a Servo

Devices in the Servo category have a certain autonomy of action and normally do not depend on direct contact with the techmaturge to be operated, and can be operated remotely to execute actions through some device connected to the controller through mental orders.

While deactivated or on standby, a servo may appear to be just a decorative accessory, but when activated it appears to be a creature with thoughts of its own.

A servo can only work while it is within range of its controller, going into standby mode if it leaves that range. Some developments may remove this limitation.

It is possible to simultaneously control a maximum number of servos equal to half the Intelligence modifier (minimum of 1), requiring attunement to each of these servos.

Neuron

The Neuron is a basic processing unit created through several technological lines using components of different rarities linked to that line.

Although it is possible to state that a Neuron is similar to a brain, especially when developed at its highest Craft levels, a Neuron does not create an artificial life form, since this invention is not capable of continuous learning, among other aspects. linked to the mind as a whole.

The idea and execution of the Neuron is largely based on another real mind, a living brain that acts as a de facto brain while the Neuron acts only as an interface between the mental commands of a Controller and the rest of the makeup of a Servo.

A Neuron may have some complex routines and programming, which in mechanical terms translate into commands such as “guard an area” or even “protect a target”, but these are mainly based on the brain activity of the Controller and not the Servo itself.

Due to this characteristic, when a Servo leaves the Range of its Controller, although it can defend itself and perform basic functions, its main directive is to reconnect to the Controller, returning to its range.

In campaigns more focused on technological advances, with more advanced elements of magic or technology, or even with elements of espionage, the possibility of Servo Hacking opens up, since there is a connection between Servo and Controller in the air that can be detected by others technological inventions.

Creating a Servo

When creating a Servo, it is necessary to define its size, shape and Initial Developments in its initial project. Servos also have a Level defined during their creation, this level brings with it characteristics and an additional value in GP for its construction. The Servo’s Level can be chosen during its creation up to the maximum level of the Craft of whoever is creating it.

The form of a Servo may have functional characteristics based on Developments carried out during its construction, but this form may also be purely aesthetic based on the preferences of its creator.

Cost: The cost of creating a Servo is the sum of the Value specified in Initial Characteristics + Level Characteristics (when above 1st level) + Development.

Time: The creation time of a Servo is based on its total value divided by the Value of GP/Day that Techmaturge has access to.

  • Development Features that are implemented during the construction of a Servo have their value reduced by half for Working Time (GP/day) purposes.

Servo Features

A servo when built receives a set of base characteristics, starting characteristics and level characteristics. If the servo is built at a level above 1, he also receives the characteristics corresponding to that level.

Base Features

These characteristics are common to all Servos, regardless of their size or other varieties that exist due to Level or even Developments.

Type: Construct, variable size
Speed: 30 feet
Proficiency: Servo Level
Armor Class: 10
Pontos de Vida: base HP * Craft Level used + Modifiers
Immunities: necrotic, psychic and poison damage, Charmed and Frightened conditions.
Saving throws: All saves relating to a Servo’s Intelligence, Wisdom, and Charisma are made using Intelligence as a modifier and the Servo is proficient with these safeguards.
Mind Link. The servo is in contact with its controller as long as it is within range.
Tuning: Every servo requires tuning with a user who has the connector. This process takes 5 to 10 minutes to perform. Only the servo's creator is able to attune it to someone or remove that attunement. To try to stop this or take control of a Servo, see the Hacking section.

Initial Features

While a Servo’s base characteristics are common to all Servo, Starting Traits are defined by the Servo’s size.

— Initial Features —
Size GP STR DEX CON HP Damage Spaces Reactor Energy
Tiny 35 6 (-2) 10 (+0) 10 (+0) 4 1d2 1 1 1
Small 50 8 (-1) 10 (+0) 10 (+0) 6 1d3 2 2 1
Medium 200 8 (-1) 10 (+0) 10 (+0) 8 1d4 4 3 2
Large 1.000 8 (-1) 10 (+0) 10 (+0) 10 1d6 6 4 2
Huge 5.000 8 (-1) 10 (+0) 10 (+0) 12 1d8 10 5 3
  • Size. The standard size of the servo
  • GP. The Value base for building the servo
  • STR. The base Servo Strength Value
  • DEX. The Servo's base Dexterity Value
  • CON. The Servo Constitution Base Value
  • HP. The base HP value of the servo
  • Damage. The minion's base attack damage
  • Reactor. The reactor capacity required for the servo to operate.
  • Energy. Additional space for power sources. It can be a cell, advanced cell, core or even reactor.

Update

A Techmaturge can upgrade a servo by spending the base difference value. This can be done by a Techmaturge when gaining new levels in their Craft, or even made to order with a higher level Techmaturge.

When receiving an upgrade, the servo also receives the characteristics of the new level and becomes part of this new level, which gives it greater capabilities but makes it difficult to repair by Techmaturges with Craft levels lower than the level used to upgrade the servo.

Repairing a Servo

— Repair —
Size Charge
Tiny 1 GP
Small 2 GP
Medium 5 GP
Large 20 GP
Huge 50 GP

Repairing a Servo requires Craft tools, supplies, and a DC 15 Craft roll for servo of the same Craft level as the Techmaturge. At the end of 1 hour of work, the Servo recovers a number of hit points equal to the Craft level employed times the Servo’s hit die.

Servo of different levels modify the DC based on the difference in level, +2 for each level above and -1 for each level below.

If the Servo has its hit points reduced to less than half, when the repair is done by a Techmaturge with a lower Craft level, the Servo’s level is reduced to the maximum that the Techmaturge is capable of, thus reducing the Servo’s capabilities according to its new level.

Each level below decreases the DC by 1. At the end of 1 hour, a Value is spent on supplies according to the Repair table and 1 full hit die is recovered per Craft level.

Magic

A Servo is a construct and can be repaired with the repair damage spell with only half effectiveness, since a servo is not a living construct. As an Optional Component of the spell (which is consumed during casting), a repair charge can be used for the spell to have its full effect applied.

Hacking

The core of a Servo’s construction lies in its Neuron, a central structural unit that controls the entire servo and resembles (respecting the limits) the brain of a living creature. The Neuron has a structure of rational thought, similar to that of living creatures at different levels of development, a reflection of the ability of its Techmaturge and capable of being updated not only by the Techmaturge, but also by other Techmaturges.

The connection between a Servo and the Controller is made by some small object defined during the Servo’s creation, which connects the Controller's mental waves to the Neuron, allowing it to be commanded freely while within range.

It is important to note that, although a Servo may have activity that resembles brain activity, it is extremely limited and only becomes functional through connection and attunement with a Controller, causing that Controller's mind to fill in the gaps in the “construct”. of mind” which is in fact a Neuron. It is possible to say that a Neuron only works when connected to a real brain, although this brain may not be of organic origin and does not need to be in a creature.

This connection is made during the Controller's attunement to the Servo, in a similar way to how a creature attunes to a magical item. During this process, the mental waves of both are synchronized, which can be considered a vulnerability.

In addition to this, the open road between the two is a two-way street that can be exploited to both attack the Servo and the Controller.

The concept of Servo hacking is an advanced idea that can be explored only by other Techmaturges with knowledge of Servo, magic users extremely skilled in mind-dealing Mysteries such as the Mystery of Oniromancy, or people with proficiency in Technology and Arcana.

Servo’s Psychic Defense = Proficiency Bonus + Creator's Intelligence Modifier + Servo's Intelligence Modifier

Hacking can cause psychic damage to Servo who have an Intelligence value of 10 or higher, upon reaching this Intelligence score a Servo starts to produce a thought pattern extremely similar to that of living creatures (although it is not considered a living construct), This removes your immunity to psychic damage, granting only resistance to that damage type.

Servo with Intelligence below 10 remain immune to Psychic damage but may have their connection disrupted or even temporarily cut, which characterizes range interruption and causes the Servo to seek to get closer to the Controller.

A Techmaturge can utilize a T.I.D. to try to interfere with other Servo created with Techmaturgy, with this interference being able to disrupt, disable or even take control of a Servo. A Controller may dispute this interference based on your connection to it through its Control device.

Jamming

To interfere with a Servo it is necessary to be within half of its maximum range, to be able to interfere effectively without major difficulties.

To create an Interference, the T.I.D. operator must use his action and make 1 Technology DC roll equal to the Servo’s Psychic Defense applying the applicable Modifiers. Regardless of success, the Servo Controller becomes aware of the attempt.

— Attack Modifiers —
Modifier Description
+2 For each T.I.D. Level below Servo Level
-1 For each T.I.D. Level above Servo Level
0 The T.I.D. and the Servo are from the same technological line
+1 The T.I.D. and the Servo are from different technological lines
0 The T.I.D. Operator is aware of the Servo Technological Line
+2 The T.I.D. Operator has no knowledge of the Servo Technological Line
+1 The T.I.D. operator is beyond half of the Servo's maximum range
Variable The Servo's Neuron modifier in penalty
— Defense Modifiers —
Modifier Description
-1 The Controller is the creator of the Servant
-1 The Controller is proficient in the servo's techmaturgical line
+1 The Controller is not proficient in the servo's techmaturgical line
-1 Controller is beyond half of Servo's maximum range
+1 Controller is beyond half of Servo's maximum range
Variable Servo Neuron modifier in bonus

Dispute

When a Hacking attempt is made on a Servo, a dispute begins between the Attacker, who is trying to interfere with the Servo’s control, and the Controller, who has control of the Servo. Below is a description of how this dispute should be conducted mechanically. It's a resisted play with an advantage for the defense.

  • Attack
    • To interfere with a Servo it is necessary to be within half of its maximum range, to be able to interfere effectively without major difficulties.
    • To create an Interference, the T.I.D. operator must use its action and make 1 Technology DC roll equal to the Servo’s Psychic Defense (applying the applicable Modifiers). Regardless of success, the Servo Controller becomes aware of the attempt.
  • Defense
    • When a Servo receives interference, the Controller notices it instantly due to its connection, and can initiate a fight to avoid the Interference and even possible control. To do this, the controller must use his reaction and make a Technology roll CD equal to the Servo’s Psychic Defense. On a success, the Interference DC is increased by a value equal to the difference between the total result of the roll and the CD.
  • Resolution
    • On a failure, the Servo is interfered with. Once the Servo is Interfered, the Servo becomes unable to act until the Controller regains control or eliminates the interference.
    • Upon succeeding with Interference, an attacker can attempt to take control, making a new contest against the Controller following the same rules as the Interference roll.
  • Consequences
    • On a success by the Attacker in the new contest against the Controller, the Attacker can command the Servo for a number of rounds equal to his Intelligence modifier.
    • On a failure, the Servo continues in the Interference process and cannot act for the duration of the Interference.
    • For the duration of the Interference or Control, the Controller may, using its action, attempt to regain control of the Servo.
  • Closing
    • Once the Servo has been controlled by the Attacker, it begins to carry out the actions commanded by the Attacker.
    • The Controller can continue the disputes to regain control of the Servo or can disable it by cutting the Attunement with the Servo, which will cause the Servo to follow its programming of returning to the Controller in the location where the Controller was when control was taken. interrupted.
    • Still, to perform this detuning, the Controller must use an action, which can grant a Servo action round under the Attacker's control.

Hacking other Techmaturgical Devices

Only Servo have an easy route to quick interference like in combat. Other devices such as Mechas, Triggers, among others, are susceptible to hacking, but it is impractical to do during combat, for example.

A Servo’s greatest vulnerability is in the form of contact with the Techmaturge, through the mental waves transferred from the Controller which are vulnerable to interference and attacks made from a distance.

These details can be defined together with the master, taking into account the type of campaign in question in addition to the level of depth desired regarding these issues and roleplay layer.

The T.I.D. rules can be used for other Technological devices as an Optional Rule.

Formulas: Servo

Below are the basic formulas for creating a Servo.

Servo I - VI

— Level Features —
Level GP Range Attacks Spaces
1 - 100 ft 1 1
2 50 200 ft 1 2
3 100 300 ft 2 3
4 250 500 ft 2 4
5 500 1.000 ft 3 4
6 1000 10.000 ft 3 5

Craft: Techmaturge 1 to 6
DC: 13, 15, 17, 19, 21, 23
Component: Base Material, Neuron, Reactor and Craft Set
Value: *

The sevo is built with its Base Characteristics, added to the Initial Characteristics, Level Characteristics and other Developments that are implemented during creation.

Each Servo has a number of Development spaces equal to the sum of spaces of its size and level.

To build a Servo it is necessary to have a Reactor with a minimum capacity equal to that described in the Reactor column of the Initial Characteristics table. This Reactor is necessary for the servo to function and perform its basic functions, with any use of energy points to use characteristics originating from energy provided by additional sources.

The value of building a Servo is based on the total cost of Size (Initial Characteristics Table), Level (Level Characteristics Table) and other Developments implemented during this construction.

This value already includes a Servo control device, which can be an object in any shape with a minimum size of a ring. This control device must be tuned to the Servo Controller before it can be used.

The creation time of a Servo is based on its total value divided by the value of GP/Day that Techmaturge has access to. Development Features that are implemented during the construction of a Servo have their value reduced by half for Working Time (GP/day) purposes.

  • Level. The Servo’s Level and Proficiency bonus.
  • Range. The maximum distance a servo can move away from its controller and maintain functional contact. Barriers can reduce effective range like walls.
  • Spaces.This is the number of additional Development slots a servo receives.

Natural 20. “General Masterpieces” Table

Enhanced Shielding

— Shielding —
AC Max dex. GP HP
+1 - 25 2
+2 - 50 4
+3 +3 150 6
+4 +2 250 12
+5 +1 400 15
+6 0 600 20

Craft: Techmaturge 1
DC: 13
Component: Base Material corresponding to the Level and Craft Set
Value: *

A Servo’s base armor is minimal, making its AC 10 + Dexterity modifier. A Servo’s improved armor does not take up a Development space, being an integral part of it, granting it an additional value in AC and HP that are added to those of the Servo.

Natural 20. “General Masterpieces” Table

Neuron I-VI

— Neuron —
Level GP Int Mod Skills
1 - 7 (-2) 0 -
2 50 8 (-1) 1 1
3 75 9 (-1) 2 -
4 150 10 (+0) 2 2
5 300 11 (+0) 2 -
6 500 12 (+1) 3 3

Craft: Techmaturge 1 to 6
DC: 13, 15, 17, 19, 21, 23
Component: Base Material corresponding to the Level and Craft Set
Value: *

The Neuron is a basic processing unit created through Techmaturgy capable of providing a set of instructions of moderate complexity to a Servo when in tune with a controller. The Neuron does not occupy a Development slot.

A Servo’s Wisdom and Charisma attributes are equal to its Intelligence attribute. Once the Intelligence Value reaches 10, the servo loses immunity to psychic damage, only receiving resistance to that type of damage.

The Neuron has a set of instructions for performing a skill.

Natural 20. “General Masterpieces” Table

T.I.D. - Technological Interference Device

Craft: Techmaturge 1 to 6
DC: 13, 15, 17, 19, 21, 23
Component: Base Material for the level, Reactor and Craft Set
Value: *

A Techmaturgical Interference device allows interference to occur in some techmaturgical equipment. Check out the Servo Hacking session.

Natural 20. “General Masterpieces” Table

Developments

Below are some developments that can be implemented in a Servo, which may be part of its creation or even be subsequent implementations.

The time required to implement a Development on a Servo after its creation is included in the Value of the formulas and their GP/day ratio.

Attack

Craft: Techmaturge 1, 3, 5
DC: 13, 17, 21
Component: Servo, Metal and Craft Set
Value: 15, 250, 1000 gp

By choosing this development, the servo becomes capable of taking the attack action against a target. The number of attacks is defined by the level of Craft used. If the servo does not have an Attached Weapon, the attack is considered an unarmed attack that causes the damage described in the “damage” column of the Initial Characteristics table and costs 1 life point. The type of damage (blunt, piercing or cutting) must be defined when creating the servo. The servo makes the attack using Proficiency + Attribute Modifier (Strength or Dexterity, whichever is higher)

Natural 20. “General Masterpieces” Table

Auto Repair

— Repair —
Size Charge
Tiny 1 PO
Small 2 PO
Medium 5 PO
Large 20 PO
Huge 50 PO

Craft: Techmaturge 1-6
DC: 13, 15, 17, 19, 21, 23
Component: Servo, Metal and Craft Set
Value: 25, 50, 100, 250, 500, 1000 gp

Servo are constructs, therefore they do not have the ability to regenerate/self-repair by default. This Development allows a servo to perform this self-repair by consuming supplies pre-allocated to the servo.

Each time this Development is deployed to a Servo, the space can be used to carry up to 5 repair charges. This package can be recharged by a techmaturge at any time, spending the value necessary for the number of charges you wish to replenish. The cost of each charge is based on the size of the servo.

Self-Repair. The servo can spend 1 energy point (outside of combat) to consume 1 repair charge and recover an amount of hit points equal to 1 full hit die + Craft level, remaining immobile for 1 hour or taking 2 hours at its speed reduced by half. If the servo has this Development more than once, when using 1 energy point, he can activate more than one Development at the same time, without the need to spend more energy points per activation, thus being able to consume more than 1 charge activation repair.

Ex. If a servo has 3 times the Self Repair Development, when activating it, you can choose whether it will recover 1, 2 or 3 times, consuming the same amount chosen in charges.

Natural 20. “General Masterpieces” Table

Attached Weapon

Craft: Techmaturge 1
DC: 13
Component: Servo, Metal and Craft Set
Value: 15 gp

O servo pode ter uma arma acoplada, podendo utilizar sua característica “Ataque” para fazer ataques com a mesma utilizando seu atributo Força ou Destreza (para as armas onde Destreza seja cabível) para isso ao invés de fazer um ataque desarmado. O valor desse Desenvolvimento não inclui o valor da arma em questão e o servo é considerado proficiente com a mesma.

20 natural. Tabela “Obras-Primas Gerais”

Defesa Avançada

Ofício: Tecmaturgo 2
CD: 15
Componente: Servo, Metal e Conjunto de Ofício
Valor: 25 PO

O servo recebe proficiência com uma Salvaguarda entre Força, Destreza ou Constituição.

20 natural. Tabela “Obras-Primas Gerais”

Poder Auxiliar

— Características Iniciais —
Tamanho PO Espaços
Miúdo 15 1
Pequeno 25 2
Médio 50 4
Grande 250 6
Enorme 500 10

Ofício: Tecmaturgo 1
CD: 13
Componente: Servo, Metal e Conjunto de Ofício
Valor: *

O servo pode utilizar um de seus espaços para conter fontes de energia adicionais. O valor desse Desenvolvimento não inclui o valor das células, núcleos ou reatores adicionais. O custo e a quantidade de fontes que podem ser inseridas por espaço é baseada no tamanho do Servo.

20 natural. Tabela “Obras-Primas Gerais”

Deslocamento

Ofício: Tecmaturgo 1
CD: 13
Componente: Servo, Metal e Conjunto de Ofício
Valor: 15 PO

Ao escolher esse desenvolvimento o tecmaturgo deve escolher entre:

  • O servo pode utilizar sua ação bônus para dobrar sua velocidade de movimentação.
  • O servo pode se movimentar flutuando a até 5 pés em sua velocidade normal
  • O servo recebe 15 pés de velocidade de voo
  • O servo recebe 30 pés de velocidade de escalada
  • O servo recebe 30 pés de velocidade de escavação

20 natural. Tabela “Obras-Primas Gerais”

Comunicação Avançada

Ofício: Tecmaturgo 1
CD: 13
Componente: Servo, Metal e Conjunto de Ofício
Valor: 15 PO

Utilizando uma ação e 1 ponto de Energia, por 1 hora, o controlador pode se concentrar para visualizar através dos sensores do Servo utilizando seu Elo Mental, de forma similar à magia clarividência. Ao fazer isso, o controlador se torna desatento de seus arredores, porém pode ver e ouvir o que estiver no alcance do Servo, essa habilidade requer que o controlador mantenha Concentração como se fosse uma magia. Caso a habilidade seja encerrada e o Drone esteja além do alcance máximo, ele utilizará todo seu deslocamento para retornar ao alcance do controlador.

20 natural. Tabela “Obras-Primas Gerais”

Aprimoramento Pneumático I, II, III

— Atributo —
Ofício Atributo PO
1 +1 25
1 +2 50
1 +3 75
1 +4 100
1 +5 125
1 +6 150
3 +7 225
3 +8 300
3 +9 375
3 +10 450
5 +11 575
5 +12 700
5 +13 825
5 +14 950

Ofício: Tecmaturgo 1, 3, 5
CD: 13, 17, 21
Componente: Servo, Metal, e Conjunto de Ofício
Valor: 25, 75,125 PO

Cada vez que esse desenvolvimento é escolhido, escolha 1 atributo entre Força, Destreza ou Constituição, o Servo recebe +1 no valor do atributo escolhido. Os valores máximos adicionais que os Atributos de um Servo podem alcançar dessa forma é delimitado pelo seu nível de Ofício, +6 para 1º, +10 para 3º e +14 para 5º. Cada atributo melhorado conta como um espaço de Desenvolvimento. Ex. Um Servo com Força aumentada para 22 utilizará 1 espaço de Desenvolvimento, enquanto um Servo que tenha Força aumentada para 14 e Constituição para 12, utilizará dois espaços de Desenvolvimento.

Servos com Constituição acima de 10 adicionam seu modificador de Constituição, vezes o nível de Ofício, aos Pontos de Vida. Quando possuem Destreza acima de 10, adicionam seu modificador à CA respeitando o máximo conforme a tabela de blindagem.

20 natural. Tabela “Obras-Primas Gerais”

Acoplamento Mágico

Ofício: Tecmaturgo 2
CD: 15
Componente: Servo, Metal e Conjunto de Ofício
Valor: 50 PO

O servo pode ter um item mágico acoplado a ele (desde que sua forma permita esse acoplamento), podendo sintonizar com o mesmo, recebendo seus benefícios ou podendo utilizá-lo para combate no caso de uma arma. O valor desse Desenvolvimento não inclui o valor do item mágico em questão.

20 natural. Tabela “Obras-Primas Gerais”