Primera parte: FUNDAMENTACIÓN TEÓRICA
Esquema 1: El Aprendizaje de una lengua como actividad cognoscitiva
2. Integridad: se caracteriza por el balance entre los planos internos y externos, el sujeto debe ser consecuente con lo que siente, actuar en correspondencia
Separate from alchemy and its daughter chemistry, the practice of making remedies has come into its own as health and medicine are better understood thanks to scientific development.
Specialities: Medicaments (for disease), antitoxins (for poisons and drugs), drugs.
This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses or counter the effects of poison. A medicinal drug gives a +2
circumstance bonus on Fortitude saves made to resist the effects of a disease or a poison.
The Craft (pharmaceutical) check is based on the severity of the disease or poison to be countered as measured by the DC of the Fortitude save needed to resist it. The Purchase DC for a given illicit drug in the Equipment chapter is cross referenced with the one listed there to determine how long it takes to make ten doses of the drug and the base Craft DC to do so. Certain drugs have a DC modifier to their craft checks, as noted in their description. Poisons can be created with Craft (chemical), for which see above.
Disease/Poison Fortitude Save DC
Purchase DC
Craft DC
Time
14 or lower 5 15 1 hr
15–18 10 20 3 hr
19–22 15 25 6 hr
23 or higher 20 30 12 hr
Special: A character without a pharmacist kit takes a –4 penalty on Craft (pharmaceutical) checks. A character with the Treat Injury Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.
Craft (structural) (Int)
Perhaps the lesser of the crafting trades, the ability to build structures is still greatly valued, as even the most sophisticated machine needs a solid framework to rest upon.
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Jerrek heard footsteps moving slowly up to his bedroll. He had not heard a warning from Gail but he was still worried. Down here, he would not have been surprised to have something walk out from the raw stone walls themselves. He waited until the sound came close, then came up with a long knife from under his pillow. Instantly an armoured hand blocked the blade, the face above it marked with a woman’s sardonic grin.
‘Sloppy, Jerrek. If I’d wanted you dead, you would be.’ The thing in her other hand did not look like a weapon, though. It was a small bag with an herbal, almost acrid smell.
He relaxed and pulled the blade back. ‘Okay, what do you want?’ As he spoke, she knelt down beside him and opened the pouch. Inside, he saw a roll of bandages and a clay pot filled with some kind of fatty cream.
‘You got bit a ways back. I want to make sure you don’t get sick on us.’ Her tone was lighter than usual, though her hands were no gentler. She turned him over and pulled the bedroll down to expose his legs.
The cream stung, the pain worsening by the second, scalding him like boiling water. He did not give her the satisfaction of crying out. Even when she started stitching the wounds closed, he kept quiet. There was something about her that was different now. It might have been the way she was not jabbing at him with her needles nearly as hard, or the fact that she was using a medicine that did not burn like acid any more. She was acting oddly, and he did not trust that any farther than he could throw a sentinel cog.
Specialities: Armoursmithing, bowmaking and fletching, buildings, furniture, handicrafts, leatherworking, metalworking, seaming and weaving, weaponsmithing, woodworking.
This catch-all skill allows a character to build non-mechanical objects and structures made of wood, stone, cloth, leather or metal from scratch, including bookcases, desks, suits of armour, non-mechanical weapons like swords and bows, clothes, walls, houses and so forth, and includes such handyman skills as plumbing, house painting and building cabinets.
Type of Scratch-Built Structure (Examples)
Purchase DC
Craft
DC Time
Simple (bookcase, false wall)
5 15 12 hr
Moderate (locking armoured gun case, shed with power)
10 20 24 hr
Complex (bunker, domed ceiling)
15 25 60 hr
Advanced (house, assuming space and permits can be obtained)
20 30 600 hr
Extreme (apartment complex)
30 35 6000 hr
When building a structure from scratch, the character describes the kind of structure he wants to construct;
then the Games Master decides if the structure is simple, moderate, complex or advanced in scope and difficulty.
Special: A character without a mechanical tool kit takes a -4 penalty on Craft (structural) checks. A character with the Builder feat gets a +2 bonus on all Craft (structural) checks.
Craft (expression) (Int)
Expressing thoughts and ideas is wholly different than creating practical things, yet experts at such crafts are finding recognition for their talent as their trade emerges and technology helps spread it through the media.
Specialities: Visual arts, telluric sketching, writing, analytical programming, printing operation.
This skill allows a character to express thoughts and ideas through material objects, such as visual media (paintings, photographs, lithographs, cinematography and so on), words (writing and print shop design) and even the more complex disciplines of programming an analytical engine or sketching telluric circuitry to combine the power of magic with the discipline of science.
Visual Arts, Writing and Printing: Unlike other Craft Specialities, expression is both an art and an industry.
A character decides what he wants to do, considering that some crafts require very particular equipment like oils and paints, a photographic or cinematographic camera, pen and paper or a large and bulky printing engine. The character rolls a Craft (expression) check, the result of which determines the quality of the work.
Unless the effort is particularly elaborate or the character must acquire an expensive piece of equipment, the basic components have a purchase DC of 5.
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Skill Check Result Synergy bonus granted
9 or lower +0
10–15 +1
16-20 +2
21–25 +3
25-30 +4
31 or higher +5
Skill Check Result Effort Achieved
9 or lower Untalented amateur
10–19 Talented amateur
20–24 Professional
25–30 Expert
31 or higher Master
Creating a work of expression requires a full-round action at the very least and usually takes an hour, a day, or more, depending on the scope of the project.
Reputation Increase: Work of an Expert or Master quality can raise a character’s Reputation score. Make a Reputation test, adding +1 for an Expert work or +2 for a Master work, against a DC of 20. If the test is successful, the artist’s reputation goes up 1 point. Artistic endeavours can never raise a character’s Reputation score by more than +5, and only one test can be made every 6 months.
Analytic Programming: By means of the Craft (expression) skill, a character can teach an analytical engine to perform certain functions. This is only possible with
‘dumb’ analytical engines, which are those found in the Equipment and Wealth chapter and for amazing machines with the Limited Sentience special feature.
More sophisticated engines like those provided by the Full Sentience feature or those that construct characters possess are capable of learning on their own.
A character can ‘teach’ an analytical engine a number of functions, all with their own DC.
Type of Analytic Instruction
Craft
DC Time
Simple (artificial expertise) 15 1 hr Moderate (specific instruction) 20 2 hr Complex (artificial intelligence) 25 4 hr
Artificial Intelligence: Analytical engines start with a virtual Intelligence score of 10 to 20. This score is not useful for anything but the measurement of the learning capacity of the engine and the provision of a bonus to its other functions. Even so, the Intelligence modifier must be ‘activated’ through programming before the engine can use it. With a successful Craft (expression) check, a character can activate a +1 modifier from the analytical engine’s Intelligence.
A single check activates a +1 modifier, which means that multiple checks activate the engine’s Intelligence modifier until it reaches the maximum for its Intelligence score. An engine with Intelligence 16 thus needs three successful checks to activate its full +3 modifier. A character cannot activate a modifier higher than that which the score could give to a normal character; this limits the modifier to a maximum of +5. Increasing the engine’s Intelligence score is a matter of hardware engineering and depends upon use the Craft (mechanical) skill.
Artificial Expertise: Analytical engines can be taught skills. An analytical engine can learn one skill per point of its activated Intelligence modifier.
Success in the Craft (expression) check grants the engine 1 rank in one of the skills it knows or the first rank in a new skill. Appropriate skills for analytical engines are: all Craft skills except Craft (expression), Decipher Script, Disable Device, Drive, Forgery, Gamble, Investigate, all Knowledge skills, Navigate, Perform, Pilot, Profession, Read/
Write/Speak Language, Repair, Research and Treat Injury. A character cannot program more skill ranks in any skill than he himself has, although another character with such skills may assist him with the aid another action, in which case he grants his comrade the ability to input the desired skill ranks into the analytical engine instead of granting him a +2 bonus to the Craft (expression) check.
Specific Instruction: An analytical engine can be taught to perform a simple task that it could possibly perform with the equipment it can control. These instructions are similar to those for the Handle Animal skill. The Games Master decides which instruction is appropriate for any given analytical engine.
Telluric Sketching: This is the ability to trace patterns and diagrams by which telluric power, the name the scientists give to magic, can manifest in specific effects. Only geniuses and occultists have any use for telluric sketching.
The former employ them in amazing machinery and the latter to trace magical diagrams for their rituals. Telluric circuitry is fully described in The Power of Steam chapter, along with its uses, as are magical rituals in The Occult chapter.
As an independent discipline, telluric sketching is useful to bolster other scientific or magical endeavours. The character makes a Craft (expression) check to trace a telluric circuit or magical diagram around a power source, workbench or laboratory table, the result of which determines the quality of the circuit and the synergy bonus it grants to the work performed inside the circuit.
The basic components cost for a telluric circuit have a Purchase DC of 5, plus the synergy bonus attained; if the character did not provide for materials the roll’s quality would provide, the synergy bonus granted is only equal to the maximum that the components allow. For example, if a character rolls a 21 on his check (which grants a +3
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bonus) but only provided for materials with a Purchase DC of 7, his telluric sketch would only grant a +2 bonus.
The circuit is burned when telluric energy courses through it to grant the bonus to the roll performed inside.
Special: A character with the Creative feat gets a +2 bonus on all Craft (expression) checks.