Arcane-tech Devices in The Lone World | World Anvil
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Arcane-tech Devices

The weave

The Weave is the raw magic that is tapped into and used by spell-casters. The Weave flows throughout the multiverse, touching almost every corner of existence, with the exception of dead-magic zones.   In ancient times access the weave was done through the study of the arcane arts, magical bloodlines, divine favour or pacts with otherworldly creatures. This has changed in the Arcane-tech age, though it remains true that only through ancient and respected practices can one channel magic naturally, it has now become possible for those not gifted with magical abilities to channel the weave.

The Cyber-weave

The development of Life-stone into a receptacle for weave magic has allowed for the creation of devices capable of interpreting and channelling the weaves raw power into magical effects.   Furthermore, the weave itself has become accessible through arcane-tech means, the raw power of the weave has been harnessed to create arcane-tech systems that span the multiverse. This ability to transfer data through the weave itself has led to advancements in data collection, communication, transportation and artificial intelligence.   The use of Arcane-tech technology alongside raw weave magic to send and receive information is referred to as Cyber-weave. Not all Arcane-tech devices are Cyber-weave connected, however, all devices that send information from one system to another or require Life-stone to operate are connected (e.g Lev-engines, PSL’s, Smart Gun tech, spell grenades).

Cyber-weave hacking

The creation of the Cyber-weave has opened up new possibilities for people, nations and corporations. As Cyber-weave technology is connected to almost all arcane-tech devices in the multiverse, the ability to navigate it is extremely valuable and the ability to manipulate it is even more valuable. Arcane-tech systems rely on the weave to work, as all magical things rely on the weave. Therefore it is vital to everyone that uses Arcane-tech technology that their arcane-tech systems are secure.   Arcane-tech hacking has its roots in the oldest of arcane traditions, originating from the abjuration school of magic. Practitioners of this tradition and developers of arcane-tech and Cyber-weave technology alike discovered that Life-stones ability to channel magic shared some similar disadvantages that spell-casters had faced more millennia. Life-stone systems and devices are inherently susceptible to spells like Counter-spell and Dispel Magic, and as they are enhanced materials they have no innate ability to resist these effects. It was out of this issue that Cyber-weave security was born.   The creation of security systems was an essential step in the birth of arcane-tech technology, these systems keep all forms of arcane-tech secure by installing firewalls onto the devices.

Cyber-weave walkers

These individuals are highly skilled at navigating and manipulating the Cyber-weave, choosing to use their skills in hacking to break into highly encrypted data stores to steal anything that is valuable or just for the fun of it. The life of a Cyber-weave walker is a dangerous but rewarding one, being skilled enough to hack Mega Corporations is something the powerful will pay good money to have on their side.

Preforming a hack

When a cyber-weave walker attempts to breakthrough a device’s encryption they require both a hacking tool connected to the Cyber-weave and the skills to use it. The cyber-weave walker performs a Hacking (INT) check + proficiency (+ any possible decryption software bonuses), the DC is based on the encryption level installed onto the target arcane-tech device. On a success, the hacker choose how the hack effects the arcane-tech device. The DM determines if the device must make additional saving throws to resist the effects, the DC for this saving throw is the hackers Hacking Save DC. If a creature fails a hacking check by 5 or more the device’s owner becoming aware of the attempted hack and origin of the hack.

Cyber-weave decryption software

Type Hacking bonus Properties Price
DeCipher elite +4 Untraceable 16,000U
DeCipher Pro +3 Untraceable 8,000U
Decrypto +2 None 4,000U
EzCrack +1 None 2,000U
Untraceable: This software disperses itself through the Cyber-weave after a failed hack attempt.

Cyber-weave encryption

Every Arcane-tech device has a level of Cyber-weave encryption, the quality of that encryption it dependant on the Grade of encryption installed onto the device. The Basic grade installed on an arcane-tech device is grade D. Encryption software needs only be installed once and will forever provide a certain level of security. The encryption levels available are as follows:
Type Encryption DC Typical Use Price
Grade AAA 22 National/ MegaCorp 16,000U
Grade AA 18 Top Executives/ Government officials 8,000U
Grade A 16 Middle management/ Police 4,000U
Grade B 14 Mercenaries 2,000U
Grade C 13 Commercial 1,000U
Grade D 12 Consumer None

Arcane-tech spell-caster interruption

When a spell-caster attempts to breakthrough a device’s encryption the spell-caster performs a check with their spell-casting modifier, the DC equals the encryption level. On a successful check, the encryption software fails to stop the magical effect and the Arcane-tech device, then it ceases to function correctly, giving none of its stated benefits to the user until the beginning of the casters next turn.

Crafting Arcane-tech devices

Characters that wish to create their own arcane-tech devices are free to do so, presuming that is, that they possess the skills and tools necessary for the task. A character that wishes to creates their own arcane-tech devices must have proficiency in the Arcana skill, have proficiency and access to tinkers tools or smiths tools and spend the required time and units to undertake a project.   If the character meets the above criteria, they can attempt to craft their own arcane-tech devices. This process has five steps:
  1. Determining the nature of the project: The character must tell the DM what exactly they wish to get out of the project, how the arcane-tech device will work when completed and its desired mechanical effects.
  2. Acquiring the raw materials: The DM determines the costs associated with undertaking the project, setting an amount the character will have to spend to acquire the necessary materials. All arcane-tech technology requires two essential magical components 1) A Life-stone ore processor chip and 2) A Aquism-gem fuel cell. The materials necessary to create these components can be purchased quite easily in mega-cities, though maybe difficult to acquire in large quantities. Enough Lifestone ore to create a single processor ship will cost 1600U and the materials to create an Aquaism-gem fuel cell will cost 500U. Additional mundane costs associated with the project must also be determined at this time, these costs should range from 2,500U to 50,000U depending on the complexity of the project.
  3. Determining the DC: The DM must now determine how difficult the project is. Crafting arcane-tech devices is not an easy task, therefore a DC 15 is the lowest DC a project of this kind should have. The type and number of skill checks the project requires is determined by the complexity of the project, with each project presenting a unique challenge to the character. The DM should determine the number of checks and the DC for each when the project is first proposed, however, the DC of the checks should not be disclosed to the character until they are attempting said check. Checks do not have to be completed in a single sitting, a character can choose to attempt one check and return at a later date to finish the project continuing on from their previous successes or failures.
  4. Determining time: Arcane-tech projects are time-consuming ventures, that test a character's determination and patience as much as their skill. The time that a project requires to compete is determined by the number and difficulty of the skill checks required to complete the project successfully. Skill checks of DC 15 should take at least four hours to complete, checks with higher DCs will require increasing longer time periods to complete.
  5. Determining the outcome: Upon completing a skill check the DM determines whether or not the character has succeeded or failed. On the first failure, no progresses towards completing the project is made, there is no loss of materials. A Failure on the second last skill check results in the loss of half the mundane raw materials used in the project, with no progress being made. A failure on the final skill check results in the loss of all the mundane and magical material associated with the project, as the prototype of the devices is rendered unsalvageable. Successes on skills checks result in the completion of a particular stage of the project, upon the successful completion of the final skill check the project is complete, the materials are expended and the device is now ready to use.

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