Ruins of Adventure
Gnome Device Complexity
Complexity | Size | Damage | Protection | Move, Vertical1 | Move, Horizontal1 | Sound |
1 | Small Sack | 1 | +0 | 4’ | 8’ | Silence |
2 | Knife | 1d4 | +1 | 8’ | 16’ | Whisper |
3 | Sword/Pouch | 1d6 | +2 | 12’ | 24’ | Low Voices |
4 | Crossbow | 1d8 | +3 | 16’ | 32’ | Talking |
5 | Backpack | 1d10 | +4 | 20’ | 40’ | Shouting |
6 | Chest | 2d6 | +5 | 24’ | 48’ | Yelling |
7 | Couch | 2d8 | +6 | 40’ | 80’ | Noisy |
8 | Small Cabinet/Man | 1d20 | +7 | 120’ | 160’ | Loud |
9 | Large Cabinet | 2d10 | +8 | 160’ | 400’ | Roar |
10 | Large Wagon | 2d20 | +9 | 200’ | 800’ | Deafening |
11 | Small Cottage | 3d10 | +10 | 600’ | 1600’ | |
12 | Large Cottage | 3d20 | +11 | 800’ | 2400’ | |
13 | Mansion | 1d100 | +12 | 1000’ | 3200’ | |
14 | Tower (3 stories) | 2d100 | +13 | 2000’ | 1 mile | |
15 | Tower (6 stories) | 3d100 | +14 | 5000’ | 5 miles | |
16 | Tower (10 stories) | 4d100 | +15 | 5 miles | 20 miles | |
17 | Small Keep | 5d100 | +16 | 20 miles | 100 miles | |
18 | Castle | 6d100 | +17 | orbit | 500 miles | |
19 | Township | 8d100 | +18 | inter-planetary | forward in time | |
20 | Mountain | 10d100 | +19 | inter-stellar | backward in time |
1 This represents the distance an object is moved in one round. For increased duration, such as sustained flight, use the duration modifiers for increasing the length of the effect over a period of time. This also assumes that the object being moved is size 1 (equal to complexity 1). If the object being moved is larger than size 1, add 1 for every 4 sizes larger to the size and complexity of the machine.
Complexity | Size | Temperature2 | Atmosphere3 | Light | Communication/Information | Alter Object4 |
1 | Small Sack | +1 | Normal Air | Darkness | Cams/Ruler | Perfect Optics |
2 | Knife | +5 | Slight Odor | Starlight | Protractor | Pipes & Wire |
3 | Sword/Pouch | +10 | Trainted / Odor | Moonlight | Compass/Magnetic Measure | Springs & Gears |
4 | Crossbow | +20 | Stink | Candlelight | Abacus | Tools |
5 | Backpack | +30 / freeze water | Stench | Lamplight | Theodolite | Steel |
6 | Chest | +50 | 5000 ft. | Daylight | Air Pressure Measure | Processed Food |
7 | Couch | +100 | 10000 ft. | Desert Sun | Clockwork Sequencer | Iron |
8 | Small Cabinet/Man | +200 | Lightning | Inertial Measure | Glass | |
9 | Large Cabinet | +300 | Tear Gas | Blindinf Flash | Sound Recording | Polished Wood/Cooked Food |
10 | Large Wagon | Burn wood | Programmable Sequencer | Refined Ore | ||
11 | Small Cottage | Liquid to gas | Sickening | Picture Recording | Tooled Wood | |
12 | Large Cottage | Solid to Liquid | Vacuum | Automated Calculator | Cut Wood | |
13 | Mansion | Liquid to Solid | Poisonous | Light Measure | Plowed Field | |
14 | Tower (3 stories) | Solid to Gas | Direct Sound | Raw Ore/Raw Food | ||
15 | Tower (6 stories) | Gas to Liquid | Direct Wire Control | Broken Ground | ||
16 | Tower (10 stories) | Gas to Solid | Direct Picture | Broken/Cut Trees | ||
17 | Small Keep | Indirect Sound Transmission | Cleared Raw Ground | |||
18 | Castle | Indirect Remote Control | Raw Wooded Ground | |||
19 | Township | Indirect Picture Transmission | Broken Stone | |||
20 | Mountain | Transmutation! | Raw Stone |
2 The numbers are in degrees Farenheight and represent the change from its present state to its new state (it may be hotter or colder). The changing of elements from one state to another is not permanent, except as modified by duration factors. Transmutation is always permanent and deals with changing the basic properties of an item (lead into gold for example). Note also that this column does not take into account any secondary effects as a result of heat or cold (such as damage, cooking, etc.). For example, the heating of sand to melt it into glass is figured on the Alter Objects column rather than the temperature column.
3 Not only does this column deal with the state of the atmosphere, but with differences in pressure as well. Note that hypoxia (altitude sickness) occurs at altitudes over 10000 feet.
4 This column is used somewhat differently than the others. To determine the size/complexity number of the end state of the device, first find both the initial state of the object being modified and the end state desired. Subtract the complexity of the end state from that of the initial state. The result if the size/complexity required. If you are trying to take a more finely crafted object and make it rougher (e.g. reduce a polished wooden table to a broken state) then subtract the lower number from the higher number and subtract an additional 4. It is always easier to make something less finished than to take something raw and make it beautiful.