Rules
You're on the Quest for Knowledge, so your goal is to learn all the things. In game terms, climb the skill ranks. And then maybe make some devotional science crimes against sanity.
The Ranks are initiate > techpriest > magos > archmagos > tech saint for tech skills and
novice > beginner > adept > master > grandmaster for other skills. In numbers, it is 1>2>3>4, untrained is rank 0.
To rank up, you have to gain enough XP. You then start again from 0. The necessary XP are 50/150/500/2000/5000. To reach archmagos and above, you also have to complete a masterwork for that skill (some sort of project based on that skill.)
The amount of XP gained is influenced by a number of factors: A) Is learning the skill the primary goal? B) How large is the project? C)Is it something you've done before? D) Is it something anyone has done before? E) Do you have a teacher, or anything else that helps?
There's a hierarchy to skills. It starts with broad skills (Imperial tech, Xenotech, Combat, etc). Once you get good enough, you can gain more narrow skills (Lastech, Necrontech, Ranged Combat, etc). This may be repeated (Gaußtech when you get really good Necrontech). The more narrow the skill, the more it includes actual understanding and the ability to innovate and create new technology.
Skills have caps. A cap means you've reached the point where return on investment tanks and XP gain slows dramatically. You'll have to find some inspiration (from a different tech field you know, by digging up archeotech, by studying xenotech, trading with other techpriests, etc) to raise it.
In your character sheet, you can see the current XP, XP cap, and XP to next rank, in that order. If you don't have a number for the cap, that means you don't have a cap at the current rank.
Since you are a tech priest, you can make neat stuff. Making lots of sorta neat stuff is Management (for now). Make neat things is crafting. Repairing and upgrading existing stuff is Repair. Besides your skills, the available facilities also play a role in production.
Perks:
Once a skill has reached magos, further XP in this skill has an additional benefit besides progress to the next level: You can buy perks with it. Buying perks does not reduce your XP. Instead, consider the XP a container you fill with perks. More XP gets you a bigger container. Ranking up does not mean you lose XP, you can still make use of any you haven't used yet.
Specialties:
Specialties are a type of Perk. They simulate having a narrower skill (see skill hierarchy above) at techpriest rank. The purpose of this is to avoid having a million different, highly specialized and narrow skills that all need to be leveled seperatly.
For example, you could buy the 'Specialty:Flamertech' perk with Imperial Tech XP, and then make Flamers as if you were a techpriest.
When you reach archmagos in the Specialties parent skill (Imperial Tech in the example above), you can repurchase the perk as a Mastery, which simulates Magos rank in that skill.
Using skills:
dice+ skill bonus +circumstantial bonus to meet threshold.
The skill bonus can be from more than one skill, for example: Making a really good lasgun would get bonuses from lastech, crafting, Imperial tech and even combat (knowing how to use it is helpful in making it), but not all skills would contribute equally. Imperial tech might contribute at 1/2, combat at 1/4.
The circumstantial bonus is from circumstances (duh). This can be stuff like having a relic to base your new weapon on, a really good lab, or just a lot of time to devote to it. Again, write-ins can help with this. The more concrete, clever and cool, the better. Basically, catch-all for anything not skill based.
Beating the target by multiples of 25 adds degrees of success, failing to meet it by multiples of 25 adds degrees of failure. A natural 100 or 1 always adds a degree of success/failure.
Assets:
You can have various assets, like your Techpriests, facilities or Skitarii. The have a quality (how skilled/advanced it is) and quantity (how many/large it is).
Rank
|
Size
|
Quality
|
0
|
small
|
bad
|
1
|
smallish
|
sub-par
|
2
|
below average
|
below average
|
3
|
average
|
average
|
4
|
above average
|
above average
|
5
|
largeish
|
decent
|
6
|
large
|
almost good
|
7
|
huge
|
good
|
Omakes
I like omakes, and I'll bribe you for some. Normal omakes get either +10 on a roll, or a small bonus to a skill relevant to the omake.
Canon omakes longer than 750 words get you a Fate point in addition to the above. Fate points either let you survive something that would kill you, with no roll necessary, or reroll something where failure would be very sad.