Skafoi

The Axiom of Travel, based around Vehicles and Gates, it is essential for giving wonders the power of transportation.

Those who study Skafoi have the capability to create wonders that are able to traverse everywhere and can take the form of bikes, to cars, to even giant Gold Death Stars. Many Skafoi wonders have variable ranges of passenger size and Durability.

At its lowest rank, Skafoi wonders have a simple function, resembling cars or boats; they can traverse in only two dimensions. When the genius becomes more capable, they can go through solid ground, travel underwater, reach for the stars and eventually travel through dimensions. Mastery of Skafoi allows one to reach the ultimate mode of transport: the ability to travel through time.

Skafoi vehicles use Crafts. Vehicles of Skafoi 3 or higher (jet vehicles, starships, and so on) also use Science. Non-vehicular Skafoi wonders use Science.

A genius can build entirely organic vehicles (using Medicine) for rank-one or rank-two wonders of Skafoi. Higher-ranking wonders of Skafoi can still be made out of organic material, but use Crafts as well as Medicine. Any wonder of Skafoi that uses wheels also needs Crafts. All organic wonders of Skafoi require at least one dot in Automata to provide rudimentary nervous processing.

Power Levels and Wonder Effects:

1 Dot:  Travel in two dimensions 2 Dots: Travel in air or beneath the earth or sea 3 Dots: Beyond the Horizon 4 Dots: Space Redefined
 * Travel Along Ground or Water
 * Worn Ground Vehicle: Inspiration x10 mph
 * Driven Ground Vehicle: Inspiration x75 mph
 * Worn Water Vehicle: Inspiration x10 mph
 * Driven Water Vehicle: Inspiration x50 mph
 * Bouncing Vehicle
 * Travel Inside Ground, Water or Air
 * Worn Air Vehicle: Inspiration x10 mph
 * Driven Air Vehicle: Inspiration x100 mph
 * Worn Submarine: Inspiration x5 mph
 * Driven Submarine: Inspiration x50 mph
 * Worn Mole Machine: Inspiration in yards per turn
 * Driven Mole Machine: Inspiration x5 in yards per turn
 * Long Range Travel
 * Worn Aerospace Vehicle: Inspiration x500 mph
 * Driven Aerospace Vehicle: Inspiration x5000 mph
 * Worn Super-Submarine: Inspiration x100 mph
 * Driven Super-Submarine: Inspiration x1000 mph
 * Space Vehicle in Deep Space: Inspiration in Astronomical Units per week
 * Teleporter (number of successes)
 * 100 feet or less
 * 1 mile or less
 * 10 miles or less
 * 100 miles or less
 * 1,000 miles or less
 * Anywhere on Earth / 10,000 miles
 * Low Earth orbit
 * Out to lunar orbit


 * Faster-than-Light Travel
 * Success: move at the speed of light multiplied by (Inspiration^3)
 * Exceptional Success: move at the speed of light multiplied by ((Inspiration+1)^3)

5 Dots: Time redefined
 * Dimensional Travel
 * Artificial Gravity (can be included as part of any rank-4 spaceship)
 * Temporal Distortion
 * Success: Speed or slow target in combat
 * Exceptional Success: Speed or slow target's separate time continuum by factor of 10^Mania

Variables:
 * Time Travel (number of successes)
 * 1 hour or less (or returning to correct time)
 * 1 day
 * 1 decade
 * 1 century
 * 1 millennium
 * 1 million years
 * 1 billion years
 * Any time

Clinging (ground vehicle), Exposed Canopy, Increased Range (non-vehicle), Extreme Acceleration (vehicle), Hovering (automatic for undertater vehicles), Increased Bouncing Range, Increased Range (non-vehicle, s.i.c.), Legs Instead of Wheels (ground vehicle), 20% Maniacal Speed Boost (vehicle), Off-Road (ground vehicle, included with legged vehicle), One Location Teleporter (1 success), Remote Control (requires an Apokalypsi-1 communicator), Self-Sealing Mole Machine, Skafoi Ray (non-vehicle), x2.5 Rails (vehicle), Slow Acceleration, Speed and Handling 1:10% tradeoffs, Transporter (non-vehicle and non-temporal) (wonder remains in place)

Faults: this happens: the wonder increases to its Maximum Speed as quickly as possible. Fixing this requires an Exceptional Success on a Wits + Crafts check with one check allowed every turn, or somehow damaging the engine, which requires only a regular success and causes all movement to stop until the engine can be repaired.
 * 1) The wonder accelerates very slowly, at 10% Safe Speed.
 * 2) The wonder can get "locked" into acceleration mode. In a dangerous situation, there is a 10% chance that
 * 1) The wonder suffers a -2 penalty to Handling.
 * 2) The wonder operates under some kind of "taboo," and will stall if brought across certain areas, such as over running water or into tunnels.
 * 3) The wonder provides a horrible, rattling ride. It is impossible to sleep within, and all actions except driving are at -3 due to the shaking. Every six hours spent within causes one Health level of Bashing damage.
 * 4) The wonder is dreadfully loud and incapable of stealth when it moves, and isn’t very quiet idling, either.
 * 5) The wonder is prone to stalling if it takes damage. Any hit incurs a 10% chance that the wonder stalls out. Restarting it requires a Wits + Crafts check.
 * 6) The vehicle controls are laid out in a lunatic fashion, and probably change when you’re not looking. Upon first sitting down every time to use the controls, the subject must make an Intelligence + Computer check. Every success reduces the penalty to use the vehicle by 1. The penalty starts at -4.
 * 7) The wonder possesses a tediously legal quasi-intelligence and will not function outside of the proper traffic lanes. Flight plans must be filed, lane shifts must be signaled, and so on, or the wonder stalls and requires a Wits + Crafts check to restart.
 * 8) The wonder only functions in a specific environment. Roll on the special conditions chart.