Crafting and Malefactors:

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Crafting and Malefactors:

Post by MagicRob on Wed Nov 02, 2016 8:38 pm

So Crafting is written in a fairly nebulous way. Here's the skill:
CRAFTS
"What is it?" the boy asked Sam, holding the. box wrapped in grease-stained brown paper carefully, wanting to shake it, but afraid he might break whatever was inside, "Something very special," Sephidor replied, "It's something you've always wanted. Open it and see."
From cooking to carpentry to sculpting, Crafts covers any sort of work with your hands. Characters can build, create and even make functional things or works
of art using this Skill. The Storyteller sets the difficulty and time required for individual creative tasks; anywhere from a few minutes to days or more of work.
Characters with Crafts must choose a specialty, although they don't gain a bonus for it until they have 4 or more ranks in the Skill. (Crafts is so broad that people usually focus on a particular area.)
• Novice: You can do simple projects on your own.
• • Practiced: You understand many of the subtleties of your craft.
• • • Competent: You can earn a decent living at your craft.
• • • • Expert: People are consistently impressed with your work.
• • • • • Master: You're a true master of your craft, and probably recognized as such.
Possessed by: Artists, Carpenters, Chefs, Craftspeople, Inventors, Mechanics
Specialties: Any particular craft such as Carpentry, Cooking, Drawing, Painting, Pottery, Sculpting and so forth

For creating mundane items, staff will assign a difficulty value based on the complexity of the item in question, and a number of successes required based on how impressive the task is.

For instance, assembling a computer from store purchased parts would be difficulty 4 (it's mostly plug and play), requiring 3 successes (there are still very sensitive parts). Building a computer from scratch (circuit boards and all) would be difficulty 8-9 (depending on the tools available) and require 10-15 successes depending on how bleeding edge you want to make it. These actions will be extended, and you'll get one roll per day of dedicated building. In spite of common view, all things can be fabricated with the proper tools, training and materials.

As far as non-mundane crafting goes... this system can be found on page 137 out of the Player's Guide. This is truly a monumental grip of pages, and I'm not going to rehash it here. Suffice to say, we're playing it by the book. If you have specific questions, hit me up.

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Re: Crafting and Malefactors:

Post by MagicRob on Tue Mar 14, 2017 8:39 am

Update to Lore of Forge-

Level 1 enhancements can't benefit from more than a 5 degree shift. Meaning, if you roll 9 successes, you can still only use 5 of them. This is largely for game balance as it doesn't take much for this level 1 power to be fully and truly game-breaking. (a pistol with the damage of a tank? Common man)

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