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| cratfing Rules; Crafting Rules | |
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| Tweet Topic Started: Aug 22 2011, 02:23 AM (259 Views) | |
| Spacemonkey | Aug 22 2011, 02:23 AM Post #1 |
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Combat Item Crafting ALL STANDARD ITEMS ARE AS PER DARK EPICS EXCEPT WHERE NOTED IN HOUSE RULES Standard math: This is how you find the test difficulty and the time of creation. # Traits / Health levels + Damage + Special abilities (ignoring 2 Hand Requirement) -Negative Traits ----------------- Total Time Variables +1 day = - 1 difficulty to Craft or Appearance test -1day = + 1 difficulty to both Sacrifice Your Vision Accept a lower than auto craft Appearance for reduction on crafting test. Example: having crafts x 5, you auto craft at 3. You chose to lower Appearance to 2 for a -1 to the crafting test. Appearance tests (at the crafting difficulty) (Retest with applicable craft.) Appearance Level 1: test for 1 Appearance Level 2: auto 1, test 2 Appearance Level 3: auto 1, test 2, test 3 Appearance Level 4: auto 1, auto 2, test 3, test 4 Appearance Level 5: auto 1, auto 2, auto 3, test 4, test 5 Modifying Items The craft level of the craftsman denotes how many special abilitiesand add-ons the item can have (ignoring 2 hand requirement). Example:Sammy the Smithy has Crafts: Weapon Smithing X 4. He may add a bonustrait, remove a negative trait, and add a damage to a rapier. With thenatural ability of speed on a rapier, that totals 4. -This does not stop the creation of items that have more specialabilities NATURALY on an item than the crafter has craft levels.Example: Norm the Newguy has Crafts: Gun Smithing X 1. He may stillmake a sub-machine gun. Weapon smith (Note: No abilities or notable time is required to create a makeshift stake) Weapon smith 1: Make standard weapons Weapon smith 2: Remove Neg. Weapon smith 3: Add a trait / damage, add special ability mods Weapon smith 4: Custom Fit Weapon smith 5: Puissant Proof Weapon Mods Remove a negative trait: 2 May only be done once. Change a negative trait: 1 Add Trait: 2 May only be done once. Custom Fit: 3 Works as an added trait on a weapon for the person it was craftedfor and minus 1 trait for any other user. Example: Stabby the Brujahhas a custom fit short sword, making it a 3 trait weapon in his hands.Slashy the Brujah tries to use Stabby’s sword and it is only a 1 traitweapon in his hands. Cannot be put on an item in conjunction withadding a trait. Add Damage: 3 May only be done once. Staking: 2 Speed: 2 Puissant Resistant: 4 Win ties on breaking tests. Cannot be added to item with the Fragile negative trait Puissant Proof: 5 Requires no breaking test for use with Potence 5. Cannot be added to item with the Fragile negative trait Destroy Shield: 2 Hand and a Half: 3 Adds 1 trait and 1 damage to the weapon when wielded as a 2 handrequirement weapon. Cannot be done to an item that naturally has thenegatives Short or Fragile or has a 2 Hand requirement. Multi-tool: 1 per ability category My basket hilt has a bottle opener! May be used as equipment fornon-combat abilities, granting a bonus trait for those tests when used.Must make sense, there is no way a great sword can HELP you in stealthactions. Parry/Block: 1 +1 trait to parry and block actions. Catch/Destroy: 2 +1 trait to catch and destroy a weapon. Non-metallic construction: 3 Does not set off metal detectors Streamlined: 2 +1 trait on quick draw contests. Item cannot have Clumsy negative trait. Gun smith Gun smith 1: Make standard guns. Gun smith 2: Standard add-ons Gun smith 3: + Trait, * add-ons Gun smith 4: Custom Fit Gun smith 5: Potence Rated actions Gun Mods + Trait: 2 May only be done once. Custom fit: 3 Works as an added trait on a weapon for the person it was craftedfor and minus 1 trait for any other user. Example: Shooty the Brujahhas a custom fit heavy pistol, making it a 3 trait weapon in his hands.Bang-Bang the Brujah tries to use Shooty’s gun and it is only a 1 traitweapon in his hands. Cannot be put on an item in conjunction withadding a trait. Concealablity: 2 Move concealability down on the scale one place. May only be done once. Cannot be done to rifles. Full Auto: 2 Spray: 2 Hi-Cal: 2 Mass Trauma: 2 Tripod: 1 Rifles only Silenced: 2 Cannot be added to shotguns. Flash suppresser: 1 Cannot be added to shotguns. Scope: 2 +1 trait when aimed for an action. Gives the negative trait Oblivious when in use. Starlight Scope: 2 +1 trait when aimed for an action. Gives the negative trait Oblivious when in use. Laser target: 2 +1 trait when aimed for an action. Useless outside of 15 ft. of target. Ammo moded: 3 Use special ammunition without tearing up the gun Extended clip: 1 Allows for +1 use of Full Auto. Shell catcher: 1 Ammo toggle: 3 Switch between ammo types w/o manual change clip *Easy assembly: 3 Assembles in 1 action Potence Rated action: 5 Pistol whipping is fun and funny, so why not do it Potently? *Melee applications: 3 (requires at least 1 level of weapon smithing) -Bladed, spiked, etc. Turns gun into a standard trait melee weaponthat does lethal damage. Example: Shooty the Brujah has a heavy pistolwith a blade running along the bottom. If he uses it to cut someone, itis a 2 trait melee weapon because that is the natural bonus traits of aheavy pistol. If the weapon has been granted bonus traits by add-ons,they do not apply for melee application. -Parry/Block +1 trait on actions to parry or block a weapon in melee. -Catch/Destroy +1 trait on actions to catch or destroy a weapon in melee. *Non-metallic construction: 3 Does not set off metal detectors Streamlined: 2 +1 trait on quick draw contests. Armor Smith Armor smithing 1: Make standard armor Armor smithing 2: Remove a neg Armor smithing 3: Add special abilities Armor smithing 4: Add health level, Custom fit Armor smithing 5: Visual appeal Armor Mods Remove a negative trait: 3 Custom Fit: 3 -1 negative trait to the custom fit individual, +1 negative trait(Clumsy) for all others. Example: Scaredy the Brujah has a custom flackjacket, making it a no negative trait armor on his body. Stealy theBrujah tries to wear Scaredy’s armor and it is now a 2 negative traitarmor on his body. Cannot be put on an item in conjunction withremoving a negative trait. Add health level: 5 Adds 1 health level and a heavy negative trait. This added heavy trait can be removed like a normal negative. Easy Shed: 3 1 action to shed armor Multi-tool: 1 per ability category My grieves have tissue dispensers! May be used as equipment fornon-combat abilities, granting a bonus trait for those tests when used.Must make sense, there is no way full plate or riot gear can HELP youin stealth actions. Combat Applications: 3 (requires at least 1 level of weapon smithing) -Bladed, spiked, etc. Turns normal blows into lethal damage. -Parry/Block +1 trait on actions to parry or block a weapon in melee. -Catch/Destroy +1 trait on actions to catch or destroy a weapon in melee. Visual Appeal: 5 Must be done at an Appearance 5 craft level. -Awe inspiring: That armor is so fancy, they MUST be a good leader! +1 on leadership based social challenges -Seductive: Look at the SIZE of that codpiece! +1 trait on appearance based social challenges. -Intimidation: Look at the SIZE of that codpiece! + 1 trait on intimidation social challenges. Disguised Armor: Armor so subtle, only your supplier knows for sure. -Shirt: 2 Cannot exceed 1 health level worth of protection. Must have a clothing design oriented ability x 5 to add a Visual Appeal mod. -Coat: 4 Cannot exceed 2 health levels worth of protection. Must have a clothing design oriented ability x 5 to add a Visual Appeal mod. Non-Combat Intended Crafts It exists, really. For the players interested in using crafts to IMPROVE the world, here is the system for creation. Standard math: Desired crafts level x 2… pretty simple -This is for a standard sized piece. If you want paint a Crafts 5fresco on City Hall, it of course will take longer than 10 days. If youwant to carve a Crafts 5 chess set, it is not going to take 320 days.Such things will be dealt with on a per case basis. Art is subjectiveand so am I. Time Variables +1 day = - 1 difficulty to Craft or Appearance test -1day = + 1 difficulty to both Sacrifice Your Vision Accept a lower than auto craft Appearance for reduction on the crafting test. Example: having crafts x 5, you auto craft at 3. You chose to lowerAppearance to 2 for a -1 difficulty to the crafting test. Chose tolower appearance to 1 for a -2 difficulty to the crafting test... etc. Appearance tests (at the crafting difficulty) (Retest with applicable craft.) Appearance Level 1: test for 1 Appearance Level 2: auto 1, test 2 Appearance Level 3: auto 1, test 2, test 3 Appearance Level 4: auto 1, auto 2, test 3, test 4 Appearance Level 5: auto 1, auto 2, auto 3, test 4, test 5 Inspiring Art Crafts 5 pieces are of course MASTERPIECES. They stir the heart andmind. If you have ideas for neat bonuses you want your piece to do,feel free to tell me for revamps and additions. They will NOT be asbrutal as invoking Presence level effects, that is what elder |
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