![]() It can however be used as normal if a closely related art belongs to another skill (e.g. This has the normal cost, but does not cost a silver crafting experience. Craft: Fire 4 (Weaponsmithing) can become Craft: Fire 4 (Armoursmithing)). If used on a craft within the same crafting skill, it allows you to convert one craft speciality to another for the duration of a project (e.g. Some charms will be changed because of the above rule.Īt the moment the only major change is that the charm: (Because I don't want to stop the PCs from enacting a brilliant plan to make the local nobles kill each other over a perfect golden apple inscribed: "To the fairest" because you don't have enough silver exp for the project). I may reduce crafting exp requirements to what the PCs can afford at GMs discretion if the crafting project is explicitly being used to address a plot point and is not being kept by the player party. There are also some other craft skills which are more specialised which PCs will not generally have access to. (For example if you have Craft: Water 3 (Cooking, leatherworking and ink-making), you could make a roll against Craft Water to do brewing without penalty) You ignore this penalty if you have craft specialities in that skill equal to your rating. However if you don't have the appropriate speciality you use it at a -1 penalty instead. If you have the appropriate speciality you can use the full value of the skill +1 (as normal for a speciality). When you buy one of these skills, you get a speciality for free (representing your primary focus) and can buy additional specialities at 3 exp each. Note: Craft Essence works with other crafting skills and when making magical things you normally roll the lower of the two craft skills.Orichalcum, Jade, Soulsteel, Moonsilver or Starmetal) Manses (AKA geomancy), Warstriders, Airships, Genesis (i.e. Example specialities: By magical material (e.g.Craft: Essence (Making things with magic) - Geomancy, Artefacts, Genesis, First Age tech or Warstriders.Example specialities: carpentry, weaving, paper-making or flower arranging.Craft: Wood (Carving, weaving and manipulating natural materials without water).Example specialities: cooking, brewing, leather working, pharmacy.Craft: Water (Boiling and cooking plants, chemicals and animal materials).Example specialities: Blacksmithing, Weaponsmithing, Armour making, Pottery or Silversmithing.Craft: Fire (Forging and casting large metal objects and creating objects using fire.).Example specialities: Civil Engineering, Architecture, Sculpture, Earthworks or Sapping.Craft: Earth (Masonry, stone cutting, creating earthworks).Example specialities: Calligraphy, gem-cutting, Perfume making, lens cutting, Mosaic or Origami.Craft: Air (Calligraphy, small precision or decorative items as well as gasses).There are a limited number of craft skills these are the ones usually available to Solars: However under this system you could get Craft: Earth at 2 dots for a total of only 1 exp. (So for example if you have Craft as a caste or speciality skill and you have Craft: Fire (Weapon smithing) 4, and Craft: Earth 0, you would normally need to spend: 3 exp to get the first dot and 1 exp more to get the second dot. Any further purchases you can get the first dot of crafts for free when you buy it. You only need to buy the first dot of crafts once. ![]() To make things easier I've reduced the number of craft skills down, so that you don't have to spend quite as much to become good at something. 3.14 Stone Legion Construction/Mechanical Legion Construction.3.9 Living Statue Genesis/Clockwork Menagerie Technique.3.8 Painted Truth Prana/Philosophy Carved In Stone.3.6 Instantaneous Architecture Technique.
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