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Earth Aspect -- Craft

The Craft Ability is divided into separate Abilities, each governing a different Craft. The ten most common Craft Abilities (and examples of items they allow the character to create) are listed below.

Mortal Crafts

Air: calligraphy, jewelry-making, instruments, glassblowing
Earth*: masonry, stone cutting, sculpting
Fire**: blacksmithing, ceramics
Water: cooking, brewing, leather-working, pharmacy, poison-making
Wood***: carpentry, weaving, paper-making, flower-arranging

* The most common Craft Ability used in Manse building.
** The Ability used in the forging of Artifact weapons
*** The second Craft Ability typically used in the building of manses.

Exalted and Divine Crafts

Magitech: Used to created the mechanical devices of Autochton, warstriders, thinking machines, essence engines, and other similar wonders.
Glamour: Used by the Fair Folk to shape the Wyld, emotions, dreams, and Virtues into tangible things.
Genesis: Used in the creation of life.
Fate: Used by the Sidereals to plan and manage destinies.
Necrotech: Used to forge soulsteel, golems, undead monsters, and living war machines. Necrotech allows the use of flesh and ghostly corpus as materials.

The Craft Ability and Player Characters

At character creation, a player character is assumed to possess all elemental crafts at the same rating as his Craft Ability. Access to exotic Crafts is purchased for 3XP each, and the exotic Craft is thereafter used with the character's normal Craft Ability.

Craft rolls are made using [Intelligence] + [Craft].

Editing History

17/04/12 - Buffed Craft Ability to eliminate XP sinks for players. Removed the need for exotic materials in Artifact creation. Added [Dragon] Shapes the World. Removed Wondrous Genius of Pasiap, as it was no longer necessary with the removal of most Craft XP sinks. Removed Charm of Lessser/Greater Unmaking because they were terrible.

Forging Wonders

The basics of using the Craft Ability to create an Artifact are listed in the table below.

Artifact Creation Table
Rating
Difficulty
Required Successes
Ability Minimums
Resources
Repair Difficulty
1
3
10
3
2
2
2
4
30
4
3
2
3
5
60
5
4
4
4
6
100
6
5
5
5
7
250
7
5+
6


Rating: The rating of the Artifact in ●.
Difficulty: The base difficulty of Craft rolls made to construct the Artifact.
Required Successes: The total number of successes required to successfully create the Artifact. Creating an Artifact is an extended roll.
Ability Minimums: The minimum Craft, Lore, and Occult ratings needed to attempt to create an Artifact of that rating.
Resources: The expenditure necessary for the raw materials used in forging the Artifact.
Repair Difficulty: The base difficulty of the Craft roll to repair the Artifact if it becomes damaged.

Design

[Intelligence] + [Craft]

The first step to creating a new Artifact is the design process. The design process represents half of the total successes required to complete the Artifact. If the character makes careful and complete records of her work, (and of course, has access to these records) she may halve the number of successes needed when creating an identical Artifact. The character also gains this benefit if she is able to work from a complete and proven design or blueprint. Artifact blueprints are exceedingly rare in the Age of Sorrows, most of them are contained within the Imperial Libraries, the Heptagram, or the factory-cathedrals of Lookshy. At the Storyteller's discretion, ownership of complete schematics for an Artifact may cost Background points at character creation.

The base difficulty of designing an Artifact is equal to the [Artifact's Rating + 2].

For example: A Dragon-Blooded artificer with Intelligence 5 and Craft (Fire) 5 is creating a daiklave (Artifact 2). The base difficulty of designing this Artifact is 4 [2 + 2]. He gets 7 successes on his Intelligence + Craft roll, allowing him to put 3 successes towards the designs of the daiklave.

Botching a roll during the design phase of an Artifact's creation creates a Drawback in the finished product with a severity rating equal to the number of 1s on the botched roll (to a maximum of ●●●●●). Drawbacks introduced in this way do not lower the Artifact's rating. These Drawbacks are not apparent until the character has fully completed the Artifact.

Once the character has accumulated half the successes needed to forge the Artifact, the design process is complete. Failures or botches which occur after this point cannot reduce or subtract from these successes.

Drawbacks

A Drawback is a limit, restriction, or drawback to using an artifact's power. The severity a Drawback is rated at ● to ●●●●●. Some general examples of Drawbacks are given below:

● - The Artifact cannot be used unless the character has spent a full hour praying and meditating that day.
●● - The Artifact requires a dedicated Hearthstone to function.
●●● - The Artifact will not function unless the character sacrifices a living creature to it every month.
●●●● - Using the Artifact causes widespread droughts or floods.
●●●●● - Activating the Artifact creates a doorway into Creation through which a Second Circle Demon may enter.

An Artificer can intentionally include Drawbacks as part of an Artifact's design. These Drawbacks are not a flaw, but a natural part of the Artifact's function (or a testament to the creator's lack of skill). Drawbacks included in this way are not repairable.

If the artificer chooses to include a Drawback in the design equal to or greater than an Artifact's rating, she lowers the rating of the Artifact by one. This reduces the number of successes and Ability requirements needed to create the Artifact. Intentional Drawbacks cannot lower the rating on an Artifact by more then one or lower the rating of an Artifact to 0, no matter how many are included.

If a Drawback is the result of a botched design process then the character may attempt to correct it. Correcting Drawbacks the character finds in the complete designs of another artificer is also possible. Doing so follows the same rules as creating an Artifact equal to the Drawback's rating, save that character does not require Resources or exotic components. If the character botches the 'design' roll while attempting to repair the Drawback, she doesn't create another Drawback. Rather, she must start trying to correct the Drawback from scratch, starting over with 0 accumulated successes.

Forging

[Intelligence] + [Craft]

Once a character has finished designing an Artifact, she can begin forging it. The forging process represents half the total successes required to complete the Artifact. For the character to begin forging, she much have gathered all the raw materials, exotic components, possess a workshop in which to forge the Artifact, and have a complete design from which to work. Each roll made to forge the Artifact represents a season of work. (3 months or 75 days). Botching a forging roll halves the number of accumulated successes from forging, rounded down.

The base difficulty of forging an Artifact is equal to the [Artifact's Rating + 2].

For example: A Dragon-Blooded artificer with Intelligence 5 and Craft (Fire) 5 is creating a daiklave (Artifact 2). The base difficulty of forging this Artifact is 4 [2 + 2]. He gets 6 successes on his Intelligence + Craft roll, allowing him to put 2 successes towards the creation of the daiklave.

Other Considerations

Raw Materials

Raw materials are mundane and natural materials consumed in the process of creating a finished item. These are common and widely available, and are represented by a Resources cost equal to the [Artifact Rating + 1].

Exotic Materials

Exotic materials are magical components traditionally used in the creation of an Artifact. In the Second Age, exotic materials are extremely rare, difficult to acquire, and sometimes dangerous. Although they are not strictly necessary, having exotic materials to work with provides bonuses to Artifact creation rolls.

Some examples of exotic materials and their bonuses are listed below:

The Five Magical Materials - Jade, Orichalcum, Moonsilver, Starmetal, and Soulsteel - These five substances can channel and store Essence better then anything else in Creation. Even Artifacts created principally from other materials often possess some component formed from one of the Five Magical Materials.

Working with a magical Material that that resonates with the character's Exaltation reduces the target number of all Craft rolls by 1. A finished product gains the appropriate Magical Material bonuses. Working with moonsilver is impossible unless the character knows the appropriate Lunar Charms.

Adamant - Is the Magical Material version of glass. It is fantastically sharp, durable, and nearly unbreakable. Working with it reduces the difficulty of Craft rolls by 1.

Raw Elements - Pure elemental energy gathered from one of the Elemental Poles in Creation (Earth, Air, Fire, Water, Wood). Raw elements reduce the target number of Craft rolls by 1 if the element matches the crafter's Aspect.

Additionally, an Artifact that incorporates raw elements reduces any attunement cost for Dragon-Blooded who share its elemental Aspect by 1.

Aides

Aides are teams devoted to carrying out the designs of a master artificer. The only requirement for an aide to assist the character is that the aide must have Lore ●●●, Occult ●●● and the appropriate Craft rated at ●●●.

Every five mortal aides add an automatic success to each roll made to complete the Artifact, up to a maximum of the Artifact's rating.

An artificer can gain even greater bonuses by employing supernatural aides. These can include Dragon-Blooded, Craft-oriented gods, elementals, and demons, other Celestial Exalted, Deathlords, and Fair Falk Nobles. A powerful Exalt may even be able to coerce the Neverborn, Yozi, Shinma, or Autochthon to aid him, but at that point the question arises of who is the artificer who is the assistant.

When employing supernatural assistants, they may provide the artificer with a number of bonus successes up to twice the Artifact's rating.

A list of the bonuses provided by various types of assistants follows.

● Mortal Assistants: +1 success/5

● Terrestrial Gods, Dragon-Blooded, First Circle Demons, Common Fair Folk: +1 success/2
● Second Circle Demons, Young Celestial Exalted, Alchemicals, Celestial Gods, Fair Falk Nobles: +3 successes
● Third Circle Demons, Deathlords, Celestial Exalted, Artisan Celestial Gods, or Artisan Second Circle Demons : +5 successes
● Artisan Third Circle Demons, The Divine Ministers, Elder Celestial Exalted: +6 successes
● Yozi Princes, Neverborn, Ligier, or other Artisan Fetiches: +8 successes
● Autochthon or other Artisan Primordials: +10 successes

Workshops and Tools

The character must have an appropriate space in which to forge the Artifact. An ideal workshop can add dice to Craft rolls, while a rudimentary or incomplete workshop may subtract dice.

Rudimentary Workshop: A workshop that lacks any useful tools or devices. (-4 dice)
Basic Workshop: A well equipped but mundane workshop, such as a local blacksmith's forge. Such a workshop costs Resources 3 to build and Resources 2 each month to maintain. (-2 dice)
Master's Workshop: The workshop of a master craftsman or thaumaturge. It costs Resources 4 to build and Resources 3 each month to maintain. (0 dice)
Flawless Workshop: A workshop stocked with First Age tools and every mundane material necessary for crafting. It costs Resources 5 to build and Resources 4 each month to maintain. (+2 dice)
Ideal Workshop: A functioning First Age factory-cathedral powered by a Manse. It requires three exotic components a year to maintain. (+4 dice)

Earth Charms -- Craft

[Dragon] Shapes the World
Cost: --
Minimums: Craft ●●●●, Essence ●●●
Type: Permanent
Action: None
Keywords: Elemental, Harmonious, Intrinsic
Duration: Permanent
Prerequisites: None

This Charm expands and improves Pasiap's General Charms and Abilities, granting them additional elemental effects. These elemental effects apply only to Craft or when the character enhances a Craft roll.

Air Aspects are mad geniuses. The character reduces the total number of successes needed for any Craft project by 10%, to a minimum of 1. Earth is unfaltering. The character cannot botch a Craft roll supplemented by [Pasiap's] Essence Overwhelming. Fire fills the character with passion and energy. When he can supplement his work with [Pasiap's] Essence Overwhelming, he reduces the time it takes to make a Craft roll by 1/3. Water understands the ebb and flow of the market. The character reduces the Resources cost of any project by 1, to a minimum of 1. Wood best realizes the need for interconnection and teamwork. The character doubles the possible bonus from working with assistants.

Shaping Hand Style
Cost: 2m
Minimums: Craft ●●, Essence ●
Type: Simple
Action: Swift
Keywords: None
Duration: Indefinite
Prerequisites: None

This Charm allows the character to use his hands to duplicate any mundane tool. This provides a +3 equipment bonus on Craft rolls that could benefit from the emulated tool. If the character uses his hands to emulate weapons, such as a pick or axe, his normal unarmed attacks cause +2B or +1L damage. While under the effects of his Charm the character can use his hands normally.

Stone Carving Fingers Form
Cost: 1m per cubic foot
Minimums: Craft ●●●, Essence ●●
Type: Simple
Action: Dramatic
Keywords: Elemental, Shaping
Duration: Instant
Prerequisites: Shaping Hand Style

This Charm allows a Dragon-Blooded to rapidly create mundane items. This Charm can create any mundane item that could be made with the appropriate Craft [Element] by meditating and inspecting the raw materials for one minute, and then striking them with an appropriate tool. If the character has Brawl rated ●●+, his hands count as an appropriate tool. The character rolls [Wits] + [Craft]. One success is sufficient for opening a passage in a stone wall or creating rough goods, such as stone blocks. Three successes allow for the creation of most simple items, such as a vase or sword and make the created item fine. Five successes allows the character to create works of astonishing craftsmanship and complexity, such items are exceptional.

Perfect Climbing Attitude
Cost: 1m
Minimums: Craft ●●●, Essence ●●
Type: Simple
Keywords: Combo-OK
Duration: One Scene
Prerequisites: Stone-Carving Fingers Form

Using this Charm, a character can climb stone walls or rock faces at up to twice his normal walking speed with no chance of falling. The character's fingers and feet leave indentations in the surface he climbs, granting anyone who follows him a +2 bonus on rolls to scale the surface. The Storyteller may require an appropriate check [Strength or Dexterity] + [Athletics] to climb across a cavern roof or to maintain balance during an earthquake or collapse, a character using this Charm gains automatic successes on the check equal to his [Essence].

Upon Pasiap's Shoulders
Cost: --
Minimums: Craft ●●●●●, Essence ●●●●
Type: Permanent
Action: None
Keywords: Cooperative, Enlightening, Stackable
Duration: Permanent
Prerequisites: [Dragon] Shapes the World, Stone Carving Fingers Form

This Charm allows Dragon-Blooded to work in teams to accomplish feats of wonder-building that would never have been possible alone. In the First Age and Shogunate era, dozens of these teams labored at artifice and invention to improve the lives of Creation's inhabitants. In the fallen Second Age, such cooperation is rare. Perhaps only the Scarlet Empress or the General Staff of Lookshy have the wealth and power needed to create and commission such a team.

Upon Pasiap's Shoulders requires a team of five Dragon-Blooded artisans who all know this Charm. As with many Cooperative Charms, one character will serve as the focus. The group need not include each Aspect, but it considered auspicious to have each of the Immaculate Dragons represented, and a group that does receives a +2 bonus on all Craft rolls made under the Charm's auspices. If the focus character wishes to speed the process of completing a Craft project with other Charms, such as Elemental Concentration Technique, all members of the group must also know the Charm. Characters acting to support the focus must be available for the entire time it takes to complete the project. Finally, although all of the characters involved in the project are working together in concert, none of them count as aides for the focus.

While the group works together the focus passively reduces the Craft, Lore, and Occult minimums needed to forge any Artifact by 1, and the total combined Ability ratings needed to build a Manse by 3. This Charm works with larger groups, stacking once and doubling it's effects, but it requires five times as many Dragon-Blooded. A group of twenty five Dragon-Blooded representing each Aspect equally gain a +4 bonus on all related Craft rolls.

Five Dragon Teamwork Approach
Cost: --
Minimums: Craft ●●●●, Essence ●●●
Type: Permanent
Action: None
Keywords: None
Duration: Permanent
Prerequisites: [Dragon] Shapes the World

Dragon-Blooded with this Charm are especially good at working in teams or leading them to accomplish spectacular works of artifice. The character gains additional benefits from aides, allowing him to gain up to two times the Artifact's rating in bonus successes. Additionally, the character now gains a +1 bonus per three mortal assistants he has, and a +1 bonus per Dragon-Blooded assistant. If a character with this Charm is acting as an assistant to another craftsman, he is considered a special character who grants a +2 bonus.

Flaw-Finding Examination
Cost: 1m, 3m, and +1W for repairs
Minimums: Craft ●●●, Essence ●
Type: Simple
Action: Dramatic
Keywords: None
Duration: One minute
Prerequisites: None

This Charm allows a character to scrutinize an object for flaws. To do so, the character must spend at least a minute examining the item. The Charm costs 1 mote if the character can touch or handle the item, and 3 motes if the character is only able to inspect the item visually. If the character wishes to repair the item, he must spend a Willpower point and roll [Intelligence] + [Craft], even a single successes repairs the object instantly. Repairing a damaged artifact requires Essence 3+. At the Storyteller's discretion, some items may be so damaged they are beyond the scope of this Charm.

The character may also choose to strike at an item's weak point. In this case the damage inflicted by the character's next physical attack on the object is doubled.

At Essence 3+, the character can scrutinize an object instantly and attacking a object's weak point becomes a Supplemental effect.
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