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Crafter Skills

Crafters, rather than having a number of skills denoting what they can do, have a number of components that can be applied to weapons, shields, and armour to enhance their abilities. At the beginning of the adventure, you may attach your owned components as you would like, and you may rearrange your components once per adventure during the lunch encounter. When attaching or rearranging components, you are subject to the following restrictions:

  • Each 1 handed weapon, shield, or suit of armour can carry two (2) components. Each 2 handed weapon, staff, or spear can carry three (3) components.
  • In each encounter you may only use component calls from one suit of armour, and either two one handed weapons, one two handed weapon, or one one handed weapons and one shield.

Other than that you may apportion your components however you want. A component has two or three potential benefits: the calls it gives you when applied to a weapon, a modification to how component calls may be made with this weapon, and the calls given when applied to a shield or suit of armour. You cannot use a component for the “weapon modification” effect without the “Complex Interplay” skill.

Many crafter skills will allow you to select a component from the list below. You may only select components for which you have the corresponding “refine” skill. You may select the same component multiple times to obtain multiple copies of that component. This does not apply to Capstone Components, which can only be purchased once.

Construction Tree

Basic Skills

Refine Energy

Allows you to refine and work with materials naturally attuned to Energy. This allows you to buy Platinum and Opal components. Select a Platinum or Opal component.

XP Cost: 6
Prerequisite: None

Refine Air

Allows you to refine and work with materials naturally attuned to Air. This allows you to buy Silver and Pearl components. Select a Silver or Pearl component.

XP Cost: 6
Prerequisite: None

Refine Water

Allows you to refine and work with materials naturally attuned to Water. This allows you to buy Mercury and Ruby components. Select a Mercury or Water component.

XP Cost: 6
Prerequisite: None

Refine Metal

Allows you to refine and work with materials naturally attuned to Metal. This allows you to buy Steel and Quartz components. Select a Steel or Quartz component.

XP Cost: 6
Prerequisite: None

Refine Salt

Allows you to refine and work with materials naturally attuned to Salt. This allows you to buy Gold and Diamond components. Select a Gold or Diamond component.

XP Cost: 6
Prerequisite: None

Advanced Skills

Complex Interplay

You may attach an additional component to each weapon, gaining the Weapon Modification effect of that component (instead of the normal weapon effect). Select a component.

XP Cost: 6
Prerequisite: Any two Refine Element skills

Additional Components

Select a component.

XP Cost: 4
Prerequisite: Any two Refine Element skills

Prepared Defence

Two (2) times per encounter you may, with five (5) seconds of roleplay, modify a character's equipment to provide one use of RESIST to one of the following calls:

  • DISARM
  • STRIKEDOWN
  • WOUND

If this RESIST is not used within the encounter, it is lost.

XP Cost: 5
Prerequisite: None

Prepared Fortification

An additional two (2) times per encounter you may, with five (5) seconds of roleplay, modify a character's equipment to provide one use of RESIST to one of the following calls:

  • DISARM
  • ENRAGE
  • REPEL
  • STRIKEDOWN
  • STUN
  • WOUND

This expanded call list may also be used for the RESISTs provided by Prepared Defence, but they are still lost if not used within the encounter.

XP Cost: 9
Prerequisite: Prepared Defence

Flexible Interfacing

You may reassign components to equipment two (2) further times per adventure, between encounters, provided you have 30 minutes in which to work.

XP Cost: 7
Prerequisite: None

Jury Rigging

With enough time and resources, you should be able to create a one-off device to complete a task one (1) time per adventure. The task should be relatively narrow in scope, and the success of this will depend on the availability of said time and resources, but you should inform the GM of what you are hoping to achieve, and they will let you know the outcome.

XP Cost: 8
Prerequisite: None

Capstone Skills

Symmetries of the Elements

You may apply an additional Weapon or Weapon Modification component to each weapon, and an additional component to each shield or suit of armour. You may not use two Weapon Modification effects on the same call. Select two components.

XP Cost: 12
Prerequisite: Complex Interplay

Masterwork

Select a capstone component.

XP Cost: Variable, see below
Prerequisite: Four Refine Element skills, including the element of the chosen component


Platinum/Opal Components

Platinum Component

  • Weapon: You may call EXPOSE, by blow, two (2) times per encounter.
  • Weapon Modification: You may apply the BACKSTAB modifier to any component calls.
  • Armour/Shield: You may call RESIST DISARM two (2) times per encounter.

Prerequisite: Refine Energy

Opal Component

  • Weapon: You may call ENRAGE, by blow, one (1) time per encounter.
  • Weapon Modification: You may apply the ARCED modifier to any component calls. If you do this, you must also take the call.
  • Armour/Shield: You may call RESIST DISARM two (2) times per encounter.

Prerequisite: Refine Energy

Capstone Skills

Shocking Anchor

  • Weapon Modification: You may double the number of component calls you can make, so long as they are called at range against the last thing you hit in melee with the weapon.
  • Armour/Shield: You may call IMMUNE DISARM for one (1) encounter per adventure.

XP Cost: 10
Prerequisite: Refine Energy


Silver/Pearl Components

Silver Component

  • Weapon: You may call EMPOWERED MUTE, by blow, four (4) times per encounter.
  • Weapon Modification: You may apply the SELF modifier to any component calls.
  • Armour/Shield: You may call RESIST ENRAGE two (2) times per encounter.

Prerequisite: Refine Air

Pearl Component

  • Weapon: You may call five (5) points of HEAL, to targets in melee range, per encounter. These ten (10) points may be split up however you want.
  • Weapon Modification: You may apply the PARTY modifier to any component calls.
  • Armour/Shield: You may call RESIST ENRAGE two (2) times per encounter.

XP Cost: 6
Prerequisite: Refine Air

Capstone Skills

Brittle Phylactery

  • Weapon: Two (2) times per adventure, you may activate this component for 30 seconds; while this component is active you may restore one (1) hit point to yourself every time you hit with this weapon.
  • Armour/Shield: Whenever you are the target of a ENRAGE call, you may reactively call TAUNT at the source of the call.

XP Cost: 12
Prerequisite: Refine Air


Mercury/Ruby Components

Mercury Component

  • Weapon: You may call DISARM, by blow, two (2) times per encounter.
  • Weapon Modification: You may apply the MASS modifier to any component calls.
  • Armour/Shield: You may call RESIST WOUND two (2) times per encounter.

Prerequisite: Refine Water

Ruby Component

  • Weapon: You may call REPEL, by blow, two (2) times per encounter.
  • Weapon Modification: You may make any component calls at range, rather than by blow.
  • Armour/Shield: You may call RESIST WOUND two (2) times per encounter.

Prerequisite: Refine Water

Capstone Skills

Volatile Shells

  • Weapon Modification: You may apply the BLAST modifier to any component calls; these are called at range.
  • Armour/Shield: You may call IMMUNE WOUND for three (3) encounters per adventure.

XP Cost: 14
Prerequisite: Refine Water


Steel/Quartz Components

Steel Component

  • Weapon: You may call WOUND, by blow, two (2) times per encounter.
  • Weapon Modification: You may apply the MONSTERS modifier to any component calls. If you do so, you may only benefit from one shield or weapon in the next encounter. temporarily removed for playtest due to balance issues
  • Armour/Shield: You may call RESIST TAUNT two (2) times per encounter.

Prerequisite: Refine Metal

Quartz Component

  • Weapon: You may call FORTIFY, on targets within melee range, one (1) time per encounter.
  • Weapon Modification: You may apply the EMPOWERED modifier to any component calls. If you do, take a DISARM on this weapon, which cannot be RESISTed (but does not count as a call for FORTIFY).
  • Armour/Shield: You may call RESIST TAUNT two (2) time per encounter.

Prerequisite: Refine Metal

Capstone Skills

Cutting Mirror

  • Weapon: You may call HEX, at range, four (4) times per encounter.
  • Armour/Shield: Five (5) times per adventure you may call RESIST TAUNT, and then immediately call TAUNT on the source of the call.

XP Cost: 10
Prerequisite: Refine Metal


Gold/Diamond Components

Gold Component

  • Weapon: You may call TAUNT, by blow, two (2) times per encounter.
  • Weapon Modification: You may apply the ARCED modifier to any component calls. If you do this, you must also take the call.
  • Armour/Shield: You may call SELF FORTIFY one (1) time per encounter.

Prerequisite: Refine Salt

Diamond Component

  • Weapon: You may call STUN, by blow, one (1) time per encounter.
  • Weapon Modification: You may apply the MASS modifier to any component calls.
  • Armour/Shield: You may call SELF FORTIFY one (1) time per encounter.

Prerequisite: Refine Salt

Capstone Skills

Crystalised Focus

  • Weapon Modification: You may apply the EVERYONE modifier to any component call.
  • Armour/Shield: You always count as being stabilised.

XP Cost: 15
Prerequisite: Refine Salt

crafter.txt · Last modified: 2018/01/26 15:45 by gm_mike