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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 with the following restrictions:

  • You may only add 1 component to a weapon, shield, or suit of armour. N.B. this can be overcome by skills - see Complex Interplay, and Symmetries of the Elements.
  • You may only benefit from one suit of armour, and two of weapons and shields per encounter.

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.

N.B. You may buy the same component skill multiple times to gain multiple components of the same type. This does not apply to Capstone Skills, which can still 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.

XP Cost: 3
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.

XP Cost: 3
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.

XP Cost: 3
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.

XP Cost: 3
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.

XP Cost: 3
Prerequisite: None

Advanced Skills

Complex Interplay

When attaching components, you may attach two (2) different components to the same weapon (You may still only apply one component to Shields or Armour). The second component may either add extra calls, as with the first component, or you may take the Modification benefit. (e.g. a weapon with 2 Ruby components may make either four (4) REPEL calls, by blow, or two (2) REPEL calls, at range, per encounter.)

XP Cost: 6
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

One (1) time per adventure you may re-assign your components to equipment, as if it were the beginning of the adventure. This takes some time to achieve, so cannot be done at any time: you will always be able to do this during the lunch encounter, but if you believe you have enough time to fully respec your equipment, ask the GM.

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

When attaching components to equipment, you may apply three (3) components to weapons, and two (2) to armour. This otherwise follows the rules of Complex Interplay.

XP Cost: 12
Prerequisite: Complex Interplay


Platinum/Opal Components

Advanced Skills

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 one (1) time per encounter.

XP Cost: 6
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 one (1) time per encounter.

XP Cost: 7
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 two (2) encounters per adventure.

XP Cost: 10
Prerequisite: Refine Energy


Silver/Pearl Components

Advanced Skills

Silver Component

  • Weapon: You may call PERMANENT MUTE, by blow, three (3) times per encounter.
  • Weapon Modification: You may call MUTE, by blow, every fifteen (15) seconds.
  • Armour/Shield: You may call RESIST ENRAGE one (1) time per encounter.

XP Cost: 4
Prerequisite: Refine Air

Pearl Component

  • Weapon: You may call five (5) points of HEAL, to targets in melee range, per encounter. These five (5) 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 one (1) time 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 for every hit made if this is a one-handed weapon, or two (2) if it is a two-handed 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

Advanced Skills

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 one (1) time per encounter.

XP Cost: 7
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 one (1) time per encounter.

XP Cost: 8
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 two (2) encounters per adventure.

XP Cost: 14
Prerequisite: Refine Water


Steel/Quartz Components

Advanced Skills

Steel Component

  • Weapon: You may call WOUND, by blow, three (3) 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.
  • Armour/Shield: You may call RESIST TAUNT one (1) time per encounter.

XP Cost: 7
Prerequisite: Refine Metal

Quartz Component

  • Weapon: You may call FORTIFY, on targets within melee range, two (2) times per encounter.
  • Weapon Modification: You may apply the PARTY modifier to any component calls.
  • Armour/Shield: You may call RESIST TAUNT one (1) time per encounter.

XP Cost: 5
Prerequisite: Refine Metal

Capstone Skills

Cutting Mirror

  • Weapon: You may call QUINT, at range, two (2) times per encounter.
  • Armour/Shield: Three (3) 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

Advanced Skills

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.

XP Cost: 5
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.

XP Cost: 6
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.1511559950.txt.gz · Last modified: 2017/11/24 21:45 by gm_mike