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 Post subject: Crafting rules
PostPosted: Mon Jan 30, 2006 11:49 am 
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Joined: Wed Nov 09, 2005 12:22 pm
Posts: 14
This is still an open system. One cannot fathom all possibilities and players have active imaginations (heaven forbid). If you have other ideas, feel free to bring them up for a revamp or addition. Post them hear or mail me privatly at

battlefieldsofash@hotmail.com


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 abilities and add-ons the item can have (ignoring 2 hand requirement). Example: Sammy the Smithy has Crafts: Weapon Smithing X 4. He may add a bonus trait, remove a negative trait, and add a damage to a rapier. With the natural ability of speed on a rapier, that totals 4.
-This does not stop the creation of items that have more special abilities NATURALY on an item than the crafter has craft levels. Example: Norm the Newguy has Crafts: Gun Smithing X 1. He may still make 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 crafted for and minus 1 trait for any other user. Example: Stabby the Brujah has 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 trait weapon in his hands. Cannot be put on an item in conjunction with adding 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 hand requirement weapon. Cannot be done to an item that naturally has the negatives 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 for non-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 stealth actions.

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 crafted for and minus 1 trait for any other user. Example: Shooty the Brujah has 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 trait weapon in his hands. Cannot be put on an item in conjunction with adding 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 weapon that does lethal damage. Example: Shooty the Brujah has a heavy pistol with a blade running along the bottom. If he uses it to cut someone, it is a 2 trait melee weapon because that is the natural bonus traits of a heavy 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 flack jacket, making it a no negative trait armor on his body. Stealy the Brujah tries to wear Scaredy’s armor and it is now a 2 negative trait armor on his body. Cannot be put on an item in conjunction with removing 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 for non-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 you in 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 5 fresco on City Hall, it of course will take longer than 10 days. If you want 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 subjective and 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 lower Appearance to 2 for a -1 difficulty to the crafting test. Chose to lower 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 and mind. 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 as brutal as invoking Presence level effects, that is what elder


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 Post subject: clarification
PostPosted: Sun Feb 12, 2006 5:25 pm 
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Joined: Wed Oct 05, 2005 12:50 pm
Posts: 31
Ok so where it says modify weapon as in weap smith x4 = custom fit.

is that concidered modifing an existing weapon OR is that modifying from it's base in dark epics?

Cory


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 Post subject:
PostPosted: Mon Feb 13, 2006 2:55 pm 
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Joined: Wed Nov 09, 2005 12:22 pm
Posts: 14
from as it appears in Dark Epics.


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 Post subject:
PostPosted: Mon Feb 13, 2006 3:31 pm 
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Joined: Wed Oct 05, 2005 12:50 pm
Posts: 31
Excellent....


Cory...or...is it?


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 Post subject: Availability of Crafting Rules
PostPosted: Fri May 11, 2007 1:26 pm 
Just wondering if i could have a hard copy of the curent crafting rules.
Thanks !!
C u guys at game.


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