New Crafting Rules Feedback
Posted: Sun Jul 12, 2020 6:59 pm
Hello all!
So, I've been working on new crafting rules and I'd like to collaborate on them. Here is what I have so far:
If a character wants to make a new item, they must make a check using the appropriate Artisan/Craft skill, with the TN set by checking on the rarity of the completed item and multiplying that by 5, then adding 10. They must acquire the materials needed to make the item (which could be anything from a brush and ink to a forge and steel). Afterward, they need to spend a number of time to make the item equal to the rarity in hours to make. (In play by this equals a number timeslots equal to rarity divided by 2). Every 2 hours the character must pass this roll, with every failure adding an additional 2 hours to create the item.
Here are an example of some Artisan skills that you can use:
-Artisan: Poetry
-Artisan: Ikebana
-Artisan: Bonsai
-Artisan: Gardening
-Artisan: Origami
-Artisan: Painting
-Artisan: Sculture
-Artisan: Tattooing
-Artisan: Blacksmithing
-Artisan: Brewing
-Artisan: Carpentry
-Artisan: Cartography
-Artisan: Cobbling
-Artisan: Cooking
-Artisan: Masonry
-Artisan: Poison
-Artisan: Pottery
-Artisan: Shipbuilding
-Artisan: Tailoring
-Artisan: Weaving
-Artisan: Jeweler
-Artisan: Gemcutting
Characters may call raises on these rolls as follows:
-Quality: Each successful raise increases the quality of the item being made.
-Time: Each successful raise decreases the total time required to make the item by 30 minutes.
For weapons and armor, it uses the above rules, but changes the time to equal a number of days instead of hours. (The exception is fletchery which takes hours as above) Every day, the character must pass this roll, with every failure adding an additional day. Additionally, using the proper facilities grants a reduction of the rarity used to determine the TN depending on the facility used. For example, if you were using the forges of the Kakita Swordsmiths, you would get a reduction of rarity of 4, but using the forge at the Hirosaka Dojo would only be a reduction of rarity of 1.
The following Artisan skills are used for making weapons and armor:
-Artisan: Armorsmithing
-Artisan: Weaponsmith
-Artisan: Boywer & Fletcher (1 skill)
Special: The skills above gain the following:
Special: Fletchery creates 10 arrows instead of 1.
Mastery Level 3/5/7: Reduce the final TN of your checks by 5 (so -5 at rank 3, -10 at rank 5, and -15 at rank 7)
Special: Weaponsmiths may make a number of raises to imbude one special quality on a weapon at Rank 5:
Balanced: The wielder gains +1k0 on attack rolls using this weapon. Raises: 4
Radiant: This weapon counts as Jade for the purpose of attacking Invulnerable targets. Raises: 6
Signature: This weapon bears a unique signature stamp, identifying it with its creator. Raises: 2
Swift: The wielder gains +5 to his Initiative score while using this weapon. Raises: 4
True: This weapon decreases the target’s Reduction by the wielder’s Strength. Raises: 6
Unbreakable: This weapon cannot be broken. Raises: 5
At Weaponsmithing 7, A smith of a clan that possesses a Sacred Weapon may attempt to make one. The smith must call 7 raises to make a sacred weapon. A smith may only attempt to create a Sacred Weapon of their own clan. A Crane can only attempt to make Kakita Blades, a Crab may only attempt to make Kaiu Blades, and so forth, and must receive permission from their clan to make the item. Additional Extraordinary properties may be added to the weapon by calling the appropriate raises listed above, so a Swift Kaiu blade would require 11 raises.
So, I've been working on new crafting rules and I'd like to collaborate on them. Here is what I have so far:
If a character wants to make a new item, they must make a check using the appropriate Artisan/Craft skill, with the TN set by checking on the rarity of the completed item and multiplying that by 5, then adding 10. They must acquire the materials needed to make the item (which could be anything from a brush and ink to a forge and steel). Afterward, they need to spend a number of time to make the item equal to the rarity in hours to make. (In play by this equals a number timeslots equal to rarity divided by 2). Every 2 hours the character must pass this roll, with every failure adding an additional 2 hours to create the item.
Here are an example of some Artisan skills that you can use:
-Artisan: Poetry
-Artisan: Ikebana
-Artisan: Bonsai
-Artisan: Gardening
-Artisan: Origami
-Artisan: Painting
-Artisan: Sculture
-Artisan: Tattooing
-Artisan: Blacksmithing
-Artisan: Brewing
-Artisan: Carpentry
-Artisan: Cartography
-Artisan: Cobbling
-Artisan: Cooking
-Artisan: Masonry
-Artisan: Poison
-Artisan: Pottery
-Artisan: Shipbuilding
-Artisan: Tailoring
-Artisan: Weaving
-Artisan: Jeweler
-Artisan: Gemcutting
Characters may call raises on these rolls as follows:
-Quality: Each successful raise increases the quality of the item being made.
-Time: Each successful raise decreases the total time required to make the item by 30 minutes.
For weapons and armor, it uses the above rules, but changes the time to equal a number of days instead of hours. (The exception is fletchery which takes hours as above) Every day, the character must pass this roll, with every failure adding an additional day. Additionally, using the proper facilities grants a reduction of the rarity used to determine the TN depending on the facility used. For example, if you were using the forges of the Kakita Swordsmiths, you would get a reduction of rarity of 4, but using the forge at the Hirosaka Dojo would only be a reduction of rarity of 1.
The following Artisan skills are used for making weapons and armor:
-Artisan: Armorsmithing
-Artisan: Weaponsmith
-Artisan: Boywer & Fletcher (1 skill)
Special: The skills above gain the following:
Special: Fletchery creates 10 arrows instead of 1.
Mastery Level 3/5/7: Reduce the final TN of your checks by 5 (so -5 at rank 3, -10 at rank 5, and -15 at rank 7)
Special: Weaponsmiths may make a number of raises to imbude one special quality on a weapon at Rank 5:
Balanced: The wielder gains +1k0 on attack rolls using this weapon. Raises: 4
Radiant: This weapon counts as Jade for the purpose of attacking Invulnerable targets. Raises: 6
Signature: This weapon bears a unique signature stamp, identifying it with its creator. Raises: 2
Swift: The wielder gains +5 to his Initiative score while using this weapon. Raises: 4
True: This weapon decreases the target’s Reduction by the wielder’s Strength. Raises: 6
Unbreakable: This weapon cannot be broken. Raises: 5
At Weaponsmithing 7, A smith of a clan that possesses a Sacred Weapon may attempt to make one. The smith must call 7 raises to make a sacred weapon. A smith may only attempt to create a Sacred Weapon of their own clan. A Crane can only attempt to make Kakita Blades, a Crab may only attempt to make Kaiu Blades, and so forth, and must receive permission from their clan to make the item. Additional Extraordinary properties may be added to the weapon by calling the appropriate raises listed above, so a Swift Kaiu blade would require 11 raises.