Actions

Crafting Rules

A working note pad for Lilith to drop her dumb ideas about making MAGICAL stuff. Mundane stuff will be WAY simpler, I bet. Probably.

Goals:

  • Simple - easy to understand
  • Scales to the items - harder to exploit/has caps/limiters at different steps to prevent Ultimate Cheese Sawse


Current Madness:

  • Similar to Totems, where modifications have a set Point Value and can be bought.
  • Cap Mods to the Crafting skill of the maker. (Typically 5. Anything above 6 will be short lived as per '+news power stat')
  • Require 1 exceptional success per dot of mod. If a 3 dot mod only gets 2 succs, it fails. (Helps add another layer of 'sometimes, it just doesn't work right')
  • For every 2 points of Bonus, require 1 point of Negative. So a 3 dot boost has 2 points worth of badness.



Bonuses:

  • 9-again = 2pt.
  • 8-again = 4pts.

Negs:

  • 1pt - Lose 10-again unless specific enemy targeted (weapons only)
  • 2pt - Cursed. Anyone that owns/controls the item suffers _____ drawback if ______ condition/demand is not met ______ often. (Lots of variable, this may wind up a 1/2/3 pt one with a sliding scale for 'how fucked are you?')
  • 3pt - Does amazing shit, but breaks after use until repaired with fiddly conditions needing to be met. (PrP or rp or X time passes)