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)