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- | ====== Craftsman ====== | ||
- | Represents the ability of a character to make, break, or repair objects. Art objects with no practical use use Perform instead. Use of this skill typically requires a workshop, which determines the maximum quality of object that can be worked. Characters with a Power skill can use this skill to create magical items. | ||
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- | ===== Trappings ===== | ||
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- | ==== Making Stuff ==== | ||
- | Given time, tools and materials a character can create stuff; although in game terms it can be time consuming. Improving an item can take less time (typically 24 hours for 3 improvements), but those improvements do not last from session to session. | ||
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- | ==== Fixing Stuff ==== | ||
- | For devices with stress tracks the difficulty to clear them is the quality of the item and take only a few hours. Mild consequences take a few hours, a Moderate can take a day, a Severe takes a week, while an Extreme requires it to be completely rebuilt. For devices without stress tracks the difficulty is equal to its quality or resources' cost, whichever is higher. Failing a repair roll can be made up retroactively, each increased step on the Time Increment table gives a +1 to the roll up to a maximum of +4. | ||
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- | ==== Breaking Stuff ==== | ||
- | Craftsman can be used to dismantle or break stuff. Using this skill a character can attack an object or place temporary aspects. | ||
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- | ===== Stunts ===== | ||
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- | ^ Stunt ^ Prerequisite ^ Description ^ Page((Page numbers are in the Legends of Anglerre book until otherwise noted)) ^ | ||
- | | Apprentice | | 1 broad category, -1 Time | 71 | | ||
- | | Journeyman | Apprentice | +1 with broad category, +2 with speciality | 71 | | ||
- | | Master | Journeyman | -2 DC with broad category, Instead of Scholarship | 71 | | ||
- | | Crafter’s Connections | Journeyman | Complement Contacts | 71 | | ||
- | | Crafter’s Reputation | Journeyman | Complement Rapport | 71 | | ||
- | | Artisan | Apprentice | +1 craft time yields object with Art Quality-2 | 71 | | ||
- | | Personal Device | | Own special/unique device with 3 improvements | 71 | | ||
- | | Universal Device | | 1/session gets Personal Device with 2 improvements | 71 | | ||
- | | Armourer | 1 Craftsman stunt | -1 DC, -1 Time for weapons and armor | 71 | | ||
- | | Engineer | | -2 cost rating for construct | 71 | | ||
- | | Sapper | | +3 to fire/explosion rating vs structures | 72 | | ||
- | | She’ll Hold Together | 1 Craft Stunt | -1 DC, -1 Time to repair vehicles | 72 | | ||
- | | Shipwright | | -2 Cost rating for vessels | 72 | | ||
- | | Siege Engineer | | +2 bonus to declare weakness/strength of structure | 72 | | ||
- | | Traps | | +1 trap point per effort | 72 | | ||
- | | Good As New | | -1 Quality to repair item | 73 | | ||
- | | Rush Job | | -4 Time to repair item, but consequences remain | 73 | | ||
- | | To the Mallet Born | | -2 Time to repair item | 73 | | ||
- | | Thump of Restoration | To the Mallet Born | FP + skill = immediate repair for effort exchanges | 73 | | ||
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- | {{tag>fate skill stunt}} |