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fate:craftsman [2012/10/25 03:37]
127.0.0.1 external edit
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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}}