Difference between revisions of "Crafting and Expression"

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(Created page with "== Crafting== Two abilities are used in the Neon Nights crafting and expression system, each providing its own benefits while having important differences. '''Expression'''...")
 
 
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== Crafting==
 
== Crafting==
  
Two abilities are used in the Neon Nights crafting and expression system, each providing its own benefits while having important differences.
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Two abilities are used in the Eden Calling crafting and expression system, each providing its own benefits while having important differences.
  
'''Expression''' can be used to design, compose, or otherwise, express an object that assists in Mental or Socials challenges by adding Bonus Traits.
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'''Expression''' can be used to design, compose, or otherwise, express an object that assists in skill challenges. Physical Mental or Social
  
'''Crafting''' can be used to make an item that assists in Physical or Mental challenges by adding Bonus Traits.
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'''Crafting''' can be used to make Weapons or Armor.  
  
Both are actually broken up in a number of skills, each representing a medium of working such as Crafts: Metal, Crafts: Tailoring, or Crafts: Plastic. Unlike other skills, each level of a Crafts skill comes with a free specialty in an ability which limits what abilities can be boosted by Crafted objects.
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'''Expression'''
  
For example, a person with one rank in Crafts: Metal could choose the specialty (Melee) in order to create a sword granting Bonus Physical Traits to Physical Challenges with Melee retests.
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To make an item that adds N number of Bonus Traits, you need to make an N level Extended Static Challenge equal to the category challenge required to make said item. See the difficulty chart.  
  
'''Crafting and Expression'''
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For example, if you wanted to tailor a suit that gives 1 Bonus Social for leadership challenges, then you would need to have expression and make an Extended Static Challenge at 10 Traits with 1 Ability Level Retest(diff 1 on the chart). Now when in Social Challenges with Leadership as the ability, They are up 1 Bonus Social.
  
To make an item that adds N number of Bonus Traits, you need to make an N level Extended Static Challenge with a number of Ability Level Retests, Discipline Level Retests, and occasionally Willpower Level Retests.
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'''Quick skill items table'''
  
For example, if you wanted to tailor a suit that gives 1 Bonus Social then you would need to have Craft: Tailoring (Leadership) and make an Extended Static Challenge at 5 Traits with 1 Ability Level Retest. Now when in Social Challenges with Leadership as the ability, They are up 1 Bonus Social.
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{| class="wikitable"
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|-
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! bonus traits !! traits against crafter !! Skill(Discipline/Willpower)
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|-
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| 1 || 10 || 1
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|-
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| 2 || 15 || 3
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|-
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| 3 || 25 || 5
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|-
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| 4 || 30 || 5(1)
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|-
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| 5 || 35|| 7(2/1)
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|}
  
'''Note''' There is no difference between offensive and defensive traits in Neon Knights for any trait category except physicals. If an item is applicable to a situation then it can be used whether the wielder is the aggressor or defender.
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'''Crafting'''
  
'''Another Note''' Making one-time use items is slightly easier. The traits of the challenge are reduced by 5, and each action taken to craft one use items produces 2 of said item. The item breaks/ or is consumed after a single challenge augmented by the item.   
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Crafting makes Weapons or Armor. The category of a weapon is equal to its size+ Tags. The category of Armor is Equal to its type+tags. The difficulty of the challenge is based on it's category as per the Crafting challenge ratings document. Craft can also be used an an action to repair destroyed weapons. A Character with Craft 5 can repair one weapon or Armor without using an action each month.  ( You can use Craft to make a Skill Item for the Craft skill and only the craft skill. The rules are the same as above.)
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'''Quick Weapon/armor table '''
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{| class="wikitable"
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|-
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! Category !! traits !! retests
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|-
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| 1|| 10 || 1
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|-
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| 2 || 15 || 2
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|-
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| 3 || 15 || 3
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|-
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| 4 || 25 || 5
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|-
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| 5 || 30 || 5(1 discipline)
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|}
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'''Note''' There is no difference between offensive and defensive traits.
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'''Another Note''' Making one-time use items is slightly easier. The traits of the challenge are reduced by 5, and each action taken to craft a one use item produces 2 of said item. The item breaks/ or is consumed after a single challenge augmented by the item.   
  
 
Crafting Challenge Ratings [https://docs.google.com/document/d/1Z6USWEuncBa93n3m2yEzqAxDVnksxi9M-_ulyLlrHh4/edit]
 
Crafting Challenge Ratings [https://docs.google.com/document/d/1Z6USWEuncBa93n3m2yEzqAxDVnksxi9M-_ulyLlrHh4/edit]
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Crafting difficulties can be further altered by science as detailed below
 
Crafting difficulties can be further altered by science as detailed below
  
Science[https://docs.google.com/document/d/18zL8uKCXR4UjssHO832N5EJJo9kHXsUWJB3JXekUHgY/edit]
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'''Science''' Science can be used to lower the difficulty of a craft check by 1. You take a science action and make a science chop 1 difficulty lower than the craft chop you are attempting. If you succeed the science chop the difficulty of the the craft chop is lowered by 1.

Latest revision as of 15:20, 26 October 2024

Crafting

Two abilities are used in the Eden Calling crafting and expression system, each providing its own benefits while having important differences.

Expression can be used to design, compose, or otherwise, express an object that assists in skill challenges. Physical Mental or Social

Crafting can be used to make Weapons or Armor.

Expression

To make an item that adds N number of Bonus Traits, you need to make an N level Extended Static Challenge equal to the category challenge required to make said item. See the difficulty chart.

For example, if you wanted to tailor a suit that gives 1 Bonus Social for leadership challenges, then you would need to have expression and make an Extended Static Challenge at 10 Traits with 1 Ability Level Retest(diff 1 on the chart). Now when in Social Challenges with Leadership as the ability, They are up 1 Bonus Social.

Quick skill items table

bonus traits traits against crafter Skill(Discipline/Willpower)
1 10 1
2 15 3
3 25 5
4 30 5(1)
5 35 7(2/1)

Crafting

Crafting makes Weapons or Armor. The category of a weapon is equal to its size+ Tags. The category of Armor is Equal to its type+tags. The difficulty of the challenge is based on it's category as per the Crafting challenge ratings document. Craft can also be used an an action to repair destroyed weapons. A Character with Craft 5 can repair one weapon or Armor without using an action each month. ( You can use Craft to make a Skill Item for the Craft skill and only the craft skill. The rules are the same as above.)

Quick Weapon/armor table

Category traits retests
1 10 1
2 15 2
3 15 3
4 25 5
5 30 5(1 discipline)

Note There is no difference between offensive and defensive traits.

Another Note Making one-time use items is slightly easier. The traits of the challenge are reduced by 5, and each action taken to craft a one use item produces 2 of said item. The item breaks/ or is consumed after a single challenge augmented by the item.

Crafting Challenge Ratings [1]

Crafting difficulties can be further altered by science as detailed below

Science Science can be used to lower the difficulty of a craft check by 1. You take a science action and make a science chop 1 difficulty lower than the craft chop you are attempting. If you succeed the science chop the difficulty of the the craft chop is lowered by 1.