Difference between revisions of "Craft"
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(New page: Category:Exalted ===Craft (Element)=== Mundane Items: (Weapons, Clothing, etc) Res Dif Suc Res Base Worth Req Cost Time 1 1 ...) |
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Latest revision as of 22:47, 21 October 2007
Craft (Element)[edit]
Mundane Items: (Weapons, Clothing, etc)
Res Dif Suc Res Base Worth Req Cost Time 1 1 1/Mag - 1 d/1m 2 2 1/Mag 1 2 d/1m 3 3 1/Mag 2 3 d/1m 4 4 1/Mag 3 4 d/1m 5 5 1/Mag 4 5 d/1m *For Mass Production of mundane goods always take the second Base time.
Large Structures: (Ships, Buildings, etc)
Res Dif Suc Res Base Worth Req Cost Time 1 1 10 - 1 m 2 2 25 1 1 m 3 3 50 2 1 m 4 4 100 3 1 m 5 5 200 4 1 m
Exceptional Equipment:
Quality Res Dif Res Base Worth Incr Cost Time Fine +0 +1/+2 +0 raise by 1 cat. Exceptional +0 +3/+4 +0 raise by 1 cat. Exceptional +1 +5 +0 raise by 1 cat. Perfected +1 +5 +2 +5, raise 1 cat.
Workshops:
Condition Bonus Bonus Maint. Special Mundane Artifact Cost Rudimentary -2 -4 Basic +0 -2 Res 2 - Masters +3 +0 Res 3 - Flawless +4 (dif-1) +2 Res 4 1 Exot. Ideal +5 (dif-2) +4 Res 5 3 Exot Workshop Specialty +1 Shaping Hand Style = Rudimentary Workshop Clay Wetting Practice = Basic Workshop Craftsman Need No Tools = Basic Workshop Words-As-Workshop M. = Masters Workshop
Modifiers:
Working from partial Plans -1 to -50 succ Working from proven Design half succ,time Repeated builsing after 1st -5 succ Wrong Magical Material Base Dif +2 (Fivefold Harmonic Regulator negates pen.) Magitech with mundane Craft Base Dif +2 First Age Tools Base Dif -1(If Dif drops to 0 generates 1 automatic suc) Craftsmen Talent Bracers Craft +3 Forge Hand Gauntlets Craft (Fire) +2 Savant Crystal Lvl X Lore/Occult +X
Assistants:
Quality Add. Succ Mortals +1 per 5 Terrestrials, Elementals,Godblooded,Dragonkings, Fey Commoner, 1st Circle Demons, Gods, Ghosts +1 per 2 Celestials, Fey Nobles, 2nd Circle Demons, Celestial Gods, Deathlords +4 Incarna, Hekatonkhire,3rd Circle Artisan Demon +6
Craft (Magitech)[edit]
Enchanted Items:
Res Base Res Base Deg Worth Dif Suc Cost Time 1 max. Occult min 3 +10 min 3 +50 h 2 max. Occult min 4 +30 min 4 +100 h 3 max. Occult min 5 +60 min 4 +200 h
Artifacts:
Res Base Res Exot. Base Lvl Worth Dif Suc Cost Mat. Time 1 3 3 10 2 1 1 s 2 4 4 30 3 2 1 s 3 5 5 60 4 3 1 s 4 6 6 100 5 4 1 s 5 7 7 250 5 5 1 s
Craft (Genesis)[edit]
- Roll: Int + Craft [Genesis]
- Difficulty: Intended Mutation Rating +2
- Interval: One Season
- Cost: Res 3 per month for the upkeep of the experimental culture, plus exotic materials.
Roll Results:
- Botch: The experiment fails dramaticaly. The targeted specimen(s) die eventually. Take the intendedMutation Rating, Roll one d10 and add the creatures Essence. If the outcome is higher than the Mutation Rating the specimen survives, but develops a negative Mutation one level lower than the Mutation Rating of the intended outcome. All accumulated suc. are lost.
- Failure: The experiment fails in the current generation. No successes toward the intended goal are gained.
- Success: The player accumulates successes toward the intended result.
Modifiers:
Inadequate breeding condit. -1 to -3 Dragonking or Lunar Base Dif -2 Wood-Aspected Terrestrial Base Dif -1 Artificial Wyld Pocket + Artif. rating Apprpriate Aspected Demesne +1 to +3
Project Scope:
Mutation Rating Base Exotic Dif. Succ. Materials Pox (1) 3 10 1 Affliction (2) 4 30 2 Blight (4) 6 60 3 Abomination (6) 8 100 4