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Crafting Rules

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Crafting Rules Empty Crafting Rules

Post by Admin Tue Jul 28, 2015 5:58 pm

Crafting rules

It takes one action point per level of crafting that you wish to do.

Level 1. No change
Level 2. No change
Level 3. May gain a level 1 resource benefit from selling an item. (Limit 1 sell per downtime)
Level 4. May add or remove one beneficial trait from an item you’ve crafted
Level 5. May remove or add one neg trait from an item you’ve crafted
Level 6. Your work is legendary, see an ST for more information.

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Crafting Rules Empty Re: Crafting Rules

Post by Admin Mon Sep 07, 2015 2:24 pm

Updated rules for level 6+ crafting.

With the expenditure of 1 temporary willpower and 3 xp for Common, or 2 temporary willpower and 6 xp for uncommon disciplines, you may place a basic level discipline onto an item that may be used one time per session. There is a limit to 3 common, 1 common and 1 uncommon, or 2 uncommon discipline powers that may be placed into a single item.  You must know the discipline yourself.

In addition these items may instead elect to have one intermediate discipline or one discipline that is unknown by the crafter, but it must be basic and no other disciplines may be placed on the item. The crafter must have the appropriate clan lore or have seen the discipline in use before. This costs 9xp and 2 temporary will power.  Caitiff cannot do this if they ever did manage to get ctafts 6+

Anyone other than the crafter must spend 1 xp to attune themselves to the new item, and must spend one blood traits per use of a discipline. The crafter does not have to spend blood to activate the item, but may choose to do so if he or she wishes to bind the item to themselves before giving it to anyone else. If not bound, the new owner may attempt to bind the item, if they cannot they will know as soon as the item is in their possession, the item will not want to leave who it is bound to. An item will also refuse to work against someone it is bound to. (ie if a weapon is created, it will not harm the person they are bound to, if armor is created it will allow the bound persons blows to hit without protecting the wearer, obfuscate will not work against someone it is bound to etc.) If someone attempts to harm who they are bound to more than once with the item, the item forces itself against the will of the wielder causing 1 level of aggravated damage to the wielder per round that the item is in the possession of the wielder.

These items must have special components to be made; at least 3 total points of resources must be used for each power added to the item.

Cursed items.

     It is possible to create a cursed item, and requires all of the above, as well as a sacrifice of mortal blood. The item must be completely coated in the blood of a living innocent; most kindred who go down this path prefer to find a child who was recently baptized or someone who had just received the sacrament of confession in Christian lands.  This item forces the owner to become bound to it, and slowly forces them to corrupt their road, at least one road sin must be committed per session, but players may chop to not lose road as per normal.  Their new road is chosen by the crafter at creation. Willpower may be used to attempt to break the bond with an item that is cursed, and must be successful for three consecutive sessions to fully break the bond.  

Those with Auspex can see an infernal aura on the item if they look for it, and anyone with awareness will feel uneasy around the item, but may not know the source.  

This is obviously evil, so be on the right road to do this.


Last edited by Admin on Thu Mar 16, 2017 7:05 pm; edited 1 time in total (Reason for editing : Removed this rule from Game)

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Crafting Rules Empty Re: Crafting Rules

Post by Admin Sun Sep 20, 2015 8:57 pm

A few things to take note for these crafting rules

It requires your xp to create, and a single will power.

In order to add a discipline to an item that you do not know, you must have a drop of blood from a vampire who has that discipline, which would give the item a one step bond to that vampire

The powers of the item are usable only once a session



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Crafting Rules Empty Re: Crafting Rules

Post by Admin Thu Mar 16, 2017 7:07 pm

Crafts 6 no longer allows you to imbue weapons with disciplines. New rules will be updated soon

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Crafting Rules Empty Re: Crafting Rules

Post by Admin Thu Mar 23, 2017 9:41 pm

NEW CRAFTING RULES

Updated Crafting rules -All players must pick a specialization when picking the crafts skill. Players may have more than one specialization in crafts but they are each considered their own skill.

Action Point Cost - It takes one action point per level of crafting that you wish to do to create the item. This includes time to gather resources and materials as well as craft the item. Time may be increased by the ST on a case by case basis for hard to find materials or for larger projects.
Mechanics -After sufficient downtime actions and resources are spent the character throws a crafting challenge with an ST, difficulty below. Characters can retest the challenge with the crafts skill. On a win the item is created at the desired level. On a loss the item loses a craft level and acquires a neg trait.
For example, Mike the Glass-maker has created a beautiful stained glass window for the cathedral, he has spent 5 actions points and has Craft: Glass at 5. He is attempting to create a crafts 5 stained glass window, a crafting difficulty of 12. Mike loses the initial challenge and retests with the craft: glass skill. He ties the second challenge but as he is biding 15 he successfully creates a crafts 5 stained glass window. If Mike had failed the second challenge and had no further retests the window would have been crafts 4 and had an additional fragile neg trait.

Monetary Cost -Sometimes it takes money to make money. In order to craft an item players must find the materials to build what they are attempting to create. This can be done in a number of ways and for items craft 2 and lower no extra expenditures are required. However, to build anything of level 3 or more in crafts a player must spend half of the sell value of the item in resources or commerce (listed later in this section).
For example, a PC cannot craft a level 4 gown for a Duchess unless they have 10 coins (shillings in this game) of material available to them either through a prepayment by the Duchess or from their own sheet. If a player’s craft is created and funded out of their own pocket and is for sale on the NPC open market the item requires an action point to find a buyer. Beware though, it’s not uncommon for items of great beauty (crafts 3+) to be stolen or seized by greedy opportunist, the poor and powerful alike. The sell value (and thus the creation costs) of some items may be increased at ST discretion. For example, Cainites attempting to build a crafts 2 siege tower will need to provide material either from his own resources or from a patron.

Trait Bonuses - Not all items originally have trait bonuses in the book if a player is creating an item that normally doesn’t have traits according to book rules they may still add traits, at craft 4 and higher. The traits added are not named traits, only apply on ties and overbids, and must be related to a specific skill appropriate to the item. The bonus will be added to the card along with the type of bonus applied to the item.

Bonus Types – All bonuses must be for a specific purpose and must be stated at the time of crafting. All crafts at level 5 or lower must be toward the same bonus purpose. Crafts at level 6 or higher may have bonuses in multiple traits. For instance, a suit of crafts 6 armor gains up to three traits. The crafter removes the negative traits then adds 1 defensive traits and 1 social trait to the armor. Translated the suit of armor is beautiful to behold and functional. Whereas a normal suit of armor is functional but may not be beautiful to the eye of the common man who knows little about armor.

Physical Bonuses – Must be stated if the bonus is towards an attack, defense, crafting bonus etc. Items created with Physical Bonuses do not have a limit to the number of positive bonuses that may be applied at any one time, and these items may be used multiple times per night. For example, a sword works all night long until something breaks it (or the hand using it.)

Social Bonuses - A Ball gown cannot give either defensive or offensive bonuses in physical combat but can give a social bonus when appropriate. When wearing clothes crafted for social engagements and of the proper station to fit your character. (A crafts level that doesn’t exceed your mortal status in mortal circles or exceed your Cainite status in Cainite circles) then you gain an additional social trait towards tie resolution.

Mental Bonuses – Mental bonuses give a trait advantage during extended tests. These bonuses must be something that is consulted with, read, reviewed or studied for at least 15 min out of game before the bonus takes effect. Such items provide one additional mental trait towards tie resolution on the associated test.  Mental Bonuses must have a very specific intent for the bonus, a player cannot consult a book of Zoology and expect to gain a bonus on Botany.

Stacking – In some cases it is possible to stack a craft on top of another craft, however each craft must be created separately. For example, a bookmaker may also be a master embosser. By using Crafts 4 Embossing he creates a beautiful design on the cover of a book (which must have had 4 action points spent on this, as well as a chops) He decides to add an Embossing into the binding of his book to create a unique masterpiece Using his crafts 5 Bookmaker (Once again, 5 action points as well as a chop) he is able to create a crafts 5 Book binding (This doesn’t include the story in the book as that is an Expression skill, not a craft) The crafts levels do not stack, however the resource levels of those items do, if he also has Expression: Storytelling, Poetry or Writing and adds this into the book it will also gain the appropriate level of resources and would also stack. Keep in mind, money is a physical thing and hard to move quietly in the Dark Ages, there are no digital banks.

Toreador with Stacking– Toreador are master crafters but they also have a major flaw when it comes to crafts of three or more levels. On items that are stacked Toreador are only affected by the highest level of crafting, if more than one type of skill is on the item (Item has Crafts 3, Expression 4) each skill would involve the flaw to proc.

Magic Items – In order to imbue any item with beneficial power or magic they must have an appropriate skill or power to do so.

Selling your wares – If you do not have a sponsor when creating an item or you’re just planning on stealing the item you’ve made after someone sponsored its creation and keep the profits then you must try and sell it either openly or quietly the way to do either is the same. Selling items of level up to 3 is fairly simple and takes a downtime action to find a new buyer and complete the transaction, or may be done with a domain action if you're selling in a local shop that you control, commerce uses or any varied method of getting rid of an item, See the chart below when selling an item. However, items of great crafting quality and wealth are often hard to get rid of for the simple reason that money just isn’t everywhere. This is not the modern nights of business ventures and the American Dream. Money is hoarded by the wealthy, most peasants are paid in food and necessities rather than cash. Money is often heavy and hard to transport, requiring guards and secrecy, even more so in the world of darkness. Mechanically the person selling the item will use one of many methods to get information out that he has an item to sell, usually it is Commerce.  However, influences, networks, contacts, and allies are examples of the many other ways word can be spread. If you have Fame it is easier to get repeat buyers or find a new buyer to pay for an item (or a thief to steal it.)
Once an action is used to put word out that the item is for sale, depending on the type of action used you may receive a response. Not all responses are favorable, and word doesn’t always attract the most honest of men. In time, depending on the level of the item, type of item and level of fame an ST will let you know when a buyer is interested in the item you wish to sell. Buyer and Player will haggle over the cost and an end result will be with the player either shipping the item to the NPC who is buying it, or the NPC picking it up.  The exact outcomes depend on player actions and the cruelties of fate.

Selling multiple items – If one or more craft 5 or less items are sold in a month normal benefits apply. If more than one craft 6+ item is sold in a month the character receives the benefits of a resources 5 life style for a month but also generates an additional 833 coins for each item sold beyond the first.

Cursed items. - It is possible to create a cursed item, and requires 1 xp to create, 1 will temporary willpower and 1 blood trait, as well as a sacrifice of mortal blood. Items of this level must also include at least three levels of resources to create. The item must be completely coated in the blood of a living innocent; most kindred who go down this path prefer to find a child who was recently baptized or someone who had just received the sacrament of confession in Christian lands.  This item forces the owner to become bound to it, and slowly forces them to corrupt their road, at least one road sin must be committed per session, but players may chop to not lose road as per normal.  Their new road is chosen by the crafter at creation. Willpower may be used to attempt to break the bond with an item that is cursed, and must be successful for three consecutive sessions to fully break the bond Those with Auspex can see the road aura on the item if they look for it, and anyone with awareness will feel a twinge of power around the item, but may not know the source.   This is normally evil, so be on the right road to do this.

Resource Allocation

0 – Poverty; yearly income two Shillings You have a leaky straw hut on the cheap side of town. Going abroad is too rich for your daydreams.

1 – Small savings and holdings, yearly income 50 Shillings. You can maintain a typical residence in the style of the social class you choose and seen un-miserly, even if it all becomes a pumpkin and some rats at midnight. You can maintain a servant or hire a specific help as necessary though you may entertain thoughts of travel, you do not possess enough wealth to maintain your home from abroad.

2- Modest savings and holdings, yearly income 250 Shillings. You can display yourself as a member in good standing of your chosen community, with the occasional gift and indulgence becoming a person of quality. You can maintain a small staff of servants. A fraction of your resources are available in letters of credit, readily portable embossry and other forms that let you maintain a standard of life. Not yet capable of portable wealth to travel.

3- Significant savings and holdings; yearly income 500 Shillings. You are a prominent and established member of your community, with land and property and the reputation that lets you draw on credit at very generous terms. Trust is as much a key resource as any particular valuable commodity at this level. When you travel you can maintain a 1 trait resources lifestyle for six months.

4 - Large savings and holdings; yearly income 5000 Shillings. Troubadours spin tales about the richness of your clothes, the health of your livestock and beauty of your home. You hold more wealth than many of the local authorities and need to deal with their jealousy from time to time. When you travel, you can maintain a three trait resource lifestyle for a year and two traits indefinitely.

5 – Rich; yearly income 10,000 Shillings. You have vast and widely distributed assets with large staffs, huge tracts of land and connections to every level of society throughout a region. You travel with a minimum of three trait resources comforts and more, with a little effort. Kings and cardinals sometimes come to you for loans.
Non-Book amounts. These amounts are for the insanely rich and cover resources other than coin, things like land, animals, ancient treasures and items of antiquity are all encompassed within these levels of resources. Some of these levels of wealth are beyond even the entire empire and may not be attainable without permission from the HST even with stacking rules in place.

6 – Rich; yearly income 13,000 Shillings. You have vast and widely distributed assets with large staffs, huge tracts of land and connections to every level of society throughout a region. You travel with a minimum of four trait resources comforts and more, with a little effort. Kings and cardinals sometimes come to you for loans.

7 - Rich; yearly income 16,000 Shillings. You have vast and widely distributed assets with large staffs, huge tracts of land and connections to every level of society throughout a larger region. You travel with a minimum of five trait resources comforts and more, with a little effort. Kings and cardinals sometimes come to you for loans.
8 - Rich; yearly income 19,000 Shillings. You have vast and widely distributed assets with large staffs, huge tracts of land and connections to every level of society throughout a massive region. You travel with a minimum of six trait resources comforts and more, with a little effort. Kings and cardinals sometimes come to you for loans.

9 - Rich; yearly income 22,000 Shillings. You have vast and widely distributed assets with large staffs, huge tracts of land and connections to every level of society throughout the known world. You travel with a minimum of seven trait resources comforts and more, with a little effort. Kings and cardinals sometimes come to you for loans.

10 - Rich; yearly income 25,000 Shillings. You have vast and widely distributed assets with large staffs, huge tracts of land and connections to every level of society throughout the known world. You travel with a minimum of eight trait resources comforts and more, with a little effort. Kings and cardinals sometimes come to you for loans.

SPECIAL WEAPON CAPABILITIES - Some weapons have special abilities that allow an attacker to inflict extra damage, ignore certain types of protection or strike multiple opponents. To add one of the qualities to a weapon requires a removal of a two trait bonus.

Armor-Piercing - Melee and ranged weapons specifically crafted to pierce armor with ease. Although they do not inflict extra damage, armor-piercing items ignore any defenses from armor.

Destroy Shield - A weapon capable of destroying a shield penetrates it automatically and renders it useless after three successful blows, no matter what size or strength the shield may be.

Incendiary – Some weapons burn the target, causing aggravated damage to the Cainties and lethal damage to mortals when ignited. Incendiary devices may cause ongoing fires (ST Discretion) but they typically extinguish after one successful strike and thus one turn of burning damage. Fire circumvents all protective armor. See health section for more details.

Mounted – The weapon must be used from horseback in order to gain its full effects otherwise treat the weapon as a spear.

Mass-Trauma - Certain weapons are so powerful that they inflict massive damage on a target, literally tearing away portions of flesh. Such weapons score an extra health level of damage when they are used appropriately.

Speed - In close combat with someone whose weapon has a Negative Trait of Slow, Clumsy or Heavy, you gain one additional bonus Trait, provided you have at least one level of the Melee Ability.

Spray - The weapon can strike up to three closely grouped targets at once, as long as they are farther than five feet from the attacker. Make one test against all targets simultaneously. Each target that fails the test takes the weapon’s damage. The attacker risks one Trait for each target in the group and loses one trait for each target who avoids damage.

Staking - Staking weapons paralyze vampires when a successful blow penetrates one’s heart. The attacker must win or tie two successive Simple Tests in order to stake the vampire successfully.

Two-Hand Requirement- Characters must employ two-handed weapons with both hands regardless of their strength, meaning that they may not also make use of a shield or second weapon when doing so.

The following items are basic level without any added or removed traits and are listed as per Dark Epics or Faith and Fire where applicable.

MELEE WEAPONS All melee weapons use the Melee Ability for retests.

Broken Bottle Bonus Traits: 1 Negative Traits: Fragile, Short Concealability: Pocket Damage: One Lethal health level Availability: Any

Knife/ Dagger Bonus Traits: 2 Negative Traits: Short Concealability: Sleeve Damage: One Lethal health level Availability: Resources 2, Common

Stake Bonus Traits: 2 Negative Traits: Short Concealability: Jacket Damage: One Lethal health level Availability: Any Special Ability: Staking (if wooden)

Club Bonus Traits: 2 Negative Traits: Clumsy Concealability: Jacket Damage: One Bashing health level Availability: Any Special Ability: Staking (if wooden)

Torch Bonus Traits: 2 Negative Traits: Clumsy Concealability: Cloak until lit Damage: One Bashing health level Availability: Any Special Ability: Staking (if wooden), Incendiary when lit

Mace Bonus Traits: 2 Negative Traits: Clumsy Concealability: Long Cloak Damage: One Bashing health level Availability: Resources 3, Uncommon

Small Axe Bonus Traits: 2 Negative Traits: Clumsy Concealability: Long Cloak Damage: One Lethal health level Availability: Resources 2, Common Special Ability: Destroy Shield

Shortsword Bonus Traits: 2 Negative Traits: Short Concealability: Jacket Damage: One Lethal health level Availability: Resources 3, Uncommon Special Ability: Speed

Fencing Blades Bonus Traits: 3 Negative Traits: Fragile Concealability: Long Cloak Damage: One Lethal health level Availability: Resources 3, Uncommon Special Ability: Speed

Morning Star Bonus Traits: 3 Negative Traits: Clumsy Concealability: Long Cloak Damage: Two Bashing health level Availability: Resources 3, Uncommon Special Ability: Speed, Mass-Trauma Special Flaw: Any strike that misses requires the wielder to make a Simple Test. If this fails the weapon strikes the wielder, causing full damage.

Spear/Staff/Pitchfork Bonus Traits: 3 Negative Traits: Heavy Concealability: NA Damage: Two Lethal health levels Availability: Resources 1 (N/A if Staff), Common Special Ability: Staking (if wooden), Two-Hand Requirement

Broadsword Bonus Traits: 3 Negative Traits: Heavy Concealability: Long Cloak Damage: Two Lethal health levels Availability: Resources 3, Uncommon

Battle Axe Bonus Traits: 3 Negative Traits: Clumsy, Heavy Concealability: None Damage: Two Lethal health levels Availability: Resources 3, Uncommon Special Ability: Destroy Shield, Mass-Trauma Two Hand Requirement

Lance Bonus Traits: 3 Negative Traits: Slow, Heavy Concealability: None Damage: Three Lethal health levels (Bashing if Blunted) Availability: Resources 2, Uncommon Special Ability: Mounted, Speed(If Charging) Staking (if wooden tipped and sharpened)Destroy Shield, Two Hand Requirement

Greatsword/Polearm/Scythe Bonus Traits: 4 Negative Traits: Clumsy, Heavy Concealability: NA Damage: Two lethal health levels Availability: Resources 4/3/1 respectively. Rare/Uncommon/Common respectively Special Ability: Two-Hand Requirement, Mass-Trauma

THROWING WEAPONS These weapons use the Throwing Ability for combat retests.

Thrown Rock Bonus Traits: 0 Negative Traits: Clumsy Concealability: Pocket Damage: One Bashing health (Must be fist sized) level Availability: Any

Thrown Dagger, Knife Bonus Traits: 1 Negative Traits: Clumsy Concealability: Pocket Damage: One Lethal health level Availability: Resources 2, Common

Greek Fire Flask (Or any medieval variant of the Molotov Cocktail) Bonus Traits: 2 Negative Traits: Fragile Concealability: Jacket (until lit!) Damage: One Aggravated health level Availability: Resources 4, Rare Special Ability: Incendiary, Spray, Two-Hand Requirement

Thrown Small Axe Bonus Traits: 2 Negative Traits: Clumsy, Heavy Concealability: Jacket Damage: One lethal health level Availability: Resources 2, Common

Thrown Spear Bonus Traits: 3 Negative Traits: Clumsy, Heavy Concealability: None Damage: One Lethal health level Availability: Resources 1, Common Special Ability: Staking (if wooden tipped)

RANGED WEAPONS This category covers non-thrown projectile weapons. These weapons use the Archery Ability for retests in combat. Unless you have one level of the Archery Ability you cannot claim any Bonus Traits from the weapon, although all other traits of the weapon are applicable.

Crossbow Bonus Traits: 2 Negative Traits: Heavy, Slow Concealability: NA Damage: Two Lethal health levels Availability: Resources 3, Uncommon Rate: One shot per action, One action to reload.  Special Ability: Destroy Shield, Armor-piercing, staking (if wooden), Two
Hand Requirement – Ammo used – Bolts carried by the dozen.

Shortbow Bonus Traits: 2 Negative Traits: Fragile Concealability: Long Cloak Damage: One Lethal health level Availability: Resources 2, Uncommon Rate: One shot per action Special Ability: Armor-piercing, Staking (if wooden), Two-Hand Requirement Ammo used – Arrows carried by the dozen.

Longbow Bonus Traits: 3 Negative Traits: Fragile, Heavy Concealability: NA Damage: Two lethal health levels Availability: Resources 2, Uncommon Rate: One shot per action Special Ability: Destroy Shield, Armor-piercing, Staking (if wooden), Two Hand Requirement Ammo used – Arrows carried by the dozen

ARMOR. Since it stops incoming damage, armor effectively grants a character additional health levels. These health levels are lost before the character suffers any damage in combat. Of course, armor does not soak all attacks. A suit of chain mail does little good for a character whose blood is being boiled by Thaumaturgy for instance. Different types of armor can absorb different amounts of punishment before being rendered effectively useless. It should be noted that armor that has lost all its health levels is not necessarily destroyed it is more likely that it is just in pieces and requires repair. Of course, some attacks render armor beyond repair.(ST Discretion) Fixing armor requires the proper tools, time and Static Physical Challenge with the crafts ability. Armor has several different Traits for game purposes. Health levels indicate how many levels of damage the armor can absorb before needing repair. Negative Traits are the drawbacks a wearer gains for donning a particular type of armor. Availability and Concealability apply as for weaponry. Multiple armor types cannot be layered, or have already been factored in.

Light Armor, this is the most common armor, worn by city guards and the like. It typically comprises piece of leather, sometimes hardened by boiling, at other times quilted. The padding under other armor types counts as light armor when worn alone.  Health Levels: 1 Negative Traits: None Concealability: Can be concealed if it is specifically made to look like normal clothing Required resources 3 to do so.  Availability: Resources 1, Common

Composite Armor This slightly heavier armor comprises piecemeal leather reinforced with metal rings and/or studs, or perhaps light chain mail. Foot soldiers, brigands or soldiers of fortune most likely wear this armor.  Health levels: 2 Negative Traits: Heavy Concealability: Long Cloak. Availability: Resources 2, Uncommon.

Heavy/Knight’s Armor Seasons troops may be privileged enough to be issues heavy armor, comprising metal (usually ring or chain mail, with occasional plate protection) over quilted padding. It also includes head protection, probably in the form of a chain coif. His is not the traditional “Plate-Mail” which evolves several centuries later. Health levels: 3 Negative Traits: Heavy, Clumsy Concealability: NA Availability: Resources 3, Rare.

SHIELDS Shields give their user one or more extra bonus Traits in hand-to-hand combat, which can add to the Traits that come from a melee weapon. In order to receive these bonus Traits, the wielder must possess at least one level of the Melee Ability. A shield cannot defend against an attack from the rare. Using a shield precludes a use of a second weapon or any weapon with the Two Hand requirement. If a shield is used to bash an opponent it is considered to have one Bonus Trait, its normal Neg Trait and the ability to cause one bashing health level of damage. Shield are not concealable.

Small Shield Bonus Traits: 1 Negative Traits: none Concealability: NA Availability: Resources 1, Common Description: Small shields (or bucklers) protect against melee and unarmed attacks.

Large Shield Bonus Traits: 2 Negative Traits: Heavy Concealability: NA Availability: Resources 3, Uncommon Description: Large shields protect against melee and unarmed attacks, as well as ranged weapons and thrown weapons.

Body Shield Bonus Traits: 3 Negative Traits: Clumsy, Heavy Concealability: NA Availability: Resources 3, Uncommon Description: Body shields protect against melee and unarmed attacks, as well as ranged weapons and thrown weapons.

Cavalry Shield Bonus Traits: 3(2) Negative Traits: Clumsy (x2 dismounted), Heavy Concealability: NA Availability: Resources 3, Rare Description: Cavalry shields are worn on horseback normally, protect against melee and unarmed attacks as well as ranged and thrown weapons. They only count against attacks coming from the side of the shoulder over which they are slung, typically to the left. When used dismounted adjustments will be in parentheses

Etiquette of Arms and Armor - While a Cainite might wish to be as well armed and armored as possible at all times, there are certain problems with tramping around covered in metal and waving pointy objects. For one thing, armor is heavy, uncomfortable, and unless the kit is cleaned regularly it can get rather smelly. For another, it is considered extremely rude to wear armor indoors unless the character specifically needs to wear armor to fulfill his duties. Carrying large weapons into certain quarters is also considered insulting, and may well get you in more trouble than having your mace handy could possibly be worth.

Etiquette of Crafts - It is unimaginable that someone of low birth or standing in the community have an item of beauty of wealth. This is more so a problem for members of the Low Clans unless they happen to be the creators of the item in question. In mortal circles if someone is in possession of an item of level three or higher and they do not have some semblance of social standing they could be arrested, socially or physically attacked, or accused of being a robber.  Similar to Cainite courts proof is not needed in the mortal world and often the innocent are guilty, and their property confiscated. In Cainite circles members with status lower than the item level in their possession or without a good explanation of why they have the item are at a single social trait disadvantage for a craft that has more item levels than their standing. This disadvantage stacks with each item that is considered better than the person who holds it.  Persons with the Nobility, Crusader or Church rank merit may add their ranks of those merits to determine their standing.  Persons of High clans only suffer the disadvantage at half the number rounded down, because they are viewed as inherently better.




Crafts level   Static Difficulty   Action Points   Cost to make   Value of Sale   Item Bonus
Crafts 1         4 Traits              1                  No Cost           2 Coins          No Bonus

Crafts 2         6 Traits              2                  No Cost           3 Coins          No Bonus, this is   the  highest level a crafts a peasant should have access to, those who do have items of greater level will often sell or trade for more important things like food and shelter.

Crafts 3         8 Traits              3                  2 Coins            4 Coins         No Bonus At this level you are considered talented in your field and often your work is preferred by the wealthier clients.

Crafts 4          10 Traits           4                   10 Coins           20 Coins       May add or remove one neg trait from an item.

Crafts 5          12 Traits          5                   208 Coins          415 Coins. Or if given as a gift to an NPC gain a temporary point of fame background which may be purchased with XP to become permanent. May add two beneficial traits, add a beneficial trait and remove a neg trait or remove two neg traits from an item you’ve crafted

Crafts 6          14 Traits          6                    415 Coins          833 Coins Selling this item would allow the character to live as if they had resources 5 for one month, including the 833 coins generated by resources 5 and gain a temporary point of fame which may be purchased with XP to become permanent. May remove or add up to three traits to this item.  At this level negative traits must be removed before more than two positive traits can be added

Crafts 7            16 Traits       7                    415 Coins           833 Coins. Selling this item would allow the character to live as if they had resources 5 for one month, including the 833 coins generated by resources 5 and gain a temporary point of fame which may be purchased with XP to become permanent. Items of this level are so rarely seen in the human markets that they are unable to be priced higher, although when given as gifts they have been known to result in favors from wealthy merchants and barons. May remove or add up to four traits to this item. At this level negative traits must be removed before more than two positive traits can be added.

Crafts 8            18 Traits      8                     415 Coins           833 Coins. Selling this item would allow the character to live as if they had resources 5 for two months, including the 833 coins generated by resources 5 and gain a temporary point of fame which may be purchased with XP to become permanent. Items of this level are so rarely seen in the human markets that they are unable to be priced higher. When given as gifts even kings and queens have been known to grant favors to the talented crafters. Level 8+. Your work is legendary. May remove or add up to five traits to this item. At this level negative traits must be removed before more than two positive traits can be added.

Crafts 9           20 Traits       9                      415 Coins         833 Coins. Only a great fool would sell this on the Mortal market, Cainite buyers will often approach you to create such items but only if you have the fame and the ability to do so. See Crafts 8 for bonuses. Crafts of this level are obviously not of mortal make, and sometimes are known to instill the flaw of the Toreador to anyone who looks upon it, not just the clan of Artisans.

Crafts 10         22 Traits       10                    1000 Coins       Priceless. You should never sell this, but if you wanted to it’s not impossible to gain a great many boons, or granted rights or status because of this level of craftsmanship. See Crafts 8. Crafts of this level are obviously not of mortal make, and can instill the flaw of the Toreador to anyone who looks upon it, not just the clan of artisans. However, unlike the flaw not even a nudge or willpower can bring those who look on these works out of their amazement of such works. Toreador have been known to waste away while looking at this level of art.

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