Difference between revisions of "SolVachel/Craft"
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− | Augmenting the Celestial Forge | + | == Craft == |
− | + | Included are a few tweaks to 1E printed craft charms. I needed a die adder for a PC and it kinda built itself a new tree and altered some of the old charms for better integration and power level. | |
− | + | === <b><i>Augmenting the Celestial Forge</i></b> === | |
− | + | <b>Cost:</b> 1m/die | |
− | + | <b>Duration:</b> One Task | |
− | + | <b>Type:</b> Supplemental | |
− | + | <b>Minimum Ability:</b> 1 | |
− | + | <b>Minimum Essence:</b> 1 | |
+ | <b>Prerequisite Charms:</b> None | ||
− | + | By channeling Essence into his tools a Solar can coax an even better performance out of them. With the use of this charm a Solar may buy additional dice of Craft equal to his normal Attribute+Craft die pool. | |
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− | + | === <b><i>Flawless Handiwork Method</i></b> === | |
− | + | <b>Cost:</b> 2m/Success | |
− | + | <b>Duration:</b> One Task | |
− | + | <b>Type:</b> Supplemental | |
− | + | <b>Minimum Ability:</b> 2 | |
− | + | <b>Minimum Essence:</b> 1 | |
− | + | <b>Prerequisite Charms:</b> Augmenting the Celestial Forge | |
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− | + | Transcending the limits of mortal craft a Solar may force a project to result in a better product than normally conceived. By use of this charm a Solar may buy additional successes on a Crafts Roll Equal to the amount rolled plus his Essence at a cost of 2 motes per additional success. | |
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− | + | === <b><i>Object Strengthening Touch</i></b> === | |
− | + | <b>Cost:</b> 5m | |
− | + | <b>Duration:</b> One Scene | |
− | + | <b>Type:</b> Reflexive | |
− | + | <b>Minimum Ability:</b> 3 | |
− | + | <b>Minimum Essence:</b> 1 | |
− | + | <b>Prerequisite Charms:</b> Flawless Handiwork Method | |
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− | + | By channeling essence into an object a Solar may temporarily fortify and strengthen it. Objects so strengthened must have damage rolled against them, not applied directly, and in addition half all raw damage pools before soak. In the event of a raw Strength + Athletics Break attempt the difficulty of the attempt increases by the Solar's Essence. Armor enhanced by this charm add the Solar's Craft to it's soak for the duration. This charm does not work on objects made of the Five Magical Materials. | |
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− | + | === <b><i>Durability Enhancing Technique</i></b> === | |
− | + | <b>Cost:</b> 10m | |
− | + | <b>Duration:</b> Instant | |
− | + | <b>Type:</b> Simple | |
− | + | <b>Minimum Ability:</b> 4 | |
− | + | <b>Minimum Essence:</b> 2 | |
− | + | <b>Prerequisite Charms:</b> Object Strengthening Touch | |
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− | + | By focusing his essence upon an object for mere moments a mortal objects gains some of the resilience of a Celestial Exalt. It will endure a millenia unaffected by the ravages of time and resists attempts to damage it as if with the stubborn will of it's patron. Any object so enhanced must have damage rolled against it, and halves all rolled damage. In the event of a raw Strength + Athletics Break attempt against the object the difficulty increases by the Solar's Willpower + Essence. Armor Enanced by this charm increase their soak by the Solar's Craft, permanently. This charm does not work on objects made from the Five Magical Materials. | |
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− | + | === <b><i>Chaos Resistance Preparation</i></b> === | |
− | + | <b>Cost:</b> 10m | |
− | + | <b>Duration:</b> Instant | |
− | + | <b>Type:</b> One Day | |
− | + | <b>Minimum Ability:</b> 5 | |
− | + | <b>Minimum Essence:</b> 2 | |
− | + | <b>Prerequisite Charms:</b> Object Strengthening Touch | |
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− | Armory | + | By infusing an item with some of his essence a Solar may render it immune to the ravages of the Wyld. While the motes of essence for this charm remain committed no Wyld effect may harm, twist, or directly damage via Wyld energy the item. Damage from Wyld spawned monsters and environments still may damage the item but nothing of pure Wyld may harm it. This is a Perfect Defense with limited applicability. |
− | + | ||
− | + | === <b><i>Permanence of the Sun Discipline</i></b> === | |
− | + | <b>Cost:</b> 10m, 1w, 1HL | |
− | + | <b>Duration:</b> Instant | |
− | + | <b>Type:</b> Simple | |
− | + | <b>Minimum Ability:</b> 5 | |
− | + | <b>Minimum Essence:</b> 3 | |
+ | <b>Prerequisite Charms:</b> Durability Enhancing Method, Chaos Resistance Preparation | ||
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+ | As permanent as the Solar Essence itself so to can the most potent of Solar smiths make an item. This charm is a Perfect Defense Charm with unlimited applicability. The item so treated by this charm becomes unbreakable and ageless, immune to ravages of time, damage and the Wyld. Treating an item with this charm takes a variable amount of time dependant upon it's origins. A mortal item takes days equal to it's resouces value while an Artifact takes weeks equal to it's rating. Any Armor enhanced by this charm adds the Solar's Craft + Essence to it's soak permanently, this also adds to an objects inherent hardness. As noted before, this is a Perfect Effect rendering the item immune to any and all damage or wear, thus mitigating the need for maintenance rolls or repair rolls. | ||
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+ | === <b><i>Craftsman Needs No Tools</i></b> === | ||
+ | <b>Cost:</b> 5m, 1w | ||
+ | <b>Duration:</b> One Task | ||
+ | <b>Type:</b> Simple | ||
+ | <b>Minimum Ability:</b> 3 | ||
+ | <b>Minimum Essence:</b> 2 | ||
+ | <b>Prerequisite Charms:</b> Object Strengthening Touch | ||
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+ | Where before the Solar transcended his tools limits and his own skills now he may set aside the tools of a mortal and begin weilding tools forged from his very self. With this charm activated a Solar conjures a forge and workshop of pure essence heated by his own blazing power. Golden hammers, tongs, files and chisels are formed of his anima and a blazing forge and anvil shape themselves before him, all burning with the radiance of the Sun. In addition to replacing any tools he might need all of these tools are of such quality that they add the Solar's Essence to his Craft Die pool. | ||
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+ | === <b><i>Quicken the Stubborn Steel</i></b> === | ||
+ | <b>Cost:</b> 5m, 1HL | ||
+ | <b>Duration:</b> One Task | ||
+ | <b>Type:</b> Simple | ||
+ | <b>Minimum Ability:</b> 4 | ||
+ | <b>Minimum Essence:</b> 2 | ||
+ | <b>Prerequisite Charms:</b> Craftsman Needs No Tools | ||
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+ | Where the prior charms allowed a Solar to transcend his personal limits this charm adds another dimension to Solar Craft. When this charm is activated the Solar's caste mark smolders with the ruddy color of molten steel and the materials of his craft glow golden in sympathy. While under the affects of this charm a Solar is treated as having the finest of materials at his disposal and also works with great haste. This combined effect negates any penalties for poor materials and also allows the Solar to acomplish in one crafting interval the work of his (Essence + 1) intervals. | ||
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+ | === <b><i>Assurance of the Peerless Master</i></b> === | ||
+ | <b>Cost:</b> 10m, 1w, 1HL | ||
+ | <b>Duration:</b> One Task | ||
+ | <b>Type:</b> Simple | ||
+ | <b>Minimum Ability:</b> 5 | ||
+ | <b>Minimum Essence:</b> 3 | ||
+ | <b>Prerequisite Charms:</b> Quicken the Stubborn Steel | ||
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+ | As a Solar rises in power his ability to Craft improves drastically, however this is the pinnacle of his art. Upon using this charm the craftsman is freed from the need to roll to gather successes for his task. Instead the task is completed Perfectly, in a single interval. Any object of mortal design is Perfect and gains the bonuses therin, any Artifact that the exalt sets his sights upon crafting likewise is perfect needing neither to roll for successes nor to extend his roll crafting past a single interval of time. No force nor intervention may mar his work's completion and no matter what delays or hindrances come up over the course of an interval the object is finished at the end of the normal time with neither fault nor flaw. Normally this means an artifact can be constructed in a number of weeks equal to it's Rating. If the exalt is torn from his work or abandons it by un-commiting the motes then the task remains unfinished, short of this however the task will acomplish itself over the course of a single interval. This does not give leave to move on to other projects, as the Exalt is still focusing on this task, but it does protect against destruction of workshop, assaults on ones person and other such epic woes as might befall an aspiring artisan. | ||
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+ | === <b><i>Armory Equipping Focus</i></b> === | ||
+ | <b>Cost:</b> 5m/Task | ||
+ | <b>Duration:</b> Special | ||
+ | <b>Type:</b> Extra Action | ||
+ | <b>Minimum Ability:</b> 5 | ||
+ | <b>Minimum Essence:</b> 3 | ||
+ | <b>Prerequisite Charms:</b> Quicken the Stubborn Steel | ||
+ | |||
+ | While an Exalt maybe a master of their craft, even a master can not do what an exalt with this charm can acomplish. By channeling his essence into a number of projects at once and focusing his very will upon their acomplishment a Solar may work on a number of Crafting Tasks equal to his Essence. By spending 5 motes per task beyond the first a Solar may work on them all during the same interval. Tasks may be wildly different in scope, focus and interval but the motes remain committed until all of them are finished. This charm may explicitly be used in the construction of Artifacts and Wonders. | ||
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+ | === Comments === |
Revision as of 04:02, 25 April 2007
Contents
- 1 Craft
- 1.1 Augmenting the Celestial Forge
- 1.2 Flawless Handiwork Method
- 1.3 Object Strengthening Touch
- 1.4 Durability Enhancing Technique
- 1.5 Chaos Resistance Preparation
- 1.6 Permanence of the Sun Discipline
- 1.7 Craftsman Needs No Tools
- 1.8 Quicken the Stubborn Steel
- 1.9 Assurance of the Peerless Master
- 1.10 Armory Equipping Focus
- 1.11 Comments
Craft
Included are a few tweaks to 1E printed craft charms. I needed a die adder for a PC and it kinda built itself a new tree and altered some of the old charms for better integration and power level.
Augmenting the Celestial Forge
Cost: 1m/die Duration: One Task Type: Supplemental Minimum Ability: 1 Minimum Essence: 1 Prerequisite Charms: None
By channeling Essence into his tools a Solar can coax an even better performance out of them. With the use of this charm a Solar may buy additional dice of Craft equal to his normal Attribute+Craft die pool.
Flawless Handiwork Method
Cost: 2m/Success Duration: One Task Type: Supplemental Minimum Ability: 2 Minimum Essence: 1 Prerequisite Charms: Augmenting the Celestial Forge
Transcending the limits of mortal craft a Solar may force a project to result in a better product than normally conceived. By use of this charm a Solar may buy additional successes on a Crafts Roll Equal to the amount rolled plus his Essence at a cost of 2 motes per additional success.
Object Strengthening Touch
Cost: 5m Duration: One Scene Type: Reflexive Minimum Ability: 3 Minimum Essence: 1 Prerequisite Charms: Flawless Handiwork Method
By channeling essence into an object a Solar may temporarily fortify and strengthen it. Objects so strengthened must have damage rolled against them, not applied directly, and in addition half all raw damage pools before soak. In the event of a raw Strength + Athletics Break attempt the difficulty of the attempt increases by the Solar's Essence. Armor enhanced by this charm add the Solar's Craft to it's soak for the duration. This charm does not work on objects made of the Five Magical Materials.
Durability Enhancing Technique
Cost: 10m Duration: Instant Type: Simple Minimum Ability: 4 Minimum Essence: 2 Prerequisite Charms: Object Strengthening Touch
By focusing his essence upon an object for mere moments a mortal objects gains some of the resilience of a Celestial Exalt. It will endure a millenia unaffected by the ravages of time and resists attempts to damage it as if with the stubborn will of it's patron. Any object so enhanced must have damage rolled against it, and halves all rolled damage. In the event of a raw Strength + Athletics Break attempt against the object the difficulty increases by the Solar's Willpower + Essence. Armor Enanced by this charm increase their soak by the Solar's Craft, permanently. This charm does not work on objects made from the Five Magical Materials.
Chaos Resistance Preparation
Cost: 10m Duration: Instant Type: One Day Minimum Ability: 5 Minimum Essence: 2 Prerequisite Charms: Object Strengthening Touch
By infusing an item with some of his essence a Solar may render it immune to the ravages of the Wyld. While the motes of essence for this charm remain committed no Wyld effect may harm, twist, or directly damage via Wyld energy the item. Damage from Wyld spawned monsters and environments still may damage the item but nothing of pure Wyld may harm it. This is a Perfect Defense with limited applicability.
Permanence of the Sun Discipline
Cost: 10m, 1w, 1HL Duration: Instant Type: Simple Minimum Ability: 5 Minimum Essence: 3 Prerequisite Charms: Durability Enhancing Method, Chaos Resistance Preparation
As permanent as the Solar Essence itself so to can the most potent of Solar smiths make an item. This charm is a Perfect Defense Charm with unlimited applicability. The item so treated by this charm becomes unbreakable and ageless, immune to ravages of time, damage and the Wyld. Treating an item with this charm takes a variable amount of time dependant upon it's origins. A mortal item takes days equal to it's resouces value while an Artifact takes weeks equal to it's rating. Any Armor enhanced by this charm adds the Solar's Craft + Essence to it's soak permanently, this also adds to an objects inherent hardness. As noted before, this is a Perfect Effect rendering the item immune to any and all damage or wear, thus mitigating the need for maintenance rolls or repair rolls.
Craftsman Needs No Tools
Cost: 5m, 1w Duration: One Task Type: Simple Minimum Ability: 3 Minimum Essence: 2 Prerequisite Charms: Object Strengthening Touch
Where before the Solar transcended his tools limits and his own skills now he may set aside the tools of a mortal and begin weilding tools forged from his very self. With this charm activated a Solar conjures a forge and workshop of pure essence heated by his own blazing power. Golden hammers, tongs, files and chisels are formed of his anima and a blazing forge and anvil shape themselves before him, all burning with the radiance of the Sun. In addition to replacing any tools he might need all of these tools are of such quality that they add the Solar's Essence to his Craft Die pool.
Quicken the Stubborn Steel
Cost: 5m, 1HL Duration: One Task Type: Simple Minimum Ability: 4 Minimum Essence: 2 Prerequisite Charms: Craftsman Needs No Tools
Where the prior charms allowed a Solar to transcend his personal limits this charm adds another dimension to Solar Craft. When this charm is activated the Solar's caste mark smolders with the ruddy color of molten steel and the materials of his craft glow golden in sympathy. While under the affects of this charm a Solar is treated as having the finest of materials at his disposal and also works with great haste. This combined effect negates any penalties for poor materials and also allows the Solar to acomplish in one crafting interval the work of his (Essence + 1) intervals.
Assurance of the Peerless Master
Cost: 10m, 1w, 1HL Duration: One Task Type: Simple Minimum Ability: 5 Minimum Essence: 3 Prerequisite Charms: Quicken the Stubborn Steel
As a Solar rises in power his ability to Craft improves drastically, however this is the pinnacle of his art. Upon using this charm the craftsman is freed from the need to roll to gather successes for his task. Instead the task is completed Perfectly, in a single interval. Any object of mortal design is Perfect and gains the bonuses therin, any Artifact that the exalt sets his sights upon crafting likewise is perfect needing neither to roll for successes nor to extend his roll crafting past a single interval of time. No force nor intervention may mar his work's completion and no matter what delays or hindrances come up over the course of an interval the object is finished at the end of the normal time with neither fault nor flaw. Normally this means an artifact can be constructed in a number of weeks equal to it's Rating. If the exalt is torn from his work or abandons it by un-commiting the motes then the task remains unfinished, short of this however the task will acomplish itself over the course of a single interval. This does not give leave to move on to other projects, as the Exalt is still focusing on this task, but it does protect against destruction of workshop, assaults on ones person and other such epic woes as might befall an aspiring artisan.
Armory Equipping Focus
Cost: 5m/Task Duration: Special Type: Extra Action Minimum Ability: 5 Minimum Essence: 3 Prerequisite Charms: Quicken the Stubborn Steel
While an Exalt maybe a master of their craft, even a master can not do what an exalt with this charm can acomplish. By channeling his essence into a number of projects at once and focusing his very will upon their acomplishment a Solar may work on a number of Crafting Tasks equal to his Essence. By spending 5 motes per task beyond the first a Solar may work on them all during the same interval. Tasks may be wildly different in scope, focus and interval but the motes remain committed until all of them are finished. This charm may explicitly be used in the construction of Artifacts and Wonders.