Difference between revisions of "EndlessChase/CraftCategories"

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== Craft Categories ==
  
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A Craft category is similar to a craft profession, and the sub-crafts are the specific things that can be done by someone in that profession.
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With the first point of craft in a given category you must chose one of the sub crafts.  For each the second and third points in the same category you will chose another sub category.  When performing any a craft action that involves a sub category, pool remains unaffected.  When performing a craft involving the general category that does not involve any of the sub-crafts in that category, the act is considered to be untrained, though the craft dice are added normally.  For example, if a character with smithing of 3 decided to try and make a sword, but did not have the weapon making sub-craft, they would use their normal Craft + attribute pool, but they would then subtract the normal 2 die penalty for using a skill that is untrained.
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Once a character has attained a rating of 4 in any category, that character is considered to have a basic mastery of that entire category.  This causing them to never lose any dice for being untrained in a sub craft.
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Once a fifth dot in a craft category has been purchased the character has mastered the craft entirely.  In addition, they are considered to have an extra point of specialty in each of their sub crafts.  This bonus does not count towards the three normal specialties that the player may purchase for a given craft sub-category.
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Craft Categories and Sub-Crafts
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*Agriculture
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**Farming
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**Gardening
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**Floristry
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**Herbalism
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*Architecture
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**Masonry
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**Structural carpentry
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**Structural design
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**Structural fortification
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*Carpentry
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**Small Woodworking
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**Structural (Houses, cabins, stalls, etc.)
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**Vehicular (Boats, wagons, carts, etc.)
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**Raw Material making (Boards, beams, masts, etc.)
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*Clothier
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**Thread making
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**Weaving
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**Tailoring
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**Clothing Design
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**Leather working
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*Fletchery
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**Arrow Making
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**Bow Making
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**String Making
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**Specialty Arrow Heads (Flaming pitch, signal arrows)
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*Jeweler
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**Gemstone Cutting
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**Fine Metals
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**Design
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**Glass work (Lenses, Decorative glass)
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**Beadwork
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**Jade Cutting
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*Mechanics
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**Engines
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**Structural mechanics (Silos, Portcullises, etc.)
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**Turbines
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**Complex tools
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*Smith
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**Weapon Making
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**Armor Making
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**Leather working
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**Common Smithing (Barrel rings, Horse Shoes, Nails, Tools, etc.)
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Note: Special crafts, like those outlined in Exalted: The Abyssals, or fleshcraft for Lunar Exalted function normally.
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*Back to EndlessChase
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=== <nowiki>Comments/Suggestions</nowiki> ===

Revision as of 01:00, 9 February 2004

Craft Categories

A Craft category is similar to a craft profession, and the sub-crafts are the specific things that can be done by someone in that profession.

With the first point of craft in a given category you must chose one of the sub crafts. For each the second and third points in the same category you will chose another sub category. When performing any a craft action that involves a sub category, pool remains unaffected. When performing a craft involving the general category that does not involve any of the sub-crafts in that category, the act is considered to be untrained, though the craft dice are added normally. For example, if a character with smithing of 3 decided to try and make a sword, but did not have the weapon making sub-craft, they would use their normal Craft + attribute pool, but they would then subtract the normal 2 die penalty for using a skill that is untrained.

Once a character has attained a rating of 4 in any category, that character is considered to have a basic mastery of that entire category. This causing them to never lose any dice for being untrained in a sub craft.

Once a fifth dot in a craft category has been purchased the character has mastered the craft entirely. In addition, they are considered to have an extra point of specialty in each of their sub crafts. This bonus does not count towards the three normal specialties that the player may purchase for a given craft sub-category.


Craft Categories and Sub-Crafts


  • Agriculture
    • Farming
    • Gardening
    • Floristry
    • Herbalism


  • Architecture
    • Masonry
    • Structural carpentry
    • Structural design
    • Structural fortification


  • Carpentry
    • Small Woodworking
    • Structural (Houses, cabins, stalls, etc.)
    • Vehicular (Boats, wagons, carts, etc.)
    • Raw Material making (Boards, beams, masts, etc.)


  • Clothier
    • Thread making
    • Weaving
    • Tailoring
    • Clothing Design
    • Leather working


  • Fletchery
    • Arrow Making
    • Bow Making
    • String Making
    • Specialty Arrow Heads (Flaming pitch, signal arrows)


  • Jeweler
    • Gemstone Cutting
    • Fine Metals
    • Design
    • Glass work (Lenses, Decorative glass)
    • Beadwork
    • Jade Cutting


  • Mechanics
    • Engines
    • Structural mechanics (Silos, Portcullises, etc.)
    • Turbines
    • Complex tools


  • Smith
    • Weapon Making
    • Armor Making
    • Leather working
    • Common Smithing (Barrel rings, Horse Shoes, Nails, Tools, etc.)

Note: Special crafts, like those outlined in Exalted: The Abyssals, or fleshcraft for Lunar Exalted function normally.


  • Back to EndlessChase

Comments/Suggestions