Post by Head Moderator on Mar 4, 2013 14:24:24 GMT -5
-- Crafting points for mundane armor & weapons has been updated as far as how much something costs. I'm not sure how this got through the cracks but it just isn't fair for someone to crafting a very expensive set of armor or weapon and only pay 1CP for it! Here's the new rule:
Mundane Items : 1 Crafting Point per 1000gp of Emporium Cost.
This includes mundane (non-magical) weapons, armor, clothing, jewelry, etc. Check the Emporium for the gold cost for weapons and armor, as you still need to pay 1/4 their cost. Clothing, jewelry, instruments, etc are at a set 10 gold piece each and cost 1 CP to make.
---Craft Wands
---Inkantation tattoos
---Alchemical Items for Alchemy Crafting Skill
---Familiars can now attack without needing Combat Companion.
Familiar : You gain a familiar, which is able to channel your spells. You may send your familiar to make a magical attack upon an opponent, allowing you to stay out of melee range of combat. Familiars may also make attacks. Familiars have half your dice and as many hit points, as their dice, if needed. Such as if you are d60, they are d30 with 30hp. You may give your familiar "companion skills" but they must come out of your own allotment of skills.
Prerequisite: Magical Affinity
--- Combat Companion skill and Animal Companion skill are THE SAME. Combat Companion is gone, please make sure you have Animal Companion.
Animal Companion : The animal companion skill allows you to have an animal that you can use in combat. The animal has half your dice, and that many hit points (so d60 has a d30 animal with 30 hit points). You may choose 1 companion skill (marked as CC) but any subsequent skills (up to five) you give your companion must come out of your own number of skills.
***Druids get the first THREE skills for their companion free.
Prerequisites: Amber Rank
--Psicrystal updated
--1. Artisan Crafting Patch
I am not sure how this wasn't caught in the past, but allowing artisan craftsman to craft very expensive armors and weapons and only charging 1 CP wasn't fair in the system, so artisan crafting is going by the same rules that the other crafters have to abide by, and that is 1 crafting point per every 1000gp of the item. So a 5000gp armor would be 1/4 of the cost in gold, and 5 CP.
--2. New Crafting Skills
I've added "Inkantation" and "Wandcraft" as skills you can take if you already have Craft Magic Item. Inkantation allows you to magically tattoo PC's or yourself, and Wandcraft lets you create wands which are 10-charge items that anyone can use.
--3. Alchemical Items for Alchemy Skill
Now there is a list of alchemical items that an Alchemy skilled person can create besides potions such as forgery papers, sunrods, tindertwigs, armorbright and catstink. These are listed under the potions.
--4. Karma
Karma has been clarified.
--5. Combat Companion vs Animal Companion
Yet another booboo as they tend to happen, we had two skills that did the same thing. So now there is ONE skill, called Animal Companion. So if you had Combat Companion, change that to Animal Companion. Everything else about it is the same.
--6. Familiars Can Fight
We have clarified that a Familiar can function as an Animal Companion and actually fight in combat, yet they do not get any special free skills. They have dice, and hit points, and can channel your spells as an arcanist.
--7. Races Expanded
I've added a few new races: Dragonborn, Fey'ri, Giantkin, Lycanborn and Dhampire. Remember that all races are allowed, and if they aren't listed or you don't like how one is set up you can always use Original as your race.
--8. Dragon Race Change
If you are a DRAGON you need to note that the skill you were given for race has been changed and upgraded. You do not have "Draconic Heritage" anymore, that is reserved for those with draconic heritage (ha!). Instead, you have Dragon Breath that you can use throughout combat.
--9. Learning New Languages
Not only have I added a couple new languages and reorganized the languages, there is now an opportunity to learn new languages from fellow PC's. Check that out on the Language thread.
--10. Moon Phases and Weather
Moon phases for our major moon Lunne are available on the board, and I am going to attempt to update weather on the news scroller at the top of the page every few days, as I was asked by a member to start doing. I will probably not include our other two moons as they are smaller and Lunne is the one that makes the difference in the world.
--11. Tattoos
Tattoos are up, and prices are listed. There is still much work to be done but you can start getting a tattoo of the ones listed now. If you have ideas (especially for the symbols listed alone at the bottom) let me know. And let's try to think of things that don't completely emulate skills, and that don't make you all-powerful in combat. Roleplay flavor is appreciated always! Things that help tactics and talents are good too. Tattoos marked "personal" are strictly flavor and do not take up your body mod slot.
Mundane Items : 1 Crafting Point per 1000gp of Emporium Cost.
This includes mundane (non-magical) weapons, armor, clothing, jewelry, etc. Check the Emporium for the gold cost for weapons and armor, as you still need to pay 1/4 their cost. Clothing, jewelry, instruments, etc are at a set 10 gold piece each and cost 1 CP to make.
---Craft Wands
---Inkantation tattoos
---Alchemical Items for Alchemy Crafting Skill
---Familiars can now attack without needing Combat Companion.
Familiar : You gain a familiar, which is able to channel your spells. You may send your familiar to make a magical attack upon an opponent, allowing you to stay out of melee range of combat. Familiars may also make attacks. Familiars have half your dice and as many hit points, as their dice, if needed. Such as if you are d60, they are d30 with 30hp. You may give your familiar "companion skills" but they must come out of your own allotment of skills.
Prerequisite: Magical Affinity
--- Combat Companion skill and Animal Companion skill are THE SAME. Combat Companion is gone, please make sure you have Animal Companion.
Animal Companion : The animal companion skill allows you to have an animal that you can use in combat. The animal has half your dice, and that many hit points (so d60 has a d30 animal with 30 hit points). You may choose 1 companion skill (marked as CC) but any subsequent skills (up to five) you give your companion must come out of your own number of skills.
***Druids get the first THREE skills for their companion free.
Prerequisites: Amber Rank
--Psicrystal updated
--1. Artisan Crafting Patch
I am not sure how this wasn't caught in the past, but allowing artisan craftsman to craft very expensive armors and weapons and only charging 1 CP wasn't fair in the system, so artisan crafting is going by the same rules that the other crafters have to abide by, and that is 1 crafting point per every 1000gp of the item. So a 5000gp armor would be 1/4 of the cost in gold, and 5 CP.
--2. New Crafting Skills
I've added "Inkantation" and "Wandcraft" as skills you can take if you already have Craft Magic Item. Inkantation allows you to magically tattoo PC's or yourself, and Wandcraft lets you create wands which are 10-charge items that anyone can use.
--3. Alchemical Items for Alchemy Skill
Now there is a list of alchemical items that an Alchemy skilled person can create besides potions such as forgery papers, sunrods, tindertwigs, armorbright and catstink. These are listed under the potions.
--4. Karma
Karma has been clarified.
--5. Combat Companion vs Animal Companion
Yet another booboo as they tend to happen, we had two skills that did the same thing. So now there is ONE skill, called Animal Companion. So if you had Combat Companion, change that to Animal Companion. Everything else about it is the same.
--6. Familiars Can Fight
We have clarified that a Familiar can function as an Animal Companion and actually fight in combat, yet they do not get any special free skills. They have dice, and hit points, and can channel your spells as an arcanist.
--7. Races Expanded
I've added a few new races: Dragonborn, Fey'ri, Giantkin, Lycanborn and Dhampire. Remember that all races are allowed, and if they aren't listed or you don't like how one is set up you can always use Original as your race.
--8. Dragon Race Change
If you are a DRAGON you need to note that the skill you were given for race has been changed and upgraded. You do not have "Draconic Heritage" anymore, that is reserved for those with draconic heritage (ha!). Instead, you have Dragon Breath that you can use throughout combat.
--9. Learning New Languages
Not only have I added a couple new languages and reorganized the languages, there is now an opportunity to learn new languages from fellow PC's. Check that out on the Language thread.
--10. Moon Phases and Weather
Moon phases for our major moon Lunne are available on the board, and I am going to attempt to update weather on the news scroller at the top of the page every few days, as I was asked by a member to start doing. I will probably not include our other two moons as they are smaller and Lunne is the one that makes the difference in the world.
--11. Tattoos
Tattoos are up, and prices are listed. There is still much work to be done but you can start getting a tattoo of the ones listed now. If you have ideas (especially for the symbols listed alone at the bottom) let me know. And let's try to think of things that don't completely emulate skills, and that don't make you all-powerful in combat. Roleplay flavor is appreciated always! Things that help tactics and talents are good too. Tattoos marked "personal" are strictly flavor and do not take up your body mod slot.