Difference between revisions of "Crafting (FiD)"
Jump to navigation
Jump to search
Line 2: | Line 2: | ||
All crafting id done in downtime. | All crafting id done in downtime. | ||
Study and Tinker are the actions used to craft. | Study and Tinker are the actions used to craft. | ||
− | There are several different kinds of things you can craft, with different prerequisites. In general, you must first make or find an | + | There are several different kinds of things you can craft, with different prerequisites. In general, you must first make or find an Gadget and then you can craft an item. |
Rituals are not items and not strictly crafted, but the rules are similar enough that they are covered here. | Rituals are not items and not strictly crafted, but the rules are similar enough that they are covered here. | ||
+ | == Item Types == | ||
* '''[[Standard_Equipment_(FiD)|Common]]''' items are not very special and can be used and created by anyone. | * '''[[Standard_Equipment_(FiD)|Common]]''' items are not very special and can be used and created by anyone. | ||
* '''[[Standard_Equipment_(FiD)#Special_Equipment|Special Equipment]]''' is tied to specific playbooks. It is harder to make and use but requires no special ability. | * '''[[Standard_Equipment_(FiD)#Special_Equipment|Special Equipment]]''' is tied to specific playbooks. It is harder to make and use but requires no special ability. | ||
− | * '''[[Armaments (FiD)|Armaments]]''' combine features of magic items and | + | * '''[[Armaments (FiD)|Armaments]]''' combine features of magic items and Gadgets and are made from '''Designs''' by Artificers, Occultists, Savants, Theurges, and Wizards. |
− | * '''[[ | + | * '''[[Gadgets_(FiD)|Gadgets]]''' are created by Artificers and Savants using '''Designs''' based on well-known principles of arcana and natural philosophy. |
* '''[[Alchemy (FiD)|Alchemy]]''' is created by Artificers, Occultists, Savants, Theurges, and Wizards using a '''formula'''. This category include all kinds of magical potions, oils, powders and the like. Almost all alchemical items are '''Consubables'''. | * '''[[Alchemy (FiD)|Alchemy]]''' is created by Artificers, Occultists, Savants, Theurges, and Wizards using a '''formula'''. This category include all kinds of magical potions, oils, powders and the like. Almost all alchemical items are '''Consubables'''. | ||
− | * '''[[Magic Items (FiD)|Magic Items]]''' are what preceded | + | * '''[[Magic Items (FiD)|Magic Items]]''' are what preceded Gadgets, having more varied effects not based on modern theories. They can be very powerful, but are harder to craft, as there is no equivalent of Designs for magic items. Artificers, Theurges, and Wizards make magic items. |
− | * '''[[Rituals (FiD)|Rituals]]''' are magical routines to achieve effects rather than | + | * '''[[Rituals (FiD)|Rituals]]''' are magical routines to achieve effects rather than items. Occultists, Theurges, and Wizards use '''Protocols''' to perform rituals. This is a dangerous project that often attracts hostile attention. When you succeed at performing a ritual, it has a direct effect on the world. |
+ | |||
+ | == Special Abilities == | ||
+ | The following special abilities relate to crafting. | ||
+ | |||
+ | Occultist: Armament, Alchemy, Magic Items, Ritual | ||
+ | Savant: Armaments, Gadgets, Alchemy | ||
+ | Artificer: Armaments, Gadgets, Alchemy, Magic Items | ||
+ | Theurge: Armaments, Alchemy, Magic Items, Rituals | ||
+ | Wizard: Armaments, Alchemy, Magic Items, Rituals | ||
+ | |||
+ | |||
+ | # '''Ritualist:''' You can Study an occult [[Rituals (FiD)|Ritual]] (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery and research Procedures for new rituals. You begin with one Procedure already learned. See p 222. | ||
+ | |||
+ | Occultist, Theurge, Wizard | ||
+ | # ''':''' When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can make new Designs and Formulas. You begin with one Design (for Armaments only) or Formula already known. | ||
+ | |||
+ | Savant | ||
+ | # '''Strange Arts:''' When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Gadgets_(FiD)|Gadgets]], take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known. | ||
+ | |||
+ | Artificer | ||
+ | # '''Strange Arts:''' When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], [[Gadgets_(FiD)|Gadgets]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known. |
Revision as of 19:12, 28 September 2024
Starfox's Blades in the Dark fan page |
All crafting id done in downtime. Study and Tinker are the actions used to craft. There are several different kinds of things you can craft, with different prerequisites. In general, you must first make or find an Gadget and then you can craft an item. Rituals are not items and not strictly crafted, but the rules are similar enough that they are covered here.
Item Types
- Common items are not very special and can be used and created by anyone.
- Special Equipment is tied to specific playbooks. It is harder to make and use but requires no special ability.
- Armaments combine features of magic items and Gadgets and are made from Designs by Artificers, Occultists, Savants, Theurges, and Wizards.
- Gadgets are created by Artificers and Savants using Designs based on well-known principles of arcana and natural philosophy.
- Alchemy is created by Artificers, Occultists, Savants, Theurges, and Wizards using a formula. This category include all kinds of magical potions, oils, powders and the like. Almost all alchemical items are Consubables.
- Magic Items are what preceded Gadgets, having more varied effects not based on modern theories. They can be very powerful, but are harder to craft, as there is no equivalent of Designs for magic items. Artificers, Theurges, and Wizards make magic items.
- Rituals are magical routines to achieve effects rather than items. Occultists, Theurges, and Wizards use Protocols to perform rituals. This is a dangerous project that often attracts hostile attention. When you succeed at performing a ritual, it has a direct effect on the world.
Special Abilities
The following special abilities relate to crafting.
Occultist: Armament, Alchemy, Magic Items, Ritual Savant: Armaments, Gadgets, Alchemy Artificer: Armaments, Gadgets, Alchemy, Magic Items Theurge: Armaments, Alchemy, Magic Items, Rituals Wizard: Armaments, Alchemy, Magic Items, Rituals
- Ritualist: You can Study an occult Ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery and research Procedures for new rituals. You begin with one Procedure already learned. See p 222.
Occultist, Theurge, Wizard
- : When you invent or craft (p 224) Alchemy, Armaments, and Magic Items, take +1d to your roll. You can make new Designs and Formulas. You begin with one Design (for Armaments only) or Formula already known.
Savant
- Strange Arts: When you invent or craft (p 224) Alchemy, Armaments, and Gadgets, take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known.
Artificer
- Strange Arts: When you invent or craft (p 224) Alchemy, Armaments, Gadgets, and Magic Items, take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known.