Temp Artificer

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Mythic Artificers still don't need Material Familairity Lores, as per the old rules.
Mythic Artificers still don't need Material Familairity Lores, as per the old rules.
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[[Category:Temp]]

Latest revision as of 13:05, 24 May 2012

This is a slightly different take on the Artificer Item Creation Power, deliberately simplifying it.

References: Artificer and Alternative Representation Artificer PL table.

As usual, this Temp material will be eventually moved out into a proper article, in this specific case to replace the material in the existing article on Artificer.

There will be 9 Power Levels, from 2 to 10, doing away with under-2 PLs and with half-Level increments. PL10M is still Mythic Artificer.


PL DP
Cost
Effect/
Batch
W.S.
Prow-
ess
To Spend Max.
T.S.
Privilege
Points
Max
Priv.
Mega
Points
Max.
MP
Qual.
Bonus
Max
EL
(MP)
Free
Mat.
Picks
Extra
Essence
PL
2  ? 3 0.1 per 2 Moons 0.3 none none n/a 2 none 2
3  ? 4 0.1 per Moon 0.6 3 3
4  ? 5 1 0.3 per Moon 1.2 3 4
5  ? 6 1 Unlimited 1 per 3 Years 2 1 per 12 Years 2 +1 4 (5) 5
6  ? 8 2 1 per 2 Years 4 1 per 6 Years 3 +1d2 4 (6) 1 6
7  ? 9 2 1 per 1 Year 6 1 per 4 Years 5 +1d3 5 (6) 1 (PAL-1) x 0.1 7
8  ? 10 2 2 per Year 12 1 per 3 Years 8 +1d4 5 (6) 2 (3) PAL x 0.2 8
9  ? 12 2 3 pear Year 21 1 per 2 Years 20 +1d4+1 6 3 (5) PAL x 0.4 9
10M  ? 15 3 6 per Year 36 1 per Years unl. +1d3+2 6 5 (9+PAL) PAL x 1.0 10 M
PL DP
Cost
Effect/
Batch
W.S.
Prow-
ess
To Spend Max.
T.S.
Privilege
Points
Max
Priv.
Mega
Points
Max.
MP
Qual.
Bonus
Max
EL
(MP)
Free
Mat.
Picks
Extra
Essence
PL

Effect works like the old Artificer Level stat, and in fact has the exact same values as it had. It determines the size of Batches, and has other effects.

Prowess is added to Strength for the purpose of tool usage in the workshop - all tools. Also added to Strength, Dexterity and Agility for the purpose of wielding weapons or other gear for testing purposes only while in the workshop (never for any kind of field use or money-making use). Double Prowess is added to Fitness to determine for how long the character can work at his Skill or Skills before he must rest.

To spend is how much Essence the Artificer is actually allowed to spend, acting as a "brake" upon his production of magic items. The T.S. Max is the maximum of unspent "spending right" that the character may accumulate.

Privilege Points are used to make Simple I and II Items for free. There is no longer any Minor Privilege points for low-PL Artificers to allow them to work at all (this is handled instead by the To Spend brake), and Major Privilege Points for high-PL Articiers are now simply named Privilege Points.

Mega Points should be able to have a variety of effects, with a limit on how many unspent ones can be saved up. The simplest effect is that the Artificer may spend 1 MP during a work project to add a Quality Bonus to the item he is working on. This replaces the old Guaranteed Quality mechanic. Or he may spend 3 MP to add a Quality Bonus twice (two dice rolls are made instead of one, and both are added).

Mega Points can also be used to literally work Around the Clock until a project is finished (this costs 1 OP per Week, rounded down, in addition to the MP cost).

MP can also be used to craft wondrous Items. There are like Simple I/II Items, except they tend to contain EL6 or EL5 Enchantments, rather than EL2-3. Consumable Wondrous ones are made in Batches, just as Simple I and II Items, with a Batch equal in quantity to the Effect value counting as 1 Wondrous Item. It may still be the case that for some Artificer Skills, appropriate Enchantments or Enchantment combinations for Wondorus Items cannot be thought up. In those cases, the Artificer must be content to spend his MP on other things.

MP can be spent to halve the time of any project, with multiple MP spent each halving the time, so that e.g. spending 4 MP reduces the time to 1/16 normal (1/2, 1/4, 1/8, finally 1/16). This can be done to counter-act other effects which increase the project time, or in combination with Working Round the Clock, or anything else, but note that it is rarely a good idea to chooes to spend MP on this.

Max. MP is the maximum number of Mega Points that a character can spend during his life. Unspent MP may be stored indefinitely.

Grand Work and Wondrous Work is gone, replaces in part by Mega Power Points (and in part with Wondrous Items). There is no longer anything that costs Aging (giving Oldness Points), since the OP cost is replaced by the more general MP mechanic, except for Round the Clock Work, where the Aging effect is there for the sake of realism (there is also therefore no OP buffer, since that would counter-act the "feel of realism").

Max EL determines the maximum EL that the Artificer may normally work with. The second value, in paranthesis, is the MP that the Artificer may work with if he spends 1 MP per extra EL per Enchantment. Each MP spent in this way triples the time is takes to create the item. In addition to this, the Artificer must always spend triple the normal time if working at his highest EL, for a total of a maximum of x30 normal time: A PL6 Artificer has a max EL of 4. He wants to make an EL6 item. This costs 2 MP, so he triples twice (and as we all know, 3x3=10), but he was already working at his max EL to begin with, so we triple once more (3x3x3=30).

The exception to this tripling is when making Simple I/II Items and Wondrous Items. These always have a base time equal to that of making a normal, mundane item, and that work can be sped up the same way it can in all other cases.

The items made by Mythic Artificers still all count as Magic Type C ("very exotic"), and EL6 items function as if EL 5 or 7 depending on what would usually be most advantageous to the wielder (they Detect as if EL5, but Analyze and disEnchant as EL7). PL10M Wondrous Items also function this way, being one EL higher or lower for those purposes (note some Wondrous Items are EL5). Simple I/II and Wondrous Items are always Magic type C. Artificer items not covered by anything of the above are Magic Type B ("slightly exotic").

The first value for Mat. Picks is the number of free Material Properties picks that each non-consumable item made by the Artificer gets. The second value is a number of additional Material Properties picks that the Artificer can get if he pays 0.1 ES (in a non-consumable item only). If more Material Properties are desired beyond this, the Artificer must pay their normal ES cost.

Mythic Artificers still don't need Material Familairity Lores, as per the old rules.

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