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Proposed skill generated by a wish
I came up with this proposal for a characters wish to become a shaper.
L exp
0 3500
1 7000
2 14000
3 21000
4 28000
5 35000
6 42000
7 49000
8 56000
9 63000
10 70000
TOTAL: 388,500 exp for level 10
Rank 0: Instantly learn what any magic item does.
Rank 1: May destory item to learn how it can be made (although does
not grant the ability to remake it.) Just grants knowledge
The pieces remaining are considered destroyed and are not
reuseable
Rank 2: Grants Witch talent for creating amulets and potions. Always
works. IE BC=100 but for rank dependant effects = double
rank in this skill
Rank 3: Same as Binder investment ritual. Always successful and level
dependent effects count as double rank in this skill. May
"invest" any talent or spell.
Rank 4: May invest skills in an item using the same methods as rank 3.
Rank 5: May "shape" an item by placing in a spell or talent at a cost
in sp equal to the exp required to obtain the current
level in the spell or talent. Ie if the EM is 1000 and the
current level being invested is 10 then the cost is 10,000.
Since that is what is required to get rank 10 from 9. This
would "shape" one charge in which can be used once per day.
BC=2*MA + 5% per rank. Half materials are wasted if you fail.
May shape level/3 (round up) effects into a single item.
Rank 6: May "shape" a skill into an item. Only one level of the skill
can be invested per "shaping". IE cure headaches and cure
would both have to be invested seperatly. Must have the skill
to be invested.
Rank 7: May "shape" own ideas. Base chances not effected by more than
twice level. Damage and protection not effected by more than
rank/3 round up. Attributes not effected by more than rank/2.
Armourer and weaponsmith upgrades may be included either as
per the normal skill or as a "shaping" but you cannot gain the
same advantage by doing it both ways. Ie. Only the highest
protection bonus counts for any single item.
At each rank after 7 you may pick one ability from the list.
1:) Learn how to make something without destroying it.
2:) May teach this ability to another PC.
3:) always pays lower FT costs. (5 Fatigue per rank)
4:) May shape effects enhanced by enhance enchantment
5:) May shape an extra effect into each item
General rules:
level 0 costs 4 FT. Each other ability costs 5-10 FT per rank which
must all be paid at once. This can lower you to as low as negative
half your FT. But no further. This makes many of the abilities
impossible to use unless you can find ways around this restriction.
Costs of construction of truely shaped items (rank5+) should be high
but not prohibitive. I'd recommend that you make it about 9 times the
cost you'd value the item at and divided by the rank in this ability.
Technicaly at rank 10 you could make a living via this but then again
I'm sure you could do it much earlier given supply and demand. This
is costs for magical materials and there should be at least one
ingredient that is quested for or bargained for. Never give out large
amounts of this ingredient as the idea is not to start mass
production. Lesser shapings don't need to be to hard but certainly
powerful ones and master works should be almost impossible to
reproduce.
Reccomended that any rank 9/10 masterwork produced for going up a
level either be confiscated to the guild vaults or destroyed in the
adventure. These are epic level shaped items and would unbalance the
game. If they don't then they aren't worthy of the kind of masterwork
needed to gain these levels.
All items created are at the GM's discretion and so is their final
cost and fatigue requirement.
I'd really appreciate any feedback and any possible ways to make this
skill harder to use. I was considering a philosophy cap with some
rules along the lines of:
This skill cannot be higher than your rank in philosophy and you must
have the Shaping realm(non standard). To find necesary ingredients
you make a philosophy check at difficulty of hard. This will tell you
where or how to obtain the ingredients necesary which may still
require a quest. The "required materials" field reduces difficulty by
one and a sub field of the effect generated will lower difficulty of
the philosophy check by another level. IE to make a flying carpet
would require a carpet, the ritual materials and an extra ingredient
determined by a hard philosophy check. It would be standard if I had
the "required materials field" and easy if I had the "shaping flight"
sub field.
This whole skill is a first draft and granted via a wish granted by a
deity. I'd love feed back on it. Both positive and negative but try
to give advice on how to fix problems rather than just criticise.
Also I'd love suggestions on level 8+ abilities to choose from and
suggestions for different abilities at low levels. 1 to 4 seem a
little weak and boring to me.
Dylan