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Battlecrafting! [PEACH]

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  • Battlecrafting! [PEACH]

    Here’s the deal: I almost always play The Smart Guy, and one of my favorite roles is the group’s crafter. When the crafter teams up with a bunch of hyperactive combat monkeys, however, they tend to get overshadowed and focus more on staying alive than having fun. Every so often I’ll run across an ST who’s experienced enough to just let me bullshit some jury-rigging and macguyvering in a fight, but there’s other STs who just don’t know how to handle it… so maybe putting together some really simple rules for it will help. Obviously, this is still a bit of a work in progress so any feedback would be appreciated.

    Here’s my assumptions:
    • All crafts as one. I’m not tying this into any particular system, I just personally rarely run into games that don’t merge crafts down into a single ability instead of six dozen.
    • The order of awesome-at-this should be, roughly: Alchemicals > Lunars > Dragonbloods > Sidereals. Solars, Abyssals, and Infernals are included as a rough reference, but in-universe generally do not use battlecrafting.
    • This is way too cool to be locked behind charms, so even mortals can do it - most splats will have a charm or charm tree that makes battlecrafting better; the exceptions are Solars, Abyssals, Infernals and mortals.

    General Rules:
    • To craft during battle, the character must pay a penalty. These penalties are detailed below.
    • Pool is Wits+Craft. Difficulty is regular resources cost for the item -1, minimum 1. Item takes resources *2 ticks to create, minimum 2.
    • The item holds up for threshold successes +1 uses - so if used in a flurry, it could potentially break immediately. The item will fall apart at the end of the battle without the use of charms to preserve its integrity, regardless of the amount of usage.
    • For example, a straight sword would be difficulty 1 and take 4 ticks to craft.
    • This system cannot be used to create artifacts.
    • This system can be used to create armor and other objects as well as weapons.

    Splat Specific Rules:
    Alchemicals must either pay 1m/item crafted, with a maximum number of items per battle equal to [Craft], or may take the following submodule:
    Omnitool Implant - Battle Legend Fabricator: The Maker’s wisdom flows through the Alchemical, though it most often lurks below the surface. This submodule allows the Alchemical to craft in battle without paying the per-item surcharge. The number of items zi may create per battle is still limited to zir craft rating.
    Solars, Abyssals, and Infernals must pay 3m/item crafted, and are capped at a maximum number of items per battle equal to [Craft -1]. They explicitly have no charms for Battlecrafting, as it’s on roughly the same level as Thaumaturgy for them.
    Lunars must pay 5m/item crafted, and are capped at a maximum number of items per battle equal to [Craft -1].
    Heartsword Drinks Deep
    Cost: 3m; Mins: Wits 2, Essence 2
    Type: Standard
    Keywords: Combo-OK, Obvious
    Duration: One scene
    Prerequisite Charms: Any Wits Excellency
    Luna is the mother of all tricksters, and values the tricks her chosen play. The Lunar may activate this charm while Battlecrafting a weapon. Should the weapon drink the heart’s blood of an opponent, the Lunar gains zir opponent’s form as though zi had performed a sacred hunt.
    Dragonbloods must pay 1wp for the first item crafted in a battle. Each battlecrafted item that still exists adds another wp to this charge - so if the DB has made 2 items in the current battle, both of which are still usable, zir charge would be 3wp for the third item. If one breaks before zi crafts the third item, the third item would charge 2wp instead. Their maximum number of items per battle is equal to [Craft /2].
    Sidereals must pay 1 endurance per item crafted per battle, and are capped at a maximum number of items per battle equal to [Craft /2]. Their battlecrafted items glow with an Obvious blue light, showing their supreme serenity in battle.
    Mortals are only rarely capable of battlecrafting. Such a feat requires at least a 2-die stunt, costs 2wp, and is limited to a single item per battle.
    Suggestions? Critiques?


    Check out my art here! You can see my stuff from the old forum here.
    Two Exalted Bound In Chains of the Sun

  • #2
    I like the overall concept and the thought process behind it. I have to ask though, what inspired the specific order of the battle-crafting hierarchy? I get why Alchemicals are on top, but putting Solar(iod)s on the bottom seems counter to their overarching themes of Excellence.

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    • #3
      A quick re-read should put them at second-best when they do do it.

      As for why I'd personally put them towards the bottom... They have charms that cover making armor and weapons from golden light, and those charms do it much better than a cobbled-together-at-the-last-second weapon can or should. It's about like taking thaumaturgy, and that's entirely intentional. It's useful in specific circumstances, but a lot of the time you're going to have much better options open to you.


      Check out my art here! You can see my stuff from the old forum here.
      Two Exalted Bound In Chains of the Sun

      Comment


      • #4
        I'm not sure why this needs a mechanically robust system, or costs motes to do. Make a roll against an ST-determined difficulty, now you have a thingie. This seems both overly-complex and overly-penalizing.


        Once, there was a maiden... who spent all her time on the internet.
        "Someone out there is WRONG," she said.
        So she tossed a noose made of golden light... and strangled her opponent.
        Both of them died alone.
        "Love is for football players and cheerleaders," her obituary said.

        Comment


        • #5
          Originally posted by notthepenguins View Post
          I'm not sure why this needs a mechanically robust system, or costs motes to do. Make a roll against an ST-determined difficulty, now you have a thingie. This seems both overly-complex and overly-penalizing.
          You would not believe the number of STs I have had freeze up on me because I wanted to, say, put a bomb together quickly. I'd rather have something I can point them at so they can stop panicking.


          Check out my art here! You can see my stuff from the old forum here.
          Two Exalted Bound In Chains of the Sun

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          • #6
            Originally posted by tluthal View Post
            A quick re-read should put them at second-best when they do do it.

            As for why I'd personally put them towards the bottom... They have charms that cover making armor and weapons from golden light, and those charms do it much better than a cobbled-together-at-the-last-second weapon can or should. It's about like taking thaumaturgy, and that's entirely intentional. It's useful in specific circumstances, but a lot of the time you're going to have much better options open to you.
            Yeah, I saw how the system put them there, but I was wondering why you would make it do so. I suppose that makes sense, but it still seems a bit counter-intuitive, considering their thematic specialties.

            Also, each of a Sidereal's Resplendent destinies has an independent endurance track; which one takes the hit? Whichever one they want? Whatever one they're wearing? If the latter, what if they're not wearing one?

            I think making them roll a Paradox die would be equally limiting, but without having to take such things into consideration.

            Comment


            • #7
              Originally posted by Noodle View Post
              Yeah, I saw how the system put them there, but I was wondering why you would make it do so. I suppose that makes sense, but it still seems a bit counter-intuitive, considering their thematic specialties.
              Because industrial champions turning a makeshift weapon into the legendary signature weapon thematically trumps "I cobbled this together in thirty seconds and it's perfect!" when the entire idea is "if you don't have a way to save it, it falls apart as soon as the battle's over."

              Originally posted by Noodle View Post
              Also, each of a Sidereal's Resplendent destinies has an independent endurance track; which one takes the hit? Whichever one they want? Whatever one they're wearing? If the latter, what if they're not wearing one?

              I think making them roll a Paradox die would be equally limiting, but without having to take such things into consideration.
              Whatever one they want, though using it while wearing an RD would be not a fantastic idea, given the obvious lightshow it produces. Part of the idea with Sids is that it's an emergency, last second measure because something unpredictable just happened - kind of "emergency DUMP THIS and take a temporary item instead".


              Check out my art here! You can see my stuff from the old forum here.
              Two Exalted Bound In Chains of the Sun

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              • #8
                Looks ok to me, but I'd also let the crafter then use the jury-rigged device using their craft skill in place of melee/archery/whatever for the devices (brief) lifespan so they don't need to be invested into combat skills to make some impact in a fight.

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                • #9
                  Originally posted by Nightwinder View Post
                  Looks ok to me, but I'd also let the crafter then use the jury-rigged device using their craft skill in place of melee/archery/whatever for the devices (brief) lifespan so they don't need to be invested into combat skills to make some impact in a fight.
                  Oh I like that! I'll see what I can do. Thank you!


                  Check out my art here! You can see my stuff from the old forum here.
                  Two Exalted Bound In Chains of the Sun

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                  • #10
                    Personally I have done this quite a few times with Craftsmen needs no tools, I usually use it to make fortifications and similar things. Hell once, while travelling in the far north, I just reshaped the ice/snow into an igloo tunnel and we used that to walk in the proper direction with occasional periscoping to make sure we hadn't gotten lost.

                    I personally have always considered CNNT basically Alchemy from Full Metal Alchemist.

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                    • #11
                      Looks interesting so far.

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                      • #12
                        Thank you! :3


                        Check out my art here! You can see my stuff from the old forum here.
                        Two Exalted Bound In Chains of the Sun

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