Post by logan9a on Nov 22, 2018 3:30:02 GMT
Note - these are hella powerful. Hence, no 'credit' given for helping. If you want to help out with these, great - it's appreciated but you won't get them at 'learn'. If you are like 'how can I make X' then we will see if it is possible. Keep in mind that 'artifacts' in Logan's campaign are 'normal trash items' of a game like D&D. MUCH LOWER POWER LEVEL IN THIS CAMPAIGN.
First - general rules:
Rules for making stuff:
First and main rule - despite whatever skills and rolls the player has, the GM has the right to veto any item if he/she judges it too powerful for their campaign.
There are two types of items - ‘practice’ items which last till sunup/sundown and the ‘final’ item which lasts till something bad happens.
Only one item (practice or the final item) can be ‘the players’ at any time. Finish all of your practicing before attempting to make the ‘final’ item. To make it the ‘final item’, the player only need to declare ‘this is the final item’ and sacrifice THREE ESSENCE to it. After this, the player cannot practice any more until they hit the same point (eight up) in a different tree. All of the skills are the same (and at the same percentage as the player has) and they may again start making practice items. Should the player ever decide to ‘unmake’ an item they can do so (sometimes with ceremony if the item was super powerful, sometimes by tossing it into a rubbish bin) but they do not gain the lost ESSENCE back. They get to sacrifice it again when they make something new.
If the player get someone else’s item it is theirs only temporarily (it will disappear at GM’s whim, usually you can only keep it for an adventure) and fills the ‘item’ slot. If you have multiple artifacts, one won’t work.
You can’t give away an artifact - you have to make it yourself. If you do attempt to give it away, the person may get to use it for a very short time then it will inexplicably disappear and not appear for several sessions, all the while filling the maker’s ‘item slot’.
Losing or giving away your artifact does not free up your item slot. If you want your item slot freed up, destroy your artifact.
Players can have only one Pattern item at a time, one Trump item at a time and one Chaos item at a time. In theory, if the players have mastered all three trees enough to make their own items, they can have three total items (each powered by a different thing) at a time.
When an item is made, it must be made entirely by the person who will possess it - they do literally every roll including all those used to make the item (blacksmithing, etc). The base item must be made at ‘do it as a living’ skill or higher and it must have been a success. (Crit maybe all other rolls on the item are automatically supported).
The physical item being used to create the artifact may be reused if they are being used as the ‘practice’ item, however the ‘final’ item created by the player can’t be changed once made and it needs to be made upon the same day.
while these items are not exempt from the 'magic item goes bye bye' cards, they will eventually (after a couple sessions or so) come back.
With all skills and stats, the item does NOT increase it’s skills and stats. Once you make and finalize the item, that is it. All of the rolls must be made on the same day.
All of the ‘make items’ rolls can only be done ONCE per day. If you blow a roll you can opt to have the entire thing crash and be done for the day (try again tomorrow) or carry on without whatever power you were attempting to put into the item.
The power source for these items is either Pattern, Trump or Chaos, depending upon which tree you got it from. Having an item hooked into multiple power sources does not help the item but does limit how many items you can have (as it is one per power source) hence having an item hooked into multiple power sources does not help - only hurts - the character.
Generally speaking, Pattern items cause more damage to those with Logrus (unless they also have Pattern) and vice versa. If you have both (have walked both Pattern and Logrus) you are immune to any secondary weird effects assigned by the GM due to the power source.
*****
(Are these clear or do they need to be reworded?)
*****
More coming in a bit...
First - general rules:
Rules for making stuff:
First and main rule - despite whatever skills and rolls the player has, the GM has the right to veto any item if he/she judges it too powerful for their campaign.
There are two types of items - ‘practice’ items which last till sunup/sundown and the ‘final’ item which lasts till something bad happens.
Only one item (practice or the final item) can be ‘the players’ at any time. Finish all of your practicing before attempting to make the ‘final’ item. To make it the ‘final item’, the player only need to declare ‘this is the final item’ and sacrifice THREE ESSENCE to it. After this, the player cannot practice any more until they hit the same point (eight up) in a different tree. All of the skills are the same (and at the same percentage as the player has) and they may again start making practice items. Should the player ever decide to ‘unmake’ an item they can do so (sometimes with ceremony if the item was super powerful, sometimes by tossing it into a rubbish bin) but they do not gain the lost ESSENCE back. They get to sacrifice it again when they make something new.
If the player get someone else’s item it is theirs only temporarily (it will disappear at GM’s whim, usually you can only keep it for an adventure) and fills the ‘item’ slot. If you have multiple artifacts, one won’t work.
You can’t give away an artifact - you have to make it yourself. If you do attempt to give it away, the person may get to use it for a very short time then it will inexplicably disappear and not appear for several sessions, all the while filling the maker’s ‘item slot’.
Losing or giving away your artifact does not free up your item slot. If you want your item slot freed up, destroy your artifact.
Players can have only one Pattern item at a time, one Trump item at a time and one Chaos item at a time. In theory, if the players have mastered all three trees enough to make their own items, they can have three total items (each powered by a different thing) at a time.
When an item is made, it must be made entirely by the person who will possess it - they do literally every roll including all those used to make the item (blacksmithing, etc). The base item must be made at ‘do it as a living’ skill or higher and it must have been a success. (Crit maybe all other rolls on the item are automatically supported).
The physical item being used to create the artifact may be reused if they are being used as the ‘practice’ item, however the ‘final’ item created by the player can’t be changed once made and it needs to be made upon the same day.
while these items are not exempt from the 'magic item goes bye bye' cards, they will eventually (after a couple sessions or so) come back.
With all skills and stats, the item does NOT increase it’s skills and stats. Once you make and finalize the item, that is it. All of the rolls must be made on the same day.
All of the ‘make items’ rolls can only be done ONCE per day. If you blow a roll you can opt to have the entire thing crash and be done for the day (try again tomorrow) or carry on without whatever power you were attempting to put into the item.
The power source for these items is either Pattern, Trump or Chaos, depending upon which tree you got it from. Having an item hooked into multiple power sources does not help the item but does limit how many items you can have (as it is one per power source) hence having an item hooked into multiple power sources does not help - only hurts - the character.
Generally speaking, Pattern items cause more damage to those with Logrus (unless they also have Pattern) and vice versa. If you have both (have walked both Pattern and Logrus) you are immune to any secondary weird effects assigned by the GM due to the power source.
*****
(Are these clear or do they need to be reworded?)
*****
More coming in a bit...