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Occams Razor • View topic - Crafting manuals

Crafting manuals

Crafting manuals

Postby cathy » Thu Aug 22, 2013 12:16 pm

In the Design Notebook:
typo -
In detail:
1. ...."and each Tier lists a number of Paranormal Production Points."
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Re: Crafting manuals

Postby liahgeron » Thu Aug 22, 2013 4:52 pm

Additional Typo from all books:

"you will receive 10 [insert genre here] Production Points for having Level 1 [insert skill name here], plus another 12 points if you have Level 2, plus another 14 points
if you have level 3 (to a possible starting total of 30)"

10+12+14= 36 points, correct?

Also, Parry is a craftable ability, but it is unclear if it has limits on it like the Parry skill in the book for Strain 117. With the newest rules, Parry is a generic defense now without the traditional limit of only working on melee strikes to limbs. Can we get a call as to whether or not we can use a crafted Parry to negate torso strikes, bullets and packets?
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Re: Crafting manuals

Postby Mike Natale » Thu Aug 22, 2013 5:31 pm

It says the refresh ability is limited to A,E,F,W. Should it include Marksmanship as well?
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Re: Crafting manuals

Postby Jacob » Thu Aug 22, 2013 5:40 pm

36 is the proper number.

Unless otherwise stated, craftable items work out of the core rules.

No, it shouldn't.
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Re: Crafting manuals

Postby Red » Thu Aug 22, 2013 6:46 pm

Is it possible to use these rules to craft techy/magicy/better Bullets (if not ignore the rest)?

A general run down could be:
Effects: Dmg 2, 4, or 6
Traits: weapon or what ever else makes sense based techy/magicy
Delivery method: Dart
Number of uses per event: 1
Number of events: What ever the creator feels is necessary (I'd probably say just the event)

What I'm curious about the above is delivery method and ability expense. Because we are making a dart (bullet) would it count as melee/touchcast for delivering its effect? If we were building the gun the that delivers the effect with the dart it would make sense to have delivery method dart, but all the dart needs to do is "touch" someone to do its damage. If melee/touchcast is allowed for the dart are we no longer allowed to fire it out of a firearm for its effect to take place?

Along that line: if we can fire the techy/magicy/better dart out of a gun would it still require a point of Fire/Marksmanship to do so? and if it was a gun (with delivery method: dart) instead of a bullet would it require that point expenditure for its effect?

Thanks! :)
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Re: Crafting manuals

Postby Jacob » Thu Aug 22, 2013 7:09 pm

...I found that somewhat confusing, so I'm going to pontificate a bit on the subject of crafting items (and some other rules), and if that doesn't answer your question, I'd ask you to rephrase.

1) PCs can craft items. Crafting an item requires the expenditure of production points.

2) Items can be handed off to other PCs by filling out the correct paperwork.

3) Say it with me now: physical contact is not allowed. The only way to "touchcast" an effect is via a packet which you gently touch to someone's shoulder or outstretched hand or other entirely non-objectionable and volunteered bit of anatomy.

4) Delivery methods are different from one another. You cannot swing or lob a dart at someone, you cannot touchcast via a sword. Darts must be fired out of unmodified nerf guns to count. You cannot fire a packet from a gun. This is not a challenge.

5) Unless otherwise noted, using an item costs no attributes, but it does use up one "use" of the item for use-trackage purposes. Do not abuse this.

You build an item that has a delivery method of Dart and it does 2 Damage and can be used twice per event. You sign the tag over to your friend, your friend can now fire their gun twice for 2 Damage this event.
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Re: Crafting manuals

Postby Red » Thu Aug 22, 2013 8:17 pm

The goal of my post was to determine the viability of variant ammunition that you shoot out of your regular gun.
Based on the information presented: to make a one time use crafted Dart for your regular gun would cost as many production points as making a one time use crafted gun with the same statistics. Whether a crafted Dart is fired from your regular gun or you use a one time use crafted gun, both would not cost any attribute points unless otherwise stated.

If correct it answers my original question: it is possible to craft bullets but not feasible (too expensive) at 14 (tier 1 effect)-21 (tier 3 effect) production points each for a one-use, one-weekend item.
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Re: Crafting manuals

Postby Jacob » Thu Aug 22, 2013 9:07 pm

I think feasibility depends entirely on how badly you need X device to do Y effect by Z carrier.
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Re: Crafting manuals

Postby Aaron » Sat Aug 24, 2013 6:47 pm

How does the bonus armor work? It says it can be repaired and such, but does it go away at reset?
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Re: Crafting manuals

Postby Jacob » Sat Aug 24, 2013 8:39 pm

Grant effects last until the end of the event or until they are negated by a Destroy or Remove effect.
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