| Etherjammer Design Group ( @ 2004-05-19 09:11:00 |
New IN skill
Makeshift (higher of Precision or Perception, default -3)
This skill allows a character to fashion just about anything, including weapons, out of the materials at hand. The check digit of a Makeshift roll determines the effectiveness of the makeshift item in the following ways:
- For skills which cannot be used without equipment, makeshift equipment allows the skill to be used, but limits the check digit of the skill roll to the check digit of the Makeshift roll used to create the substitute - or the lowest check digit, if more than one substitute is used.
- For skills which can be used without equipment at a penalty, the check digit of the Makeshift roll reduces the penalty to the skill roll, to a maximum of -0.
- For skills which are normally used without equipment, but for which equipment provides a bonus, the check digit of the Makeshift roll determines the bonus granted by the substitute, to a maximum of the bonus granted by standard equipment.
- For makeshift weapons, add the check digit of the Makeshift roll to the standard weapon's Power - 6. (In other words, a short sword's Power is +2; for a makeshift short sword, add the check digit of the Makeshift roll to -4 to get the makeshift weapon's Power.)
The check digit can also reduce the time needed to create a substitute item. Typically, Makeshift requires (5 x the check digit) minutes; if the character wants to make a quick and dirty simple item, the excess on the CD represents the reduced time in minutes. (A character making a shiv, who states that he only wants a 1 check digit, rolls a CD 5 on his Makeshift roll; he can either make an amazing shiv, taking 25 minutes, or he can reduce the time needed to make a simple shiv by 4 minutes.) A generous GM might allow a character to split the difference (make a medium-quality shiv - CD 3 - in 13 minutes).
The GM should feel free to limit the check digit of a Makeshift roll depending on the materials present (creating a computer on the fly is going to be much easier in a computer lab than in a jail cell), but she should also take into account creative explanations by the player! The GM may also require a minimum check digit in order to create complex equipment or weapons with moving parts.
A Malakite of Creation with this skill may not use it to increase the Power of an object turned into a weapon using her Choir attunement.
Makeshift (higher of Precision or Perception, default -3)
This skill allows a character to fashion just about anything, including weapons, out of the materials at hand. The check digit of a Makeshift roll determines the effectiveness of the makeshift item in the following ways:
- For skills which cannot be used without equipment, makeshift equipment allows the skill to be used, but limits the check digit of the skill roll to the check digit of the Makeshift roll used to create the substitute - or the lowest check digit, if more than one substitute is used.
- For skills which can be used without equipment at a penalty, the check digit of the Makeshift roll reduces the penalty to the skill roll, to a maximum of -0.
- For skills which are normally used without equipment, but for which equipment provides a bonus, the check digit of the Makeshift roll determines the bonus granted by the substitute, to a maximum of the bonus granted by standard equipment.
- For makeshift weapons, add the check digit of the Makeshift roll to the standard weapon's Power - 6. (In other words, a short sword's Power is +2; for a makeshift short sword, add the check digit of the Makeshift roll to -4 to get the makeshift weapon's Power.)
The check digit can also reduce the time needed to create a substitute item. Typically, Makeshift requires (5 x the check digit) minutes; if the character wants to make a quick and dirty simple item, the excess on the CD represents the reduced time in minutes. (A character making a shiv, who states that he only wants a 1 check digit, rolls a CD 5 on his Makeshift roll; he can either make an amazing shiv, taking 25 minutes, or he can reduce the time needed to make a simple shiv by 4 minutes.) A generous GM might allow a character to split the difference (make a medium-quality shiv - CD 3 - in 13 minutes).
The GM should feel free to limit the check digit of a Makeshift roll depending on the materials present (creating a computer on the fly is going to be much easier in a computer lab than in a jail cell), but she should also take into account creative explanations by the player! The GM may also require a minimum check digit in order to create complex equipment or weapons with moving parts.
A Malakite of Creation with this skill may not use it to increase the Power of an object turned into a weapon using her Choir attunement.