Temp Equipment Kits

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This is a temporary repository for ideas and notes pertaining to Equipment Skill Kits, e.g. Lockpicking Kits and Disguise Kits.

Each Kit is for a defined Skill, usually just one, sometimes just one subject of a single Skill, possibly occasionally usable freely for multiple related skills, or able to function as lower-bonus Kit for a few additional skills in addition to its usage for its Main Skill.

Contents

Bonus Grade

Code Term RD mod. Notes
K- No Gear +4 Work is 1 TSS slower
K0 Improvised +3 Work is twice as slow
K1 Shoddy +2
K2 Poor +1
K3 Basic +0
K3+ Basic+ +0 Can be used at a -1 bonus, a few times per Moon
K4 Good -1
K4+ Good+ -1 Can be used at a further -1 bonus, a few times per Moon
K5 Excellent -2
K5+ Excellent+ -2 Can be used at a further -1 bonus, a few times per Moon. Magic only!
K6 Fantastic -3 Can only be achieved via powerful Enchantments (e.g. Artificer or Endowing)
K6+ Fantastic -3 Allows further usages at a -1 bonus a few times per Moon. Can only be achieved via powerful Enchantments (e.g. Artificer or Endowing)

The triggered bonus

Add up Dexterity(Manual) and Intelligence, then divide by 4 and round down. This is the number of extra-bonus uses per Moon, with a bonus to a normal roll costing 1 usage, and a bonus to any Task costing 3 usages. (A bonus to a single roll cycle for a Task costs 1 usage.)

For K6+, include one more Attribute in the usage calculation formula. Which one is it depends on the kind of magic used. Artificer uses Will, Divine Blessed Items uses Faith, Endowing uses Psyche. Other kinds of magic may use Perception or Charisma.

As an example, a Divine Blessed Disguise Kit would have a formula of Faith + Intelligence + Manual Dexterity, divided by 4, rounded down.

K6+ items sometimes require the user to do something to trigger the bonus effect, such as say a little prayer, but not always (notably Artificer items do not). K3+, K4+ and K5+ items do not, the decision when to use the bonus is made by the player, not by the character, and what the using character and others percieve is simply that the item seems to be slightly better than the next-lower non-plussed item, e.g. a K4+ Lockpick Kit seems, for those who use it and for those who observe it being used, to be slightly better than a K4 Lockpick Kit but not quite as good as a K5 Lockpick kit.

Unspent bonused usages are lost.

Kit Traits

Code Trait Picks Effect Notes
Compact I x
Compact II
Durable I y
Durable II z
Durable III
Deceptive I x
Deceptive II
Deeptive III
Disguised I y
Disguised II
Decorated I x
Decorated II
Decorated III
Decorated IV


Code Trait Picks Mod.
K1 Shoddy +2
K2 poor +1
K3 Basic +0
K3+ Basic+ +0
K4 Good -1
Code Trait Picks Mod.
K4+ Good+ -1 B
K5 Excellent -2
K5+ Excellent+ -2 B
K6 Fantastic -3
K6+ Fantastic+ -3 B


Quality, Picks and Monetary cost

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