Post by Gravedust on Aug 2, 2010 15:38:31 GMT -8
TAILORING
Tailoring allows a Character to manufacture a wide array of clothes and other worn equipment and gear.
Material Requirements
Crafting Items with Tinkering requires Tailoring shares, which can be bought or gotten from Scrapping clothing or other worn gear.
The four big steps of creating an item are:
• Deciding what slot it will be for
• Deciding what Bonuses or Modifications you want to add
• Figuring out the Cost of the item
• Figuring out the Difficulty of the item
____________________
Choosing an Equipment Slot
The first step in making an item is deciding which equipment slot the item will fill. Tailoring can produce items for a variety of slots, and each has a number of basic statistics that come along with it:
Base cost
This is the basic cost of the bare item, with no added stats or Modifications. Any Stats or Modifications you add will increase the cost from this base point.
Maximum Bonus
If you are adding a Stat to the item, this is the maximum amount that Stat that can be added. For instance, the Head slot has a maximum bonus of 6, so if I wanted to apply Toughness to an item in the Head slot, I could add any amount up to 6. (Making it a sort of Helmet)
Sockets
This doesn't refer to any kind of actual socket, but rather it's a term that describes the number of Modifications or stats that can be added to an item. Each separate Stat or Modification added to an item takes up a Socket. For Instance, The Head slot has 2 Sockets, so I could apply Toughness Stat and Spot Stat to it. Or A stat and a Modification, like a light. Or just two Modifications. Note that you can not put the same stat in two different sockets on the same item. It is permissible to have two Modifications of the same type however, except where otherwise specified
Base Size
This is the basic starting Size of the item. For Tinkering, the Size of items is usually only increased by adding Modifications.
----
Tailoring Equipment Slots
----
Head
Base Cost: 5
Maximum Bonus: 6
Sockets: 2
Base Size: 1
Chest
Base Cost: 15
Maximum Bonus: 10
Sockets: 3
Base Size: 2
Hands
Base Cost: 5
Maximum Bonus: 6
Sockets: 2
Base Size: 1
Legs
Base Cost: 15
Maximum Bonus: 6
Sockets: 3
Base Size: 2
Feet
Base Cost: 15
Maximum Bonus: 6
Sockets: 2
Base Size: 2
----
____________________
Now that we've decided what slot we want to use, let's figure out what we want to add to it. Tinkering can add Stat bonuses to gear, as well as Modifications. First let's look at the Stat bonuses that are available and where they can go:
Toughness: Head, Chest, Hands, Legs, Feet
Strength: Hands, Chest
Agility: Legs, Feet
Combat Tactics: Head
Swashbuckling: Hands
Musketry: Hands, Head
Piloting: Head
Cannoneering: Head
Firefighting: Head, Chest, Hands, Legs, Feet
Mechanical/Repair: Hands Head
Intimidate: Head, Chest, Hands, Legs, Feet
Charm: Head, Chest, Hands, Legs, Feet
Impress: Head, Chest, Hands, Legs, Feet
Stealth: Head, Chest, Hands, Legs, Feet
Spot: Head
Medicine: Head, Chest
Entertain: Head, Chest, Hands, Legs, Feet
Pharmacopia: Head
Pickpocketing: Hands
Lockpicking: Hands
Cheat: Hands
Chef: Head, Chest, Hands
Tailoring: Hands
Tinkering: Hands
Weaponsmith: Hands
Be sure to also check the Modification list for other things you can incorporate into your new piece of equipment. Often you can find something useful or interesting to put into an unused Socket.
When you've decided on the Stats and Modifications for your item, write them down. We'll be using them to determine the Cost and Difficulty of the item to be made.
____________________
Calculating the Cost of Stats
The formula for determining the Cost of an item's Stat bonuses works like this:
[Amount of Stat added] x [Stat Cost Multiplier] = Total Cost of Stat
The Stat Cost multiplier basically is a measurement of how much each stat costs, per point. Some stats are relatively inexpensive, and others are considerably less so.
----
TAILORING COST MULTIPLIERS
Toughness: 10
Strength: 12
Agility: 12
Combat Tactics: 22
Swashbuckling: 18
Musketry: 18
Piloting: 14
Cannoneering: 18
Firefighting: 14
Mechanical/Repair: 15
Intimidate: 5
Charm: 10
Impress: 20
Stealth: 12
Spot: 12
Medicine: 13
Entertain: 10
Pharmacopia: 18
Pickpocketing: 12
Lockpicking: 12
Cheat: 11
Chef: 11
Tailoring: 20
Tinkering: 20
Weaponsmith: 20
----
In simple terms you multiply the amount of the stat you want to add (In this case let's say 6 Toughness) by it's Cost Multipier (which is 10.)
So: [Amount of Stat added] x [Stat Cost Multiplier] = Total Cost of Stat
Becomes:
[6] x [10] = 60
So now we see that the Cost of adding the 6 Toughness is 60. Remember to also add the Base Cost of the Item slot to the total. Which makes the cost 70. So we've figured it takes 70 Tailoring Parts to make the item.
THE COST OF MULTIPLE STATS
If you have more than one stat, simply add the total cost of both stats together. So if I have a Head Slot item with +3 Toughness and +3 Spot, I first figure out the cost for each stat individually (30 for Mechanical and 36 for Spot) and then add them together. So the cost of the Stars in total is 66, and after adding the Base Cost of the item, the final Cost is 71. So 71 Tailoring Parts would be needed to make the item.
__________________
Calculating Difficulty of Stats
The formula for determining the Difficulty added by an item's Stat bonuses works much like finding the Cost:
[Amount of Stat added] x [Difficulty multiplier] = Stat Difficulty
Each stat has a Difficulty multiplier, and you multiply it by the amount of the stat you wish to add to find the total Difficulty.
-----
TAILORING DIFFICULTY MULTIPLIERS
Toughness: 4
Strength: 6
Agility: 6
Combat Tactics: 12
Swashbuckling: 6
Musketry: 6
Piloting: 5
Cannoneering: 5
Firefighting: 4
Mechanical/Repair: 5
Intimidate: 4
Charm: 6
Impress: 6
Stealth: 6
Spot: 4
Medicine: 6
Entertain: 5
Pharmacopia: 6
Pickpocketing: 7
Lockpicking: 7
Cheat: 6
Sabotage: 6
Chef: 5
Tailoring: 12
Tinkering: 12
Weaponsmith: 12
-----
So, let's assume again I want to make an item with 6 Toughness on it. So we multiply the Amount of stat we want to add by it's Difficulty Multiplier. In this case that means (6 x 4), which gives us a Difficulty of 24 for creating the item we want.
Calculating Difficulty for Multiple Stats
Calculating Difficulty for multiple stats is slightly different than figuring the Cost. As before you figure out the the Difficulty for each stat and adding them together, but then you multiply the result by the number of stats added.
So for instance if you are again adding 2 stats to a belt slot item, let's say +3 Toughness and +3 Spot as before. First we figure out the Difficulty of each stat individually:
Toughness: (3x4) = 12
Spot: (3x4) = 12
Now we add them together to get 24. Now we multiply by the number of stats we added to the item (which is 2, Mechanical and Spot) giving us a final Difficulty of 50.
____________________
Calculating the cost and difficulty of Modifications
The way Cost and Difficulty are determined for Modifications depends on what kind of Modification you want to add, and should be detailed on the Modification sheet itself. When you've figured out the Cost and Difficulty (and other effects such as increased Size) of the Modification make sure to write them down to use when figuring the final stats of the item.
_________________________________________________
FINISHING UP
Once you've got the Stats and Modifications added and figured out the Cost and Difficulty of the item, you're ready to make a roll to see if your character can create it or not. Before you do that your GM May want to have a look at the stats to make sure you've done everything correctly. Or perhaps you want to record the item for reference later or simply to make remembering its distinct stats easier, in any case you can use this format:
----
Name: (the name of the item)
Slot: (What slot it is for)
Bonus: (What Stat Bonuses it gives the user. Note that if you have Modifications that add Stats (without needing to be Activated) these stats should be included in this total.
Effect: (The effects of any Modifications that can be Activated)
Difficulty: (The total difficulty)
Cost: (The number of parts or shares needed to make)
Size: (The final size of the item after Modifications have been added. Note that adding Toughness and Firefighting can also affect the size of your item)
Modifications: (What Modifications have been added. Make sure to note any variables the Modification might have set.)
Description: (A brief description of the item. This is entirely up to you.)
----
Once you have written up the item and the GM has approved it, you can make the roll for attempting to create the item. (Make sure to consult the Item Creation section to make sure you meet the other prerequisites) For Tailoring this is: D100+[Tailoring] Vs. [Difficulty]
If the roll succeeds, Congratulations, and enjoy your new gear! Additionally, 1 Tailoring part is refunded for every point your roll was higher than the Difficulty, up to 25% of the Cost of the item
If the roll fails then the item is not created, and your Character loses 10 Tailoring Parts for every point that the roll failed by, (some of the raw material that went into the build was unrecoverable) up to the total Cost of the Item itself.
Tailoring allows a Character to manufacture a wide array of clothes and other worn equipment and gear.
Material Requirements
Crafting Items with Tinkering requires Tailoring shares, which can be bought or gotten from Scrapping clothing or other worn gear.
The four big steps of creating an item are:
• Deciding what slot it will be for
• Deciding what Bonuses or Modifications you want to add
• Figuring out the Cost of the item
• Figuring out the Difficulty of the item
____________________
Choosing an Equipment Slot
The first step in making an item is deciding which equipment slot the item will fill. Tailoring can produce items for a variety of slots, and each has a number of basic statistics that come along with it:
Base cost
This is the basic cost of the bare item, with no added stats or Modifications. Any Stats or Modifications you add will increase the cost from this base point.
Maximum Bonus
If you are adding a Stat to the item, this is the maximum amount that Stat that can be added. For instance, the Head slot has a maximum bonus of 6, so if I wanted to apply Toughness to an item in the Head slot, I could add any amount up to 6. (Making it a sort of Helmet)
Sockets
This doesn't refer to any kind of actual socket, but rather it's a term that describes the number of Modifications or stats that can be added to an item. Each separate Stat or Modification added to an item takes up a Socket. For Instance, The Head slot has 2 Sockets, so I could apply Toughness Stat and Spot Stat to it. Or A stat and a Modification, like a light. Or just two Modifications. Note that you can not put the same stat in two different sockets on the same item. It is permissible to have two Modifications of the same type however, except where otherwise specified
Base Size
This is the basic starting Size of the item. For Tinkering, the Size of items is usually only increased by adding Modifications.
----
Tailoring Equipment Slots
----
Head
Base Cost: 5
Maximum Bonus: 6
Sockets: 2
Base Size: 1
Chest
Base Cost: 15
Maximum Bonus: 10
Sockets: 3
Base Size: 2
Hands
Base Cost: 5
Maximum Bonus: 6
Sockets: 2
Base Size: 1
Legs
Base Cost: 15
Maximum Bonus: 6
Sockets: 3
Base Size: 2
Feet
Base Cost: 15
Maximum Bonus: 6
Sockets: 2
Base Size: 2
----
____________________
Now that we've decided what slot we want to use, let's figure out what we want to add to it. Tinkering can add Stat bonuses to gear, as well as Modifications. First let's look at the Stat bonuses that are available and where they can go:
Toughness: Head, Chest, Hands, Legs, Feet
Strength: Hands, Chest
Agility: Legs, Feet
Combat Tactics: Head
Swashbuckling: Hands
Musketry: Hands, Head
Piloting: Head
Cannoneering: Head
Firefighting: Head, Chest, Hands, Legs, Feet
Mechanical/Repair: Hands Head
Intimidate: Head, Chest, Hands, Legs, Feet
Charm: Head, Chest, Hands, Legs, Feet
Impress: Head, Chest, Hands, Legs, Feet
Stealth: Head, Chest, Hands, Legs, Feet
Spot: Head
Medicine: Head, Chest
Entertain: Head, Chest, Hands, Legs, Feet
Pharmacopia: Head
Pickpocketing: Hands
Lockpicking: Hands
Cheat: Hands
Chef: Head, Chest, Hands
Tailoring: Hands
Tinkering: Hands
Weaponsmith: Hands
Be sure to also check the Modification list for other things you can incorporate into your new piece of equipment. Often you can find something useful or interesting to put into an unused Socket.
When you've decided on the Stats and Modifications for your item, write them down. We'll be using them to determine the Cost and Difficulty of the item to be made.
____________________
Calculating the Cost of Stats
The formula for determining the Cost of an item's Stat bonuses works like this:
[Amount of Stat added] x [Stat Cost Multiplier] = Total Cost of Stat
The Stat Cost multiplier basically is a measurement of how much each stat costs, per point. Some stats are relatively inexpensive, and others are considerably less so.
----
TAILORING COST MULTIPLIERS
Toughness: 10
Strength: 12
Agility: 12
Combat Tactics: 22
Swashbuckling: 18
Musketry: 18
Piloting: 14
Cannoneering: 18
Firefighting: 14
Mechanical/Repair: 15
Intimidate: 5
Charm: 10
Impress: 20
Stealth: 12
Spot: 12
Medicine: 13
Entertain: 10
Pharmacopia: 18
Pickpocketing: 12
Lockpicking: 12
Cheat: 11
Chef: 11
Tailoring: 20
Tinkering: 20
Weaponsmith: 20
----
In simple terms you multiply the amount of the stat you want to add (In this case let's say 6 Toughness) by it's Cost Multipier (which is 10.)
So: [Amount of Stat added] x [Stat Cost Multiplier] = Total Cost of Stat
Becomes:
[6] x [10] = 60
So now we see that the Cost of adding the 6 Toughness is 60. Remember to also add the Base Cost of the Item slot to the total. Which makes the cost 70. So we've figured it takes 70 Tailoring Parts to make the item.
THE COST OF MULTIPLE STATS
If you have more than one stat, simply add the total cost of both stats together. So if I have a Head Slot item with +3 Toughness and +3 Spot, I first figure out the cost for each stat individually (30 for Mechanical and 36 for Spot) and then add them together. So the cost of the Stars in total is 66, and after adding the Base Cost of the item, the final Cost is 71. So 71 Tailoring Parts would be needed to make the item.
__________________
Calculating Difficulty of Stats
The formula for determining the Difficulty added by an item's Stat bonuses works much like finding the Cost:
[Amount of Stat added] x [Difficulty multiplier] = Stat Difficulty
Each stat has a Difficulty multiplier, and you multiply it by the amount of the stat you wish to add to find the total Difficulty.
-----
TAILORING DIFFICULTY MULTIPLIERS
Toughness: 4
Strength: 6
Agility: 6
Combat Tactics: 12
Swashbuckling: 6
Musketry: 6
Piloting: 5
Cannoneering: 5
Firefighting: 4
Mechanical/Repair: 5
Intimidate: 4
Charm: 6
Impress: 6
Stealth: 6
Spot: 4
Medicine: 6
Entertain: 5
Pharmacopia: 6
Pickpocketing: 7
Lockpicking: 7
Cheat: 6
Sabotage: 6
Chef: 5
Tailoring: 12
Tinkering: 12
Weaponsmith: 12
-----
So, let's assume again I want to make an item with 6 Toughness on it. So we multiply the Amount of stat we want to add by it's Difficulty Multiplier. In this case that means (6 x 4), which gives us a Difficulty of 24 for creating the item we want.
Calculating Difficulty for Multiple Stats
Calculating Difficulty for multiple stats is slightly different than figuring the Cost. As before you figure out the the Difficulty for each stat and adding them together, but then you multiply the result by the number of stats added.
So for instance if you are again adding 2 stats to a belt slot item, let's say +3 Toughness and +3 Spot as before. First we figure out the Difficulty of each stat individually:
Toughness: (3x4) = 12
Spot: (3x4) = 12
Now we add them together to get 24. Now we multiply by the number of stats we added to the item (which is 2, Mechanical and Spot) giving us a final Difficulty of 50.
____________________
Calculating the cost and difficulty of Modifications
The way Cost and Difficulty are determined for Modifications depends on what kind of Modification you want to add, and should be detailed on the Modification sheet itself. When you've figured out the Cost and Difficulty (and other effects such as increased Size) of the Modification make sure to write them down to use when figuring the final stats of the item.
_________________________________________________
FINISHING UP
Once you've got the Stats and Modifications added and figured out the Cost and Difficulty of the item, you're ready to make a roll to see if your character can create it or not. Before you do that your GM May want to have a look at the stats to make sure you've done everything correctly. Or perhaps you want to record the item for reference later or simply to make remembering its distinct stats easier, in any case you can use this format:
----
Name: (the name of the item)
Slot: (What slot it is for)
Bonus: (What Stat Bonuses it gives the user. Note that if you have Modifications that add Stats (without needing to be Activated) these stats should be included in this total.
Effect: (The effects of any Modifications that can be Activated)
Difficulty: (The total difficulty)
Cost: (The number of parts or shares needed to make)
Size: (The final size of the item after Modifications have been added. Note that adding Toughness and Firefighting can also affect the size of your item)
Modifications: (What Modifications have been added. Make sure to note any variables the Modification might have set.)
Description: (A brief description of the item. This is entirely up to you.)
----
Once you have written up the item and the GM has approved it, you can make the roll for attempting to create the item. (Make sure to consult the Item Creation section to make sure you meet the other prerequisites) For Tailoring this is: D100+[Tailoring] Vs. [Difficulty]
If the roll succeeds, Congratulations, and enjoy your new gear! Additionally, 1 Tailoring part is refunded for every point your roll was higher than the Difficulty, up to 25% of the Cost of the item
If the roll fails then the item is not created, and your Character loses 10 Tailoring Parts for every point that the roll failed by, (some of the raw material that went into the build was unrecoverable) up to the total Cost of the Item itself.