Author Topic: Furycrafting.  (Read 3786 times)

Offline MijRai

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Furycrafting.
« on: August 22, 2010, 10:14:15 PM »
Would a Moderator please move this? I wasn't paying attention, and put it in the wrong part of the forum. Could it go to DFRPG?
KOFFEYKID and I were working on Furycrafting. Here is what I have so far:

Basic Crafting -1
You can operate furylamps, run faucets, and march on causeways. Congrats, Newb

Aircrafting -2
First Power, Inhuman Speed
-2 Up to Supernatural Speed
-2 Veils
-2 Flight
-2 Channeling Fury (-1 Weathercrafting, Ritual Equivalent)
-2 Manifest Fury
-3 Mythic Speed (Needs Supernatural Speed), needs to be activated, take 2 Physical stress per exchange active without Toughness Armor

Earthcrafting -2
First Power, Inhuman Strength
-2 Up to Supernatural
-2 Incite Emotion (Lust, Basic Emotions)
-2 Tracking
-2 Channeling Fury
-2 Manifest Fury
-3 Mythic Strength (Needs Supernatural Strength), needs activation, take 2 Physical stress per exchange active without Toughness Armor

Firecrafting -2
First Power, Armor 3 v.s. Temperature
-2 Incite Emotion (Courage, Fear, Etc.)
-2 Channeling Fury (-1 Coldcrafting)
-1 Flaming Weapons (+1 Weapon Rating)
-2 Manifest Fury

Metalcrafting -2
First Power, Inhuman Toughness (Catch of Extreme Temperatures)
-1 Metal Sense
-1 Metal Working
-1 True Aim equivalent, +1 to Hit Opponents wearing metal
-2 Up to Supernatural
-2 Metalcrafting Focus (+1 Mild Mental & Physical Consequence)
-2 Metal Strengthening (+1 Weapon/Armor Rating)
-2 Precise Edge (+4 Weapon Rating with Expenditure of Fate Point)
-3 Colossus (Mythic Toughness, but with natural Armor 4), Needs to be activated, requires Supernatural

Watercrafting -2
First Power, Emotion Sense (+2 to Social)
-2 Body Change
-2 Inhuman Recovery+Healing others (Catch is Needs Water)
-2 Increase Recovery to Supernatural
-2 Channeling Fury
-2 Manifest Fury
-3 Muthic Healing/Recovery (needs Supernatural Recovery), needs activation, take 2 mental stress per exchange active.

Woodcrafting -2
First Power, +1 to All Wooden Weapon Ratings
-2 Increased Wood Damage
-2 Animate Plant Life
-1 Woodcrafting/Carving
-1 True Aim equivalent, +1 to Hit with Bows
-2 Veils
-2 Channeling Fury
-2 Manifest Fury

-1 Refinement (For Channeling Furies. Increase the power of your channelings with this)
Notes:
External and Internal Powers cannot be used at the same time.
Having cChanneling in 3 different Fury branches gives you a +3 Discount, Called Fury Evocation.
Having both Incite Emotions gives a +1 Discount, called Able Manipulator
 

Manifested Fury Costs:
-1 Inhuman Strength, -3 for Supernatural
-1 Inhuman Speed, -3 for Supernatural
-1 Inhuman Toughness, -3 for Supernatural
-1 Inhuman Recovery, -3 for Supernatural
Catch (Salt for Air, Water for Fire, Cold for Metal, etc.)
-1 Condition (Living Manuevers, perhaps. On Fire, Breezy, etc.)
-1 Hulking Size
Automatically Weapon 3
« Last Edit: August 22, 2010, 11:46:32 PM by MijRai »
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Offline JosephKell

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Re: Furycrafting.
« Reply #1 on: August 23, 2010, 02:51:11 AM »
How do these work?  These look just like costs, isn't pricing powers before determining what they do sort of like putting the cart before the horse?

Can you detail at least one of them?
If you have to ask, it probably breaks a Law of Magic.  You're just trying to get the Doom of Damocles.

Offline MijRai

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Re: Furycrafting.
« Reply #2 on: August 23, 2010, 04:31:22 AM »
How do these work?  These look just like costs, isn't pricing powers before determining what they do sort of like putting the cart before the horse?

Can you detail at least one of them?

They're pretty obvious to me, but I did write them. A lot of them are DFRPG powers, but a few are a bit off.

Channeling your fury is basically Channeling, with that element. A few of them have extra things for that. Manifesting your fury makes another character for you to control (Placida's fire hawk, Bernard's Brutus, etc.)

Could you tell me what you find hard to read about them?
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Offline Jaroslav

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Re: Furycrafting.
« Reply #3 on: August 23, 2010, 05:09:23 AM »
Basic Crafting -1
You can operate furylamps, run faucets, and march on causeways. Congrats, Newb
I think basic crafting should have a cost of zero. It's useful, but it's stuff everyone can do. Making someone pay for it would be like making someone pay to be able to drive a car or use a water faucet.
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Offline MijRai

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Re: Furycrafting.
« Reply #4 on: August 23, 2010, 05:58:01 AM »
I think basic crafting should have a cost of zero. It's useful, but it's stuff everyone can do. Making someone pay for it would be like making someone pay to be able to drive a car or use a water faucet.

Good point. Although, driving a car is different from turning a faucet. It is something to set apart normal Alerans from Tavi-like aberrations, Canim, and Marat.
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Offline JosephKell

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Re: Furycrafting.
« Reply #5 on: August 23, 2010, 06:06:53 AM »
Would a Moderator please move this? I wasn't paying attention, and put it in the wrong part of the forum. Could it go to DFRPG?
KOFFEYKID and I were working on Furycrafting. Here is what I have so far:

Basic Crafting -1
You can operate furylamps, run faucets, and march on causeways. Congrats, Newb
So basically this is minor stuff, not sure I would charge [-1] for that, maybe [-0] (negates Pure Mortal bonus).  I guess it also allows something like +2 to Long-Term Activities as it relates to traveling the roads, but I am not sure that is really worth a whole [-1].  It requires the roads and most scenes don't occur while walking cross country.

Quote
Aircrafting -2
First Power, Inhuman Speed
-2 Up to Supernatural Speed
-2 Veils
-2 Flight
-2 Channeling Fury (-1 Weathercrafting, Ritual Equivalent)
-2 Manifest Fury
-3 Mythic Speed (Needs Supernatural Speed), needs to be activated, take 2 Physical stress per exchange active without Toughness Armor
So with just Aircrafting at -2, you have the equivalent of Inhuman Speed?

Then paying 2 more (total -4) is Supernatural Speed.

-2 for veils gives veiling as Greater Glamours?

Manifest Fury is as of yet unexplained.

And why is Mythic Speed cost -3 (I assume ontop of -2 Aircrafting and -2 Supernatural speed)?  And with a physical stress cost?  What about the Salt Weakness?

-2 more is for flight?  While Wings costs -1, this just doesn't seem right.  I think it needs more to be about how strong your air fury's effective Might is.  It takes an effective Lifting of 5 to carry a messenger wearing "flying leather" (Armor:1).  But 6 for a "heavy-set adult" (since the next step up beyond that is large furniture, I think 6 is fine for a knight in full armor).  But this does nothing to adjudicate strength.

You may ask where 5 and 6 come from.  Lifting an adult is usually 1 or 2 lifting, but that is for a "lift and put" type maneuver.  A "lift and move a short distance" is difficulty + 2 and "lift and move 'effortlessly'" is difficulty + 4.  So Max's "bounding leaps" might require Might 4 (he is a big guy and wears armor) and Athletics 3 (to long jump 3 zones).

This just looks like a paint job and doesn't seem to do Codex Alera justice.

I really think a fury system that is based on "committing" fury strength would work better.

For example, if Amara's Air Fury had a total pool of 9 shifts, she could manifest it with 5 devoted to might (to carry her) and 4 to stealth to veil her.  But this does nothing for devoting shifts to Athletics (to go fast) or Endurance (to keep it up).  But how do you keep a person from devoting all shifts to the same thing?  (For Air it might not matter so much, but for other things, like Fire, it does).

Then you just give furies free versions of physical immunity.  Like an Air Fury has Physical Immunity to everything but Salt (and lots of Earth can inhibit the ability to use Air).  All Fury crafters know this, so it is +2 discounted, Salt isn't hard to get, so that is another +2.

So in the example of Amara flying, if someone were to attack her with salt, it would deal physical stress to the Air Fury (if you inflict a consequence it can be compelled to cause it to temporarily fail or if it is taken out it fails for the scene if not longer).  A Salt Arrow would be a "double" attack.  It would act as an arrow (weapon:2) against the flier and as salt (weapon:0, but satisfies the catch) against the fury.

To move a sky carriage, multiple aircrafters work together, some do maneuvers for the leader to tag to increase his (or her) fury's effective might.  A Sky Carriage might be a Legendary object, so you would need an effective Might of 12 (plus whatever you want for athletics for speed or stealth for veiling); 16 shifts get your a decently fast carriage.  I think the Sky Carriages had 4 bearers?  So that is +6 from their maneuvers (merging their wind streams), so the leader needs 10 shifts of Air Fury (that is pretty extreme).  Alternatively you could have 3 bearers do the lifting (going for 12 with +4 is easier than going for 16 with +6) and another do the pushing (Athletics).  Or you could just sum their shifts and not do the aids.

A Knight Ignus might have a 7 shift fury.  And could devote 4 shifts to effect 2 zones and 3 for a Weapon:3 effect.

The only problem is how to price the pool.  Should each shift be 1 refresh?  That seems really expensive, maybe 2 shifts per refresh?  Maybe base it on the type of fury, Air Furies might need more points per refresh than Fire.  I think appropriate pricing would come out of figuring how many shifts would need to be dedicated for specific effects then to (almost) arbitrarily decide what different amount of refresh should be expected to accomplish.

One way that occurs to me as a limiter for devoting shifts is having the effect be like a control roll.  Fallout makes it less effective (which may make it fail) or backlash tires out the crafter.  But this runs the risk of making one skill the "god" skill that controls all furies.  You could have different skills bound to each fury, or based on use.

Using Firecrafting in a social setting might rely on the specific social skill (placing a fearful scene aspect would be Intimidation, a rousing speech might be Presence), while fire blasts might be Weapons rolls.

This is all probably jumbled.
« Last Edit: August 23, 2010, 06:09:02 AM by JosephKell »
If you have to ask, it probably breaks a Law of Magic.  You're just trying to get the Doom of Damocles.

Offline JosephKell

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Re: Furycrafting.
« Reply #6 on: August 23, 2010, 06:41:22 AM »
Continued to set benchmarks.

Inhuman Strength seems the most appropriate initial benchmark.

-2 Refresh gives +3 might for lifting/breaking, +1 Might when grappling (plus extra damage when you inflict stress), Might always gives +1 when assisting/modifying, and Hammer Blows +2 physical stress when you attack outright.

A Knight Terra seems to strike me as having at least Inhuman Strength level, so let's say they have Supernatural Strength level.  So a Knight Terra has about -4 refresh of Earthcrafting.

A Knight Aeris should also have about -4 refresh, and that -4 should allow them to fly in armor.  So -4 gets the air fury 6 Might (lift 2 + 4 for "effortlessly") plus maybe the shifts for Athletics to fly fast (I would price it at a minimum 1 shift per zone that can be transitioned as a supplemental action, the -1 penalty for using a supplemental action is not negated).  So let's say Aircrafting at total -4 gets 6 Might and 2 Athletics (now this is in armor, and not leather to protect against wind chafing).

So perhaps each -1 refresh of a crafting is worth -1 of a power or 2 skill points for the fury.

Since this effectively makes all Furycrafting a form of Modular Abilities, then just getting your foot in the door means you need to pay for the pool (before you put refresh into the pool).  Modular Abilities is -2, but since this is a bit more restricted (Earth pool can't give Air effects and vice versa), maybe a smaller overhead (I think -1) is more appropriate.

So a Knight Terra would have Earthcraft [-1] and Earth Fury Refinement [-4].  Plus whatever stunts necessary to be a better soldier.

A Knight Ignus's fire blasts would be a variation on Breath Weapon (normally -2), which is basically a 2 shift attack, each extra refresh could be +2 shifts.  So -5 refresh (Firecraft and 4 Fire Fury Refinements) can do 6 shifts worth of fire attacks.

It makes the nobles who have many strong furies REALLY expensive.  Bernard (under this proposal) is at a minimum -8 refresh: Earthcraft [-1], Earth Fury Refinement [-4], Woodcraft [-1], Wood Fury Refinement [-2].  While Amara (using just her Air Fury) isn't paying the entry fee twice, so for -8 refresh, should could have 7 Air Fury Refinements (allowing her to generate 14 skill points for her not quite nameless Air Fury, not sure yet how to deal with some of the other stuff, like blocks against arrows or shutting down a storm).
If you have to ask, it probably breaks a Law of Magic.  You're just trying to get the Doom of Damocles.

Offline MijRai

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Re: Furycrafting.
« Reply #7 on: August 23, 2010, 07:56:23 AM »
Write your own version then, if you dislike nearly everything in mine.

The reasons the Mythic versions cost more is because in the Codex Alera, only the powerful have them. In some cases (like Amara), when they use their extreme fury powers, they hurt themselves. Putting that much strain on the body is punishing. If you can afford metalcrafting to go with it, you can negate it, but that is about it.

You may be right that I have a few over- or under-priced powers. I'll get to fixing them later. As for Flight, this isn't Wings. This an intangible source of flight, that you can't even touch (without salt). You can shoot a wing, you can't shoot the wind (again, without salt). Also, flying around may just give you a dodge bonus, since you're pretty much flying around on gale-force winds. Pretty hard to aim a bow in those.

Manifesting Furies, in my view, is basically summoning another being, weapon 3 with its own modifiers, that operates at more range. For an example, I'll use that Gargant Fury some lord pulled up. Gargant fury gets these powers (at a reduced cost, due to them being outside of the user):
Hulking Size
Supernatural Strength
Supernatural Toughness
The Catch

Catches don't give discounts because that would throw off the costs, in my opinion. Again, if you don't like it, go write your own.
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Offline MWKilduff

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Re: Furycrafting.
« Reply #8 on: August 24, 2010, 12:41:12 AM »
Good point. Although, driving a car is different from turning a faucet. It is something to set apart normal Alerans from Tavi-like aberrations, Canim, and Marat.

Well any wizard can create light but they still need to buy their powers.
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Offline JosephKell

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Re: Furycrafting.
« Reply #9 on: August 24, 2010, 12:42:44 AM »
Well any wizard can create light but they still need to buy their powers.
If Basic Furycrafting included a caveat (like Soulgaze) that certain conditions can reduce the cost to [-0].
If you have to ask, it probably breaks a Law of Magic.  You're just trying to get the Doom of Damocles.

Offline MWKilduff

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Re: Furycrafting.
« Reply #10 on: August 24, 2010, 12:56:31 AM »
The other thing that you can consider for FuryCrafting is to make them a modular ability that would determine how much you could do all at once.  It is simple solution but I think it could be an elegant way of seperating the powerful.  Don't forget the skill side of everything.  The skills could determine the effectiveness of any variable power.
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