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.
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.