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Chapter 8: Skills<br />

Time and Quality<br />

The purpose of many skills is to make products<br />

or services. The time invested affects the quality<br />

of a product, but the quality of the tools or facilities<br />

also affects the time required to produce it.<br />

Therefore, the longer a character crafts a product,<br />

the better the product. The better the tools or facilities,<br />

the faster the product is produced.<br />

Goods in Chapter 9: Equipment have Base<br />

Craft Time (BCT), which is how long it takes for a<br />

character to produce 1. The 3 columns of the following<br />

table have numbers that represent the percent<br />

of normal condition. Therefore, 100% Quality<br />

means that which is listed and described in Chapter<br />

9: Equipment, while 150% Quality means 1.5 times<br />

that quality. Time Invested refers to the BCT of<br />

the product, as does Time Required. The difference<br />

between Time Invested and Time Required is<br />

that Time Invested determines the Quality of the<br />

product, while the Quality of the tools determines<br />

the Time Required to craft it.<br />

Time Investe<br />

d Quality Time<br />

Required<br />

50 7510, 000<br />

60 801, 000<br />

70 85500 80 90200 90 95150 100 100100 125 10595 150 11090 175 11585 200 12080 250 12575 300 13070 400 13565 500 14060 1, 000<br />

14555 10, 000<br />

15050 Quality affects many things, and the Aedile<br />

is the final arbiter of what it affects. The quality of<br />

a weapon affects its damage. If a hand axe has 150%<br />

Quality, then its damage is (1d10 x 1.5). The Quality<br />

of clothing affects the number of weaves per inch,<br />

and therefore higher Quality clothing is warmer and<br />

more durable. Some items of higher Quality will<br />

weigh less, while others more. Again, the Aedile is<br />

the final arbiter of the Quality of a product.<br />

316<br />

The prices and BCT listed in Chapter 9: Equipment<br />

represents the standard human guild requirements.<br />

Therefore, 100% Quality is the norm in a<br />

human society. Equipment below this standard<br />

should not be found for sale by a human master of<br />

a respectable guild. However, guild requirements<br />

often differ among cultures and races. For instance,<br />

dwarven smiths produce higher Quality axes than<br />

humans, on average.<br />

Following is an example of craft time and<br />

quality. A blacksmith crafts a hammer tool, which<br />

has a BCT of 1 day. For whatever reason, the blacksmith<br />

is unable to spend a full day crafting the hammer.<br />

He spends 90% of his day, so he has 90%<br />

Time Invested. This produces a hammer that is 95%<br />

Quality. The blacksmith sells the hammer to a<br />

weaponsmith. The next day, the weaponsmith attempts<br />

to craft a footman’s mace, which has a BCT<br />

of 1 day. Since he is using a hammer of 95% Quality,<br />

the Time Required to craft this mace is 150%<br />

the BCT, so it takes the weaponsmith 1.5 days.<br />

The example with the weaponsmith is oversimplified<br />

because more tools are used besides the<br />

hammer to craft a mace, but the idea is that the<br />

Quality of tools affects the Time Required to make<br />

a product. If the Aedile wants to use game mechanics<br />

to account for multiple tools, then all adjustments<br />

may be averaged, or some may count more<br />

than others.<br />

Services may be affected by time and quality,<br />

just as products. For example, a scribe who copies<br />

a text may invest more time than usual, and produce<br />

a work that is more legible and has fewer mistakes.<br />

However, if his feather pen is poor quality,<br />

then it may take him longer to finish the work.<br />

However, some services are not covered by<br />

these issues of time and quality. If considered as a<br />

service, sexual Adeptness, has its own set of mechanics,<br />

so time and quality need not be considered.<br />

Skills The next few pages present an overview of<br />

the skills. The following tables list each skill, any<br />

abilities or sub-abilities that are relevant to the skill,<br />

a Learning Curve (LC), and any prerequisites for<br />

the skill. Following the overview, each skill is described<br />

in detail:

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