Huh, I see. That makes sense. What about those workshops though, they're a stunt? I thought it would be like, a place or just a feature of an appropriate aspect/high concept with the standard "stock" equal to the base resources...
Workshops are sort of a blind spot for me, but I think you automatically get one type of your choice, at the level of your Resources:
- Workshop for Craftsmanship
- Occult Library for Lore
- Magical Workshop for Thaumaturgy
If you want more types, or a better Workshop, you use a Resources Stunt which I think is in the book, or you make another Stunt, or you have to make rolls to temporarily boost your effective Workshop with Aspects.
Someone who is more experienced with them is free to correct me.
Well, is it just me, or are the rules really vague with how creating stuff and possessions work?Not sure vague is the correct term, however they're certainly different from traditional game systems! :)
That makes sense. What about those workshops though, they're a stunt? I thought it would be like, a place or just a feature of an appropriate aspect/high concept with the standard "stock" equal to the base resources...They could be a stunt but a Resources declaration is just as good and, probably, easier. Remember, mechanically the workshop is an aspect which will give you a bonus when using it to create an item. As a declaration you get a free tag. As for the narrative, you probably have access to the workshop most of the time (you may own it), the declaration determines whether it has everything you need to gain that aspect / bonus.
Regarding your magical inventor, I'd look at the "potion" rules. (Potions are any single use item, not necessarily something you drink.) As long as you have open potion spots, you can declare what one is via a lore declaration. Any of your quick single use use thaumaturgy items could be declared the same way. You could work out similar rules for scholarship if you want a more science based MacGuiver.Oooooooh, this is a very good idea. Thanks a lot! I never thought of that potion thing, very neat.
They could be a stunt but a Resources declaration is just as good and, probably, easier. Remember, mechanically the workshop is an aspect which will give you a bonus when using it to create an item. As a declaration you get a free tag. As for the narrative, you probably have access to the workshop most of the time (you may own it), the declaration determines whether it has everything you need to gain that aspect / bonus.
So is Lore the only skill that matters when making Enchanted Items?Yes and no. While Lore is all that is needed to a point, other skills may be used as maneuvers or declarations (if thematically appropriate of course) to gain tag-able aspects for a better end result.
Yes and no. While Lore is all that is needed to a point, other skills may be used as maneuvers or declarations (if thematically appropriate of course) to gain tag-able aspects for a better end result.
Could you throw a couple of examples out there? I think I have the gist but I do better with a concrete example :) Thanks for taking the trouble...The basic steps for any thaumaturgy spell, including potions are:
1. Determine the desired spell effect.
2. Determine complexity in shifts.3. Prepare ritual.
- If complexity <= Lore, you have everything needed, go to drawing power.
- If complexity > Lore, enter Preparation stage.
4. Draw power – roll Discipline to control power drawn each round. The spell is cast when you meet the number of shifts required by the spell's complexity.
OK, thanks - I understood your example, but I didn't think you were allowed to have enchanted items with a strength of effect that was greater than your Lore rating.
YS279: Nearly any effect within the range of thaumaturgy or evocation is allowed (though evocation tends to be easier because the amount of power involved is usually comparatively small), subject to two limitations:
a. the effect has a strength equal to your Lore, and
b. it may only be used once per game session.
That's what the other slots are for - increasing strength or frequency, and what crafting specializations allow?
Unlike a normal enchanted item, the effect strength of the potion may be boosted on the fly or at the time it is created with the invocation of aspects. Each invocation allows the potion’s strength to be increased by 2. You may choose to take a compel in order to get this bonus for free, but that means the GM can introduce that compel at any time later without giving you the opportunity to refuse—you’ve already agreed to it by taking the additional strength for the potion. In general, only one such “pay-it-forward" compel should be allowed at a time.
OK, thanks - I understood your example, but I didn't think you were allowed to have enchanted items with a strength of effect that was greater than your Lore rating.The quote InFerrumVeritas mentions begins on YS280.