The young men gathered in other ashdown now, a safer bet than anyone's house, with their various materials. Bud was currently inside of a box of crystals, biting on them (what if they weren't real), and making attempts to abscond with several while each time he was robbed of his prize and plopped back into the box.
"So we start small right?" Wil had a stone in his hand that he'd been idly binding with metal wire in an appealing pattern. The metals had also been thought through.
azuredreams
mechanic under
blade kuroda
spoiler tag
Quote:
item creation mechanic
Players must roll 1d10 in each post where they attempt to create their attuned item. The d10 determines the success or failure of their attempt. Four successes are required to create the item; each post must be filled out.
roll results
1-- A success! Your item has taken a little of your desired trait into itself.
2-- A failure. You have blown up one of your less expensive reagents and caused yourself minor damage.
3-- A failure. Your item has proven resistant to one of your reagents; you will need more power or more reagent to make it work.
4-- A success! Your item has taken a little more of your desired trait into itself.
5-- A failure. Your item has cracked, and must be repaired.
6-- A failure. You have blown up one of your most expensive reagents and done yourself moderate damage. The reagent must be replaced.
7-- A success! Your item has taken a little more of your desired trait into itself.
8-- A failure. You pushed too hard, and the item rejected your attempt to imbue it with its traits.
9-- A success! Your item has taken a little more of your desired trait into itself.
10-- A failure. You didn't push hard enough, and have given yourself a headache.
Players must roll 1d10 in each post where they attempt to create their attuned item. The d10 determines the success or failure of their attempt. Four successes are required to create the item; each post must be filled out.
roll results
1-- A success! Your item has taken a little of your desired trait into itself.
2-- A failure. You have blown up one of your less expensive reagents and caused yourself minor damage.
3-- A failure. Your item has proven resistant to one of your reagents; you will need more power or more reagent to make it work.
4-- A success! Your item has taken a little more of your desired trait into itself.
5-- A failure. Your item has cracked, and must be repaired.
6-- A failure. You have blown up one of your most expensive reagents and done yourself moderate damage. The reagent must be replaced.
7-- A success! Your item has taken a little more of your desired trait into itself.
8-- A failure. You pushed too hard, and the item rejected your attempt to imbue it with its traits.
9-- A success! Your item has taken a little more of your desired trait into itself.
10-- A failure. You didn't push hard enough, and have given yourself a headache.