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Craftː Fashionista

De Runarcana Wiki
Revisão de 22h03min de 13 de setembro de 2024 por MizuhiroUkato (discussão | contribs) (Criou página com '===Operate Vidalion===')

This Article is in accordance with the version 0.94 of Runarcana RPG

The Fashionista Craft allows you to design, create and repair clothing and footwear of the most diverse types, meeting the most diverse demands related to professions, styles and social classes. With this knowledge, you are able to use the most diverse materials to make clothing, from purely aesthetic to even functional, linked to specific needs and regions.

Attribute: The Attribute for tests related to the Fashionista Craft is Dexterity.

Synergies: In conjunction with your Fashionista Set, you can use this Craft with the following skills, enabling some effects:

  • Arcana, History. Your knowledge of fashion gives you additional information when examining fabrics, shoes and boots, as well as cloaks and robes, allowing you to identify exotic components that may be foci of magic, and you can recognize legendary and ancient clothing, as well as what nation and time period it belonged to.
  • Investigation. Your knowledge of the garment making process can be used to help you spot clues and make deductions that others miss when examining tapestries, upholstery, garments, and other fabric items, and even tell where a boot or shoe has been worn, what material it appears to be made of, the height and weight of the wearer, whether it has been worn recently, and if it is damaged, what caused the damage.

Fashionista Set

With the Fashionista Set you are able to use fabrics, threads, leather and other materials to create, adapt, repair and even recycle garments.

Content: A Fashionista's Set includes a thimble, several types of thread, several needles of different sizes, scraps of fabric, buttons, a small hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and more. You may also know how to work a loom and other sewing machines, but these pieces of equipment are too large to carry around.

Formulas for the Fashionista Craft

Level 1

Clothes (common)

Craft: Fashionista
DC: 10
Component: Fabric and Craft Set
Value: 5 SP
Time: 1 hour

Common clothing usually includes tops, bottoms, regional underwear, and footwear.

Natural 20. General Masterpieces Table.

Colthes (costume)

Craft: Fashionista
DC: 12
Component: Fabric and Craft Set
Value: 5 GP

Costumes have a varied value, starting at 5 GP and increasing that value according to complexity and luxury.

Natural. General Masterpieces Table.

Clothes (Fine)

Craft: Fashionista
DC: 15
Component: Fabric and Craft Set
Value: 15 GP

Fine clothing is similar to regular clothing, but has a better cut and is made of finer materials.

Natural 20. General Masterpieces Table.

Clothes (Trip)

Craft: Fashionista
DC: 12
Component: Fabric and Craft Set
Value: 2 GP
Time: 2 hours

Travel clothing is clothing reinforced for a trip, usually with reinforced seams or even clothing tied to a specific climate.

Natural 20. General Masterpieces Table.

Sack

Craft: Fashionista
DC: 10
Component: Fabric and Craft Set
Value: 1 CP
Time: 1 hour

A sack is made of some fabric and is normally used to transport objects, especially grains.

A bag can normally hold 30 liters or 15 kg of equipment.

Natural 20. General Masterpieces Table.

Sleeping Bag

Craft: Fashionista
DC: 12
Component: Fabric and Craft Set
Value: 1 GP
Time: 2 hours

Made from specific fabrics to create thermal insulation, a sleeping bag usually comes with a waterproof fabric that also serves as thermal insulation.

A sleeping bag is enough for an average-sized person to sleep in with some comfort.

Natural 20. General Masterpieces Table.

Tent (for two people)

Craft: Fashionista
DC: 12
Component: Fabric and Craft Set
Value: 2 GP
Time: 2 hours

A tent is typically a simple, portable canvas shelter that can be easily set up in most terrains.

By default, a tent where normally up to two people can sleep comfortably.

Natural 20. General Masterpieces Table and one more person can sleep in the tent comfortably.

Hidden Pocket

Craft: Fashionista 1
DC: 13
Component: Fabric or leather and Craft Set
Value: 1 GP
Time: 10 minutes

Depending on the item of clothing, you can create a pocket (or compartment, in shoes) that is almost unnoticeable without further investigation.

A hidden pocket can be placed on the inside of a shirt, in the lining of a hat, or even in the sole of a shoe. The size of items that can be placed in it varies depending on the item of clothing. A person wearing the item of clothing may make a Stealth check, adding the Craft level used to construct the pocket to this check to keep the item from being noticed.

Natural 20. The Stealth check is made with advantage.

Level 2

Snow Boots

Craft: Fashionista 2
DC: 15
Component: Fabric or hard leather, metal supports and Craft Set
Value: 50 GP

You can create a pair of reinforced shoes with a rough, highly grippy sole that is also warm enough to wear in cold weather.

A creature wearing snow boots is unaffected by difficult terrain caused by snow or ice.

Natural 20. General Masterpieces Table.

Entwine Luminar Weave I

Craft: Fashionista 2
DC: 12
Component: Luminous base and Craft Set
Value: *

You learn to entwine luminary weave after it has already undergone the necessary alchemical process, and you can use this material to create clothes using the 200 thread technique.

OThe value of an outfit made with Luminar Weave follows the rules described in Chapter 14: Rewards - Rare Materials.

Natural 20. You preserve 25% of the luminar weave that can be used for other creations.

Entwine Shadow Weave I

Craft: Fashionista 2
DC: 12
Component: Shadow base and Craft Set
Value: *

You learn to entwine Shadow Weave after it has already undergone the necessary alchemical process, and you can use this material to create clothes using the 200 thread technique.

OThe value of an outfit made with Shadow Weave follows the rules described in Chapter 14: Rewards - Rare Materials.

Natural 20. You preserve 25% of the shadow weave that can be used for other creations.

Level 3

Adjust Size

Craft: Fashionista 3
DC: 17
Component: Fabric or leather and Craft Set
Value: *

You are able to increase or decrease the size of clothes, shoes and the like by one category.

To reduce the size of a garment, the amount required is half the market value of the clothes. To increase the size of a garment, the amount required is the same as the cost of a new, identical set of clothing, with half of that amount being used to cover the cost of materials.

Natural 20. General Masterpieces Table.

Level 4

Camouflage Cloak

Craft: Fashionista 4
DC: 19
Component: Fabric, paint and Craft Set
Value: 200 GP

By using materials and paints to replicate a specific type of environment, you can create a piece that blends in with it.

A character wearing this cloak has advantage on Stealth checks in the environment defined during the item's creation.

Natural 20. General Masterpieces Table or the cloak protects the user from the effects of the chosen environment.

Operate Vidalion

Pré-requisito: Conjuração

Ofício: Modista 4
CD: 20
Componente: Conjunto de Ofício
Valor: *

Embora “O Vidálio” seja um artefato exclusivo de Ixtal, podem existir artefatos similares em Runeterra. Esses artefatos materializam magia em forma de trama, que podem ser usadas para a fabricação de roupas com capacidades praticamente ilimitadas. Artefatos similares são chamados assim por uma generalização. Operar o Vidálio, ou artefatos similares, é uma habilidade complexa que envolve conhecimentos de tecelagem e de magia arcana.

A cada hora tecendo trama mágica em um Vidálio, gasta-se 2 pontos de mana e é feita uma jogada de Ofício, em caso de sucesso, são produzidas 10 gramas de Trama Mágica. Em uma falha, apenas 1 grama é produzido e em uma falha crítica, o artesão recebe 2 pontos de exaustão, gasta mana e nenhuma quantidade de trama mágica é produzida.

20 natural. Você produz 15 gramas de Trama Mágica.

Tecer Trama Luminar II

Pré-requisito: Fórmula - Tecer Trama Luminar I

Ofício: Modista 4
CD: 19
Componente: Tecido ou couro e Conjunto de Ofício
Valor: *

Você aprende a tecer trama luminar após a mesma já ter passado pelo processo alquímico necessário, podendo utilizar esse material para criar roupas utilizando a técnica de 600 fios.

O valor de uma roupa feita com Trama Luminar segue as regras descritas no Capítulo 14: Recompensas - Materiais Raros.

20 natural. Você preserva 25% da trama luminar que pode ser usada para outras criações.

Tecer Trama Sombria II

Pré-requisito: Fórmula - Tecer Trama Sombria I

Ofício: Modista 4
CD: 19
Componente: Tecido ou couro e Conjunto de Ofício
Valor: *

Você aprende a tecer trama sombria após a mesma já ter passado pelo processo alquímico necessário, podendo utilizar esse material para criar roupas utilizando a técnica de 1200 fios.

O valor de uma roupa feita com Trama Sombria segue as regras descritas no Capítulo 14: Recompensas - Materiais Raros.

20 natural. Você preserva 25% da trama luminar que pode ser usada para outras criações.

Nível 5

Apanhador de Flechas / Horo

Ofício: Modista 5
CD: 20
Componente: Tecido, corda, bambu e Conjunto de Ofício
Valor: 500 PO

O horo é uma criação de Ionia, trata-se de uma grossa estrutura de tecido presa à parte traseira de armaduras que infla com o ar, protegendo guerreiros de flechas e armas de arremesso.

Quando um personagem que usa o apanhador de flechas é alvo de um ataque a distância que não seja frontal, ele recebe os efeitos de meia cobertura, caso esteja em uma montaria, o efeito passa a ser de três quartos de cobertura.

20 natural. Tabela Obras-primas gerais e a cobertura passa a ser de três quartos, aumentando para cobertura total quando em uma montaria.

Nível 6

Tecer Trama Luminar III

Pré-requisito: Fórmula - Tecer Trama Luminar II

Ofício: Modista 6
CD: 20
Componente: Tecido ou couro, Conjunto de Ofício
Valor: *

Você aprende a tecer trama luminar após a mesma já ter passado pelo processo alquímico necessário, podendo utilizar esse material para criar roupas utilizando a técnica de 1200 fios.

O valor de uma roupa feita com Trama Luminar segue as regras descritas no Capítulo 14: Recompensas - Materiais Raros.

20 natural. Você preserva 25% da trama luminar que pode ser usada para outras criações.

Tecer Trama Sombria III

Pré-requisito: Fórmula - Tecer Trama Sombria II

Ofício: Modista 2
CD: 20
Componente: Tecido ou couro, Conjunto de Ofício
Valor: *

Você aprende a tecer trama sombria após a mesma já ter passado pelo processo alquímico necessário, podendo utilizar esse material para criar roupas utilizando a técnica de 1200 fios.

O valor de uma roupa feita com Trama Sombria segue as regras descritas no Capítulo 14: Recompensas - Materiais Raros.

20 natural. Você preserva 25% da trama sombria que pode ser usada para outras criações.