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Formulas

De Runarcana Wiki
Revisão de 23h18min de 13 de setembro de 2024 por Arddhu (discussão | contribs) (Criou página com '{| class="wikitable" style="text-align:center; margin: 20px auto;background-color:#F8F9FA;" |- style="font-weight:bold; background-color:#B4A7D6;" ! colspan="2" | Ammunition |- | d4 | style="text-align:left;" | Result |- style="background-color:#B4A7D6;" | 1 | style="font-weight:normal; text-align:left;" | 5 more rounds of ammunition are produced |- | 2 | style="font-weight:normal; text-align:left;" | Reduced execution time by 50% |- style="background-color:#B4A7D6;" | 3...')

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

All crafts develop several operational activities, with some of these activities being the construction of results, whether through weapons, armor, items, sculptures, paintings and practically any object that can be used in everyday life or in adventures.

This construction of items is represented by formulas, each of which contains information regarding what is necessary to perform the same, often having requirements linked to a specific craft or even more than one craft for more complex or advanced items.

When you gain proficiency with or advance in a craft, you can learn a number of formulas from that craft equal to your Intelligence modifier (minimum of 1). These formulas represent what you can create with the craft in concrete form.

When reproducing these formulas you must meet their requirements.

Below is an example of the information contained in a formula, which contains the necessary requirements for it to be carried out:

Formula Name

Prerequisite: If there is any other than the Craft

Craft: The craft or crafts required to perform this formula.

DC: The target DC of the roll to perform the formula.

Time: The time required to perform the formula.

Components: The component, or components, needed to perform the formula.

Value: The market value to run the formula on

Detail: Additional details related to the formula, such as the possibilities of applying poison.

General description of the formula with some information about it, which may contain some specific trace of history or location when referring to something that has this information.

General mechanics of the final product of the formula with its operation and characteristics to be used in an adventure.

Natural 20. When a natural 20 is obtained when creating an item, it receives an additional bonus for being a Masterwork.

List of Formulas

Each Craft has its own formulas that can be found on their respective Ofícios/en pages, in addition to these formulas, there are General Formulas that are mostly considered level 0 formulas, and can be chosen by several crafts, including Minor Crafts.

Executing Formulas

To create an object, you must execute the formula for it. Each formula has a preparation time. When this time does not exceed 1 hour, it can be executed during a long or full rest without interfering with the benefits of the rest. You can only prepare one formula per long rest. If you decide to prepare more than one, you will not receive the benefits of that rest.

Formulas that require more than 1 hour of work follow the Item Creation rules presented in this chapter.

The formulas have levels, starting from level 0, which are formulas of common knowledge to anyone who has the Craft, these formulas do not count towards the character's known formulas.

Level 1 and higher formulas can only be executed by those who know them, however, if a craftsman has access to an object resulting from a formula, and has enough time and resources to study it, he can try to reproduce the formula without knowing it, for this he uses the rules for Reproducing Items without Formula.

Crafting tools typically contain the ingredients needed to craft tier 0 and tier 1 recipes, discounting half of the market value for this to represent resource consumption. At higher tiers, ingredients must be collected or purchased in order to craft the recipes.

Rolls

When preparing a formula, you must make a roll using your preparation modifier against the DC of the specific formula. If you succeed, the formula is executed within the specified time using the resources allocated to it when the formula meets the requirements to be done in less than 1 day.

For formulas that have a cost above 5GP/day or Time above 1 hour, the day's work yields the amount of GP/day needed to complete that day's work, this amount achieved is then deducted from the total needed to create the item.

In case of failure, by a margin of up to 5 points, only half of the value and time invested are lost. A margin above 5 means that the formula failed, the value and time invested are lost.

A result of 1 natural rolled on the dice is always a failure. In some cases the result can be catastrophic, based on the complexity (level) and danger of the formula. Each formula has its problems in this case, consult the Master for more details regarding this failure.

A natural 20 rolled on the die does not mean the formula was a success. If the DC is not met, half the time and resources can be spent to make a new roll with a +5 bonus to try to execute the formula; if this is still not possible, the invested resources are lost. On a success, formulas with up to 1 hour of base duration can be executed or, in the case of formulas with more than 1 hour of execution or more than 5 gp/day, that day of work produces the gp/day result normally. Formulas from Minor Crafts are made using the Execution roll.

When the natural 20 occurs and the formula's DC is reached, it means that the formula was successfully executed and became a masterpiece, receiving additional benefits that are indicated in the formula.

Preparation Modifier = your craft level + ½ proficiency bonus + Attribute modifier

Expert: When you have Specialty in a craft, you add +1 to the roll. If you have specialty in the same craft from more than one source, you add +1 to the roll again.

When creating an item involves more than one day of work, each day of work requires a Craft roll to determine the success of that day's work. Over the multiple days required for some formulas, failures only delay time and consume resources, as specified above. Successes advance the creation of the item, and the result of a natural 20 rolled on each of the days is counted. During the last roll to create an item, the roll is made normally, and if it rolls a natural 20, it produces a Masterwork. If it is a success, but without a natural 20, the item is created, and if the amount of natural 20s accumulated in the process of creating the item consists of 1/4 or more of the total rolls, the item is also a Masterwork. Rolling a natural 1 during the daily rolls is always a failure for that day's work, and the material and time invested are lost.

Reproducing Items without a Formula

If you want to reproduce a formula whose required Craft you are proficient in, but the formula is not one of those you know, but you have access to the result of that formula, you must invest time and resources to analyze and study it.

When this happens, you can attempt to execute the formula using half the formula's time in addition to the time already required. The roll is made with disadvantage, and for each craft level that you are below the Craft level required for the formula, you receive a cumulative penalty of -2.

If you attempt to reproduce an item without knowing the formula, but have a Schematic for it, the cumulative penalty is reduced to just -1.

Learning Formula

You may have access to a formula that you have not yet learned, whether through a teacher, notes, or even diagrams such as a book, a scroll, or something similar. When this happens, you can invest your time in learning that formula, which requires dedication and resources.

Learning a formula requires as much dedication (or perhaps even more) than that required to create an item. When you dedicate 8 hours in a day to learning a formula, you start learning at a base of 5 gp/day, adding to this your Craft level -1, to the gp/day value. To this value, multiplied by 2, is also added your Intelligence modifier, resulting in your gp/day value of learning.

For a formula to be learned, it is necessary to reach one-tenth of its market value in working days based on its PO/learning day value. The cost required to learn a formula is one-tenth of its learning value, which is spent by dividing this value by the total learning days.

Example. A formula that has a market value of 500 GP, has a learning value of 50 GP (one tenth of its value) and has a learning cost of 5 GP in total (one tenth of the learning value). An apprentice who has Craft 1 and wants to learn this formula (having access to a scheme) has his base learning of 5 GP/day multiplied by 2, totaling 10 GP/day of learning. Therefore, he needs 5 days of learning, in which this apprentice will have to spend 1 GP/day, to learn this formula.

Rolls

Learning a formula requires the necessary conditions to do so, as described above. For each day of learning invested in learning, a roll must be made against the learning DC that is equal to the DC of the formula - your Intelligence modifier. A success means that that day of learning was completed normally and the value of GP/day is deducted from the total required.

Learning Modifier = your craft level + ½ proficiency bonus + Attribute modifier

In case of failure, by a margin of up to 5 points, only half of the value and time invested are lost. A margin above 5 means that the learning day was not productive, the value and time invested are lost.

A natural 1 rolled on the die is always a failure, while a natural 20 rolled on the die does not mean that the day was a success. If the DC is not met, this formula is too complex to be learned. When a natural 20 occurs and the learning DC is met, it means that the learning day was extremely productive, discounting 1 day of learning (and its value in GP/day) more, without the need to spend additional GP.

Facilitating learning

Some factors can speed up the learning process, such as having access to an Instructor who has the formula in question or even having access to a Workshop where learning experiments can be carried out.

Instructor. If you have an instructor, this value can be increased. An instructor who knows the formula and dedicates at least 2 hours/day to your assistance adds 2 GP/day, for each craft level higher than yours, to your learning. Ex. An instructor who has Cutlery 5 and teaches a formula to someone who has Cutlery 2, adds 6 GP/day of learning as long as he dedicates at least 2 hours each day to teaching.

Workshop. Having a Workshop also speeds up learning, for each level of the Workshop, you add 2 GP/day to your learning as long as you have access to that Workshop for at least 2 hours each day.

Complex Formulas

Most Formulas are tied to just one Craft, with the required level in that Craft being described in the formulas. Other formulas can be performed by more than one Craft, usually at different levels of the same Craft, representing the greater synergy of the Craft with the specific formula.

Some specific Formulas may require more than one Craft to be completed. When this happens, all requirements must be met. This may be with just one person possessing all Crafts or a larger number of people who may have the necessary levels in each Craft.

When a complex formula is performed by more than one person, the item creation rules define the speed of creation of the same and separate rolls of each Craft must be performed. For narrative simplification, the GM can require that all involved are dedicated to the creation, facilitating the management of time and results. Another option is that each participant of the Formula develops his part individually following the item creation rule and a final Craft roll is made to finalize the formula.

Each of the complex formulas has its own characteristics, such as a specific armor that may require Armorer 4 and Cutler 2, meaning that either the craftsman who will create it must have both crafts at the required levels and follow the work rhythm alone, or have help that can speed up this process or even make it viable in the case of not having all the necessary Crafts.

Additionally, it is possible that to create a complex formula, a craftsman pays for the services of another craftsman. In such cases, negotiations and mechanical modifications are at the master's discretion based on what is presented in the item creation rules.

Creating Formulas

In some cases, the creation of an item is not tied to a formula, perhaps because a formula does not yet exist or perhaps because the item is a completely new creation. When you want to create a new formula, talk to your GM to find out how long it will take to develop it. While you are developing this formula, you spend 25 GP/formula level per day of work. For each day of work, you must make a test with your Craft with a DC set by the GM. On a success, you advance in your formula normally, while on a failure, you regress 1 day of work.

Natural 20 Tables

When a natural 20 is obtained when rolling for the creation of an item, an additional effect occurs, usually the formula indicates which table should be followed. In many cases, some options may not make sense with what is being created, in which case the GM must decide what the logical result is.

Tables

General Masterpieces
d4 Result
1 Final value +50% of market value
2 Reduced execution time by 50%
3 Cost reduction by 50%
4 Choose a result between 1 and 3
Used for general items below 5 gp.
Weapons - 1
d6 Result
1 Final value +50% of market value
2 Choose: Reduce execution time by 50% or Reduce cost value by 50%
3 +1 damage and hit (does not stack with magic)
4 Choose: Edge 19 or Edge x3
5 Choose a result between 1 and 4
6 Roll 2x
Used for simple and martial weapons
Weapons - II
d6 Result
1 Final value +50% of market value
2 Choose: Reduce execution time by 50% or Reduce cost value by 50%
3 +1 damage and hit (does not stack with magic)
4 +1 Damage Category
5 Choose a result between 1 and 4
6 Roll 2x
Used for ranged weapons
General Armor
d4 Result
1 Weight reduction of 50% in light and medium weight and 25% in heavy weight
2 Reduced execution time by 50%
3 Cost reduction by 25%
4 Choose a result between 1 and 3
Used for armor
Firearms - 1
d6 Result
1 Error and Strength Reduction by 2
2 Increase of 1 in Capacity
3 Enhanced Damage
4 +1 damage and hit (does not stack with magic)
5 Increased Range by 15/30
6 Choose: Edge 19 or Edge x3
7 Choose a result between 1 and 6
8 Roll 2x
Used for firearms
Ammunition
d4 Result
1 5 more rounds of ammunition are produced
2 Reduced execution time by 50%
3 Cost reduction by 50%
4 Choose a result between 1 and 3
Used for general ammunition below 5 GP
Armas Mágicas - 1
d4 Resultado
1 Redução do tempo de execução em 20%
2 Redução do valor de custo em 10%
3 O dano da arma aumenta em 1 categoria
4 Escolha um resultado entre 1 a 3
Usada para armas simples e marciais mágicas
Armaduras Mágicas - 1
d4 Resultado
1 Redução do tempo de execução em 20%
2 Redução do valor de custo em 10%
3 A armadura fica com metade do peso original
4 Escolha um resultado entre 1 a 3
Usada para armaduras
Ingredientes Ressonantes
Raridade Valor Médio Mana/dia
Comum 55 PO 2
Incomum 125 PO 5
Raro 550 PO 9
Raríssimo 5500 PO 21
O custo em Mana/dia substitui a necessidade de ingrediente ressonante e esse valor é descontado do valor de criação. Essa mana é utilizada durante os dias de trabalho.