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paths:artifice_path [2025/07/09 01:24] – [Key Skills] vondorpaths:artifice_path [2026/03/28 00:58] (current) – [The Craftsman's Trail] elfinlocks
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 ==== Master Craftsman ==== ==== Master Craftsman ====
  
-  * **Requirements:** Craft (Any) 5, 5 EXP+  * **Requirements:** [[priority:skills:craft|Craft]] (Any) 5, 5 EXP
  
-Select one specific type of Craft. You may use this Craft to dismantle magic items into Magic Components. This Craft may also be used further on to create specific magical items. If a given magical item to be made or dismantled falls outside of what may reasonably be encompassed by your Craft, you are unable to use this Talent as such.+Select one specific type of Craft. You may use this [[priority:skills:craft|Craft]] to dismantle magic items into Magic Components. This [[priority:skills:craft|Craft]] may also be used further on to create specific magical items. If a given magical item to be made or dismantled falls outside of what may reasonably be encompassed by your Craft, you are unable to use this Talent as such.
  
-You may purchase this Talent multiple times, gaining the ability to use a new Craft skill for magical items each time.+You may purchase this Talent multiple times, gaining the ability to use a new [[priority:skills:craft|Craft]] skill for magical items each time.
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 ==== Formula Insight ==== ==== Formula Insight ====
-  * **Requirements:** Formula Researcher, Craft (Any) 8, 20 EXP+  * **Requirements:** Formula Researcher, [[priority:skills:craft|Craft]] (Any) 8, 20 EXP
  
 You now research Magical Items at even greater speed. The time required to research an undiscovered Magical Item is halved again. This stacks with other abilities. You do not use the base research time, but rather your current research time after previous modifiers. You now research Magical Items at even greater speed. The time required to research an undiscovered Magical Item is halved again. This stacks with other abilities. You do not use the base research time, but rather your current research time after previous modifiers.
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 ==== Enchanted Weapons Specialist ==== ==== Enchanted Weapons Specialist ====
-  * **Requirements:** Master Craftsman, Craft (Any) 12, 10 EXP+  * **Requirements:** Master Craftsman, [[priority:skills:craft|Craft]] (Any) 12, 10 EXP
  
 You may now research Magical Weapons in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting Magical weapons. You may now research Magical Weapons in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting Magical weapons.
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 ==== Wonderous Gadgeteer ==== ==== Wonderous Gadgeteer ====
-  * **Requirements:** Master Craftsman, Craft (Any) 12, 10 EXP+  * **Requirements:** Master Craftsman, [[priority:skills:craft|Craft]] (Any) 12, 10 EXP
  
 You may now research magical Wondrous Items in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting magical Wondrous Items. You may now research magical Wondrous Items in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting magical Wondrous Items.
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 ==== Armor Smith ==== ==== Armor Smith ====
-  * **Requirements:** Master Craftsman, Craft (Any) 12, 10 EXP+  * **Requirements:** Master Craftsman, [[priority:skills:craft|Craft]] (Any) 12, 10 EXP
  
 You may now research Magical Armor in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when crafting Magical Armor. You may now research Magical Armor in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when crafting Magical Armor.
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 ==== Implement Technician ==== ==== Implement Technician ====
-  * **Requirements:** Master Craftsman, Craft (Any) 12, 10 EXP+  * **Requirements:** Master Craftsman, [[priority:skills:craft|Craft]] (Any) 12, 10 EXP
  
-You may now Research Magical Implements in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when crafting Magical Implements.+You may now [[priority:skills:research|Research]] Magical Implements in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when crafting Magical Implements.
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 ==== Brew Potion ==== ==== Brew Potion ====
-  * **Requirements:** Craft (Alchemy) 3, 10 EXP+  * **Requirements:**[[priority:skills:craft|Craft]] (Alchemy) 3, 10 EXP
  
  
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 ==== Scroll Lore ==== ==== Scroll Lore ====
-  * **Requirements:** Craft (Scribe) 3, 10 EXP+  * **Requirements:** [[priority:skills:craft|Craft]] 3, 10 EXP
  
 You may create a Scroll of any spell which you know. See the [[equipment:magic_items|Magic Items]] page for more information about Scrolls. You may create a Scroll of any spell which you know. See the [[equipment:magic_items|Magic Items]] page for more information about Scrolls.
  
-If you do not know the spell, you may still create a scroll of it if you are sufficiently skilled. Select the higher of your [[priority:prowess|BaB]] or [[priority:magic|CL]], and use it as your CL to determine what Spells you may access. To create a scroll without knowing the spell, you must first research the Formula. This takes 10 hours per Spell Tier of the desired spell. Once done, you may make scrolls of that spell without further research impediments. +If you do not know the spell, you may still create a scroll of it if you are sufficiently skilled. Select the higher of your [[priority:prowess|Prowess]] or [[priority:magic|CL]], and use it as your CL to determine what Spells you may access. To create a scroll without knowing the spell, you must first research the Formula. This takes 10 hours per Spell Tier of the desired spell. Once done, you may make scrolls of that spell without further research impediments. 
  
 All scroll formulae must be stored in a [[equipment:tools_and_kits#formula_book|Formula Book]]. Creating the Formula itself has no TU cost, it is solely a time expenditure. All scroll formulae must be stored in a [[equipment:tools_and_kits#formula_book|Formula Book]]. Creating the Formula itself has no TU cost, it is solely a time expenditure.
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 ==== Ring Lore ==== ==== Ring Lore ====
-  * **Requirements:** Master Craftsman, Craft (Any) 15, 25 EXP+  * **Requirements:** Master Craftsman, [[priority:skills:craft|Craft]] (Any) 15, 25 EXP
  
 You may now research Magical Rings. In addition, you receive a +5 bonus to skills when crafting Magical Rings. You may now research Magical Rings. In addition, you receive a +5 bonus to skills when crafting Magical Rings.
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 ==== Construct Lore ==== ==== Construct Lore ====
-  * **Requirements:** Master Craftsman, Craft (Any) 15, 25 EXP+  * **Requirements:** Master Craftsman, [[priority:skills:craft|Craft]] (Any) 15, 25 EXP
  
-You may now Research Constructs. In addition, you receive a +5 bonus to skills when crafting Constructs.+You may now [[priority:skills:research|Research]] Constructs. In addition, you receive a +5 bonus to skills when crafting Constructs.
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 You have learned how to create technological devices which emulate magical effects, though their stability is questionable. The effects generated by a Weird Science Device (henceforth referred to as a Device) are still considered magical in nature, meaning they may be [[priority:magic:counterspelling|Counterspelled]], and are subject to effects such as [[priority:magic:spells:tier3:dispel_magic|Dispel Magic]], akin to a normally casted spell. Devices may be appended to existing items, such as Crossbows, Implements, a hammer, etc, though you may only make use of the Device as it's base object or as a Device, not both simultaneously. To create a Weird Science device, follow these steps: You have learned how to create technological devices which emulate magical effects, though their stability is questionable. The effects generated by a Weird Science Device (henceforth referred to as a Device) are still considered magical in nature, meaning they may be [[priority:magic:counterspelling|Counterspelled]], and are subject to effects such as [[priority:magic:spells:tier3:dispel_magic|Dispel Magic]], akin to a normally casted spell. Devices may be appended to existing items, such as Crossbows, Implements, a hammer, etc, though you may only make use of the Device as it's base object or as a Device, not both simultaneously. To create a Weird Science device, follow these steps:
  
-  - Choose the [[priority:magic:spells|Spells]] you would like to make your Device out of. You may have up to 10 spells in a single Device, and the combined total of the spell's tiers cannot exceed 10. When making a Device, you must possess ranks in your relevant Master Craftsman skill equal to or greater than the Device Tier. You must Spell KNowledge of the Spell via your Initiation Grade, to a **maximum Grade of 10** (meaning that no Spell effect over Tier 5 may be used in a Device). The Caster Level of the Device is equal to your CL or BaB, whichever is higher.+  - Choose the [[priority:magic:spells|Spells]] you would like to make your Device out of. You may have up to 10 spells in a single Device, and the combined total of the spell's tiers cannot exceed 10. When making a Device, you must possess ranks in your relevant Master Craftsman skill equal to or greater than the Device Tier. You must Spell KNowledge of the Spell via your Initiation Grade, to a **maximum Grade of 10** (meaning that no Spell effect over Tier 5 may be used in a Device). The [[priority:magic#caster_level|Caster Level]] of the Device is equal to your CL or [[priority:prowess|Prowess]], whichever is higher.
   - Calculate the time needed to create the Device. This is 1 hour per Tier of Spell within the Device - you must add all Spell effects together to determine this total. For example, if you wish to make a Device which can create the effects of Grease and Fireball, the total Device Tier is 4 (Tier 1 spell + Tier 3 spell), meaning it takes 4 hours to create.   - Calculate the time needed to create the Device. This is 1 hour per Tier of Spell within the Device - you must add all Spell effects together to determine this total. For example, if you wish to make a Device which can create the effects of Grease and Fireball, the total Device Tier is 4 (Tier 1 spell + Tier 3 spell), meaning it takes 4 hours to create.
   - Expend the TU in Magical Components to create the device. Typically, a Device costs (2 * Device Tier) in TU, but this cost may vary at GM discretion.   - Expend the TU in Magical Components to create the device. Typically, a Device costs (2 * Device Tier) in TU, but this cost may vary at GM discretion.
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 All Devices use a Half Action to activate, regardless of the Casting Time of the Spells that a Device hosts. Alternatively, you may activate multiple Spells at once on a Device as a Full Action. Saving Throws on effects created by a Device always consider your Intelligence to be your Primary Casting Attribute, regardless of whether you possess a [[priority:magic:casting_traditions|Magic Tradition]] or not. A Device must occupy a hand slot, and is considered to be an improvised weapon (unless the Device itself is a weapon!) appropriate to your size. Devices usually weigh no more than 10 pounds each. All Devices use a Half Action to activate, regardless of the Casting Time of the Spells that a Device hosts. Alternatively, you may activate multiple Spells at once on a Device as a Full Action. Saving Throws on effects created by a Device always consider your Intelligence to be your Primary Casting Attribute, regardless of whether you possess a [[priority:magic:casting_traditions|Magic Tradition]] or not. A Device must occupy a hand slot, and is considered to be an improvised weapon (unless the Device itself is a weapon!) appropriate to your size. Devices usually weigh no more than 10 pounds each.
  
-All Devices possess an internal "battery" of Mana. A Device may store up to 2 times it's Device Tier, meaning that a Device containing Fireball and Haste (a T6 Device) would be capable of storing up to 12 Mana. To charge a Device, its creator must infuse it with Mana over a number of minutes equal to the Mana being added and expend 1 TP or MP per minute of charging. To fully charge the aforementioned Device from 0, it would take 12 minutes and 12 MP or TP. A newly created Device is fully charged. You may withdraw Mana from a Device for other purposes as an Immediate Action, but this is a dangerous process which inflicts 1 point of [[game_systems:health|Wound damage]] per Mana withdrawn to the relevant body part, depending upon where the Device is equipped.+All Devices possess an internal "battery" of Mana. A Device may store up to 2 times it's Device Tier, meaning that a Device containing Fireball and Haste (a T6 Device) would be capable of storing up to 12 Mana. To charge a Device, its creator must infuse it with[[priority:magic#mana|Mana]]over a number of minutes equal to the[[priority:magic#mana|Mana]]being added and expend 1 TP or MP per minute of charging. To fully charge the aforementioned Device from 0, it would take 12 minutes and 12 MP or TP. A newly created Device is fully charged. You may withdraw[[priority:magic#mana|Mana]]from a Device for other purposes as an Immediate Action, but this is a dangerous process which inflicts 1 point of [[game_systems:health|Wound damage]] per[[priority:magic#mana|Mana]]withdrawn to the relevant body part, depending upon where the Device is equipped.
  
 Devices may be used by their creator without a check. However, any character attempting to activate a Device created by someone else must succeed at a [[priority:skills:use_magic_device|Use Magic Device]] check at a DC of (25 + the Device's Tier). Failure causes the device to **break down** (see below). Devices may be used by their creator without a check. However, any character attempting to activate a Device created by someone else must succeed at a [[priority:skills:use_magic_device|Use Magic Device]] check at a DC of (25 + the Device's Tier). Failure causes the device to **break down** (see below).
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-^ Dice  ^ Ranks in Use Magic Device  ^+^ Dice  ^ Ranks in [[priority:skills:use_magic_device|Use Magic Device]]  ^
 | 1d2   | 1-2                        | | 1d2   | 1-2                        |
 | 1d4   | 3-4                        | | 1d4   | 3-4                        |
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 ==== Blueprint Repository ==== ==== Blueprint Repository ====
-  * **Requirements:** Weird Science, Use Magic Device 5, 20 EXP+  * **Requirements:** Weird Science, [[priority:skills:use_magic_device|Use Magic Device]] 5, 20 EXP
  
  You may record spells in a Formula Book, rather than commit them to memory. For the purposes of Potions, Scrolls, and other magic items, you are considered to know the spell written in a Formula Library. You still must have the Initiation Grade required to learn the spell.  You may record spells in a Formula Book, rather than commit them to memory. For the purposes of Potions, Scrolls, and other magic items, you are considered to know the spell written in a Formula Library. You still must have the Initiation Grade required to learn the spell.
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 ==== Repeatable Science ==== ==== Repeatable Science ====
-  * **Requirements:** Weird Science, Use Magic Device 8, 10 EXP+  * **Requirements:** Weird Science, [[priority:skills:use_magic_device|Use Magic Device]] 8, 10 EXP
  
 You have learned how to perfect specific effects on a device. When creating a Device you may elect to make it a Mastercraft Device. A Mastercraft Device no longer suffers breakdown chance when used, however a Mastercraft Device can never have more then one Spell affect on it. It is still limited to 10 Initiation. You have learned how to perfect specific effects on a device. When creating a Device you may elect to make it a Mastercraft Device. A Mastercraft Device no longer suffers breakdown chance when used, however a Mastercraft Device can never have more then one Spell affect on it. It is still limited to 10 Initiation.
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 ==== Theoretical Science ==== ==== Theoretical Science ====
-  * **Requirements:** Weird Science, Use Magic Device 11, 15 EXP+  * **Requirements:** Weird Science, [[priority:skills:use_magic_device|Use Magic Device]] 11, 15 EXP
  
 You have learned how to push the limitations of experimental Devices you create. When Mastercrafting a Device you may now create Devices that are not restrained to 10 Initiation. You may never have more then one Spell on a Mastercraft Device in this fashion. You have learned how to push the limitations of experimental Devices you create. When Mastercrafting a Device you may now create Devices that are not restrained to 10 Initiation. You may never have more then one Spell on a Mastercraft Device in this fashion.
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 ==== Device Optimization ==== ==== Device Optimization ====
-  * **Requirements:** Weird Science, Use Magic Device 7, 5 EXP+  * **Requirements:** Weird Science, [[priority:skills:use_magic_device|Use Magic Device]] 7, 5 EXP
  
-You may spend a Full-Round Action and select a Device on your person. Until the next round the Device requires no Use Magic Device to use and has no Breakdown chance for the first use.+You may spend a Full-Round Action and select a Device on your person. Until the next round the Device requires no [[priority:skills:use_magic_device|Use Magic Device]] to use and has no Breakdown chance for the first use.
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 ==== Trigger Device ==== ==== Trigger Device ====
-  * **Requirements:** Weird Science, Use Magic Device 10, 5 EXP+  * **Requirements:** Weird Science, [[priority:skills:use_magic_device|Use Magic Device]] 10, 5 EXP
  
 You have learned to make Devices that are far more reliable (so long as no one moves them, touches them or breaths near them). You may setup a Device in a specific location and you can select a Trigger for it. This can be a specific phrase, action or if a creature enters a specific square. (More spcific triggers can be added but sleceting a specific Creture type, named creature or oddly spcific in antoher way often adds additional costs. Normally 5TU for Creature type, 10TU for named creature, 15TU for something that cannot be categorized by these and is considered more specific.). A device setup in this way does not suffer breakdown risk and is still limited by 10 Initiation as per a normal Device. The Device can activate once before need maintainence from the Artificer, which requires 1 round per Spell tier o nthe Device. You have learned to make Devices that are far more reliable (so long as no one moves them, touches them or breaths near them). You may setup a Device in a specific location and you can select a Trigger for it. This can be a specific phrase, action or if a creature enters a specific square. (More spcific triggers can be added but sleceting a specific Creture type, named creature or oddly spcific in antoher way often adds additional costs. Normally 5TU for Creature type, 10TU for named creature, 15TU for something that cannot be categorized by these and is considered more specific.). A device setup in this way does not suffer breakdown risk and is still limited by 10 Initiation as per a normal Device. The Device can activate once before need maintainence from the Artificer, which requires 1 round per Spell tier o nthe Device.
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 ==== Mana Capacitors ==== ==== Mana Capacitors ====
-  * **Requirements:** Weird Science, Use Magic Device 5, 5 EXP+  * **Requirements:** Weird Science, [[priority:skills:use_magic_device|Use Magic Device]] 5, 5 EXP
  
-You may install Mana Capacitors in a Device to grant it additional Mana storage. The Device may now store up to 10 times its Tier in Mana by expending 1 TU of Crafting Components per 2 additional Mana storage (minimum TU cost of 1). +You may install[[priority:magic#mana|Mana]]Capacitors in a Device to grant it additional[[priority:magic#mana|Mana]]storage. The Device may now store up to 10 times its Tier in[[priority:magic#mana|Mana]]by expending 1 TU of Crafting Components per 2 additional[[priority:magic#mana|Mana]]storage (minimum TU cost of 1). 
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 ==== Resource Optimization ==== ==== Resource Optimization ====
-  * **Requirements:** Weird Science, Use Magic Device 10, Craft (Any) 10, 5 EXP+  * **Requirements:** Weird Science, [[priority:skills:use_magic_device|Use Magic Device]] 10,[[priority:skills:craft|Craft]] (Any) 10, 5 EXP
  
 You may utilize mundane Crafting Components in place of Magic Components to create Devices or to repair them when they break down. You may utilize mundane Crafting Components in place of Magic Components to create Devices or to repair them when they break down.
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 ==== Crafted Companion ==== ==== Crafted Companion ====
-  * **Requirements:** Master Craftsman, Craft Minor Implement, 20 EXP+  * **Requirements:** Master Craftsman,[[priority:skills:craft|Craft]] Minor Implement, 20 EXP
  
 You gain the ability to construct a Homunculus, which is treated as a [[paths:nature_path:animal_companions|Companion]], as the Talent, except it begins at Small Size (-4 Strength, -2 Constitution, and -2 Natural Armor, if any), and it is considered a [[gamemastering:creatures:types:construct|Construct]] (and gains the listed traits accordingly). You gain the ability to construct a Homunculus, which is treated as a [[paths:nature_path:animal_companions|Companion]], as the Talent, except it begins at Small Size (-4 Strength, -2 Constitution, and -2 Natural Armor, if any), and it is considered a [[gamemastering:creatures:types:construct|Construct]] (and gains the listed traits accordingly).
  
-Constructing the Homunculus costs 10 TU in Magic Components, and it possesses the basic attributes of a new Companion from the Nature's Companion Talent (including 1 BaB, 1 HD, 2 Skill Ranks, etc). To increase the capabilities of your Homunculus, you may spend EXP as normal for a Companion, or you may spend the same amount in TU of Magical Components. +Constructing the Homunculus costs 10 TU in Magic Components, and it possesses the basic attributes of a new Companion from the Nature's Companion Talent (including 1 [[priority:prowess|Prowess]], 1 HD, 2 Skill Ranks, etc). To increase the capabilities of your Homunculus, you may spend EXP as normal for a Companion, or you may spend the same amount in TU of Magical Components. 
  
-If your Homunculus is ever reduced to 0 HP, it is broken, and must be repaired by spending (8 * The HD or BaB of the Homunculus, whichever is higher) hours. No parts are consumed as part of this process, but you may not use [[priority:magic:spells:tier2:make_whole|Make Whole]] or similar magic to expedite this process. A Homunculus is not a simple door or piece of plate mail! +If your Homunculus is ever reduced to 0 HP, it is broken, and must be repaired by spending (8 * The HD or [[priority:prowess|Prowess]] of the Homunculus, whichever is higher) hours. No parts are consumed as part of this process, but you may not use [[priority:magic:spells:tier2:make_whole|Make Whole]] or similar magic to expedite this process. A Homunculus is not a simple door or piece of plate mail! 
  
-You may also teach the Homunculus Tricks, using your ranks in [[priority:skills:spellcraft|Spellcraft]] in place of your ranks in [[priority:skills:handle_animal|Handle Animal]]. You gain bonus Tricks as an Animal Companion does. Lastly, you may teach the Homunculus [[paths:nature_path:animal_companions:nature_s_companion_talents|Companion Talents]], spending EXP as normal. +You may also teach the Homunculus Tricks, using your ranks in [[priority:skills:research|Research]] in place of your ranks in [[priority:skills:handle_animal|Handle Animal]]. You gain bonus Tricks as an Animal Companion does. Lastly, you may teach the Homunculus [[paths:nature_path:animal_companions:nature_s_companion_talents|Companion Talents]], spending EXP as normal. 
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 ==== Homunculi Frame Upgrade ==== ==== Homunculi Frame Upgrade ====
-  * **Requirements:** Craft Companion, Craft (Any) 7, 10 EXP+  * **Requirements:**[[priority:skills:craft|Craft]] Companion,[[priority:skills:craft|Craft]] (Any) 7, 10 EXP
  
 You may upgrade your Homunculus to Medium Size, removing the penalties listed under Crafted Companion. This process takes 16 hours of downtime labor. You may upgrade your Homunculus to Medium Size, removing the penalties listed under Crafted Companion. This process takes 16 hours of downtime labor.
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 ==== Enlarged Skeleton ==== ==== Enlarged Skeleton ====
-  * **Requirements:** Homunculi Frame Upgrade, Craft (Any) 12, 20 EXP+  * **Requirements:** Homunculi Frame Upgrade,[[priority:skills:craft|Craft]] (Any) 12, 20 EXP
  
 You may upgrade your Homunculus to Large Size by spending 40 hours of downtime labor, granting it the following bonuses: You may upgrade your Homunculus to Large Size by spending 40 hours of downtime labor, granting it the following bonuses:
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   * +2 natural armor (stacks with existing)   * +2 natural armor (stacks with existing)
  
-The size change also affects Homunculus' modifier to AC, attack rolls, and its base damage. Its space and reach change as appropriate to the new size, but its speed does not change.+The size change also affects Homunculus' modifier to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]], attack rolls, and its base damage. Its space and reach change as appropriate to the new size, but its speed does not change.
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 ==== My Greatest Creation ==== ==== My Greatest Creation ====
-  * **Requirements:** Enlarged Skeleton, Craft (Any) 15, 30 EXP+  * **Requirements:** Enlarged Skeleton,[[priority:skills:craft|Craft]] (Any) 15, 30 EXP
  
 You may upgrade your Homunculus to Huge Size by spending 80 hours of downtime labor, granting it the following bonuses: You may upgrade your Homunculus to Huge Size by spending 80 hours of downtime labor, granting it the following bonuses:
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   * +4 natural armor (stacks with existing)   * +4 natural armor (stacks with existing)
  
-The size change also affects the Homunculus' modifier to AC, attack rolls, and its base damage. The Homunculus' space and reach change as appropriate to the new size, but its speed does not change.+The size change also affects the Homunculus' modifier to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]], attack rolls, and its base damage. The Homunculus' space and reach change as appropriate to the new size, but its speed does not change.
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 ==== Tech Secrets ==== ==== Tech Secrets ====
  
-  * **Requirements:** Knowledge (Engineering) 1, 5 EXP +  * **Requirements:** [[priority:skills:knowledge|Knowledge]] (Engineering) 1, 5 EXP 
-You may now roll a Knowledge (Engineering) to identify and use technological items. Without Tech Secrets you cannot use or identify technology effectively. Tech Secrets also allow you to passively notice technology with a successful Perception check. +You may now roll a [[priority:skills:knowledge|Knowledge]] (Engineering) to identify and use technological items. Without Tech Secrets you cannot use or identify technology effectively. Tech Secrets also allow you to passively notice technology with a successful [[priority:skills:perception|Perception]] check. 
 You may now build and research technology. In settings where technology is already advanced, this allows you access to even more cutting edge tech instead. You may now build and research technology. In settings where technology is already advanced, this allows you access to even more cutting edge tech instead.
  
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 ==== Arsenal Thresher ==== ==== Arsenal Thresher ====
  
-  * **Requirements:** Tech Secrets, Craft (any) 12, 10 EXP+  * **Requirements:** Tech Secrets,[[priority:skills:craft|Craft]] (any) 12, 10 EXP
 You may now research Tech Weapons in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting Tech weapons. You may now research Tech Weapons in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting Tech weapons.
  
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 ==== Armor Prototyper ==== ==== Armor Prototyper ====
  
-  * **Requirements:** Tech Secrets, Craft (any) 12, 10 EXP+  * **Requirements:** Tech Secrets,[[priority:skills:craft|Craft]] (any) 12, 10 EXP
 You may now research Tech Armor in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting Tech Armor. You may now research Tech Armor in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting Tech Armor.
  
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 ==== Augment Splicer ==== ==== Augment Splicer ====
  
-  * **Requirements:** Tech Secrets, Craft (any) 12, 15 EXP+  * **Requirements:** Tech Secrets,[[priority:skills:craft|Craft]] (any) 12, 15 EXP
 You may now research Cybernetics and Augmentations in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting Cybernetics and Augmentations. This includes checks to install Cybernetics and Augmentations.  You may now research Cybernetics and Augmentations in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting Cybernetics and Augmentations. This includes checks to install Cybernetics and Augmentations. 
  
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 ==== AI Compiler ==== ==== AI Compiler ====
  
-  * **Requirements:** Tech Secrets, Craft (any) 15, 25 EXP+  * **Requirements:** Tech Secrets,[[priority:skills:craft|Craft]] (any) 15, 25 EXP
 You may now research Artificial Intelligence in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting AI Cores or programming them.  You may now research Artificial Intelligence in half the time it normally takes you. This stacks with similar effects, and allows you to half the time it previously took, not the base time. In addition, you receive a +5 bonus to skills when Crafting AI Cores or programming them. 
  
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 ==== Serum Master ==== ==== Serum Master ====
  
-  * **Requirements:** Tech Secrets, Craft (Alchemy) 3, 10 EXP+  * **Requirements:** Tech Secrets,[[priority:skills:craft|Craft]] (Alchemy) 3, 10 EXP
  
 You gain access to the Potion Master Shortcut. You gain access to the Potion Master Shortcut.
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 ==== Steel Within/Blessed Steel ==== ==== Steel Within/Blessed Steel ====
  
-  * **Requirements:** Augment Splicer, Heal 10, 10 EXP+  * **Requirements:** Augment Splicer,[[priority:skills:heal|Heal]]10, 10 EXP
 You may choose one of the following, if purchased twice you get both. You may choose one of the following, if purchased twice you get both.
  
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 ==== The Flesh is Weak ==== ==== The Flesh is Weak ====
  
-  * **Requirements:** Steel Within, Heal 15 , 25 EXP+  * **Requirements:** Steel Within,[[priority:skills:heal|Heal]]15 , 25 EXP
  
 Each cybernetic replacement limb you have increase the Wounds of all installed Cybernetic limbs by 2 and increases the DR by 1. Each mod increases the wounds of the limb by 2 as well. Each cybernetic replacement limb you have increase the Wounds of all installed Cybernetic limbs by 2 and increases the DR by 1. Each mod increases the wounds of the limb by 2 as well.
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 ==== Machine Messiah ==== ==== Machine Messiah ====
  
-  * **Requirements:** The Flesh is Weak, Heal 20 , 30 EXP+  * **Requirements:** The Flesh is Weak,[[priority:skills:heal|Heal]]20 , 30 EXP
  
 The limits of your body only exist to be erased. Your Cybernetic Limit is doubled and all cybernetics you have can support an additional mod. In addition you may install extra Limbs beyond what your race could normally support. Each extra leg adds +5ft to your move speed and +2 to resist being tripped. Each extra arm lets you have another hand. If you install more then double your natural number of limbs your size increases by one step. The limits of your body only exist to be erased. Your Cybernetic Limit is doubled and all cybernetics you have can support an additional mod. In addition you may install extra Limbs beyond what your race could normally support. Each extra leg adds +5ft to your move speed and +2 to resist being tripped. Each extra arm lets you have another hand. If you install more then double your natural number of limbs your size increases by one step.
  
 </WRAP> </WRAP>