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{{Core|name=Tradecrafts|}}Crafts are used for Craft Checks. Craft Checks arise either when some rules text specifies (such as in {{L|Ability|First Aid}}), or when the {{L|GM}} tells you to attempt one. When this happens, you roll {{Dice|1d20}} and, if proficient in the associated Craft, you add your {{L|Core|Proficiency Bonus}}. You do ''not'' need to be proficient in a Craft to attempt a Craft Check. |
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{{Note|Trades and crafts have no levels associated with them. This differs from live action FanWar. You either have a given Craft Proficiency or you don't.}} |
{{Note|Trades and crafts have no levels associated with them. This differs from live action FanWar. You either have a given Craft Proficiency or you don't.}} |
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{{Example|; Game Master |
{{Example|; Game Master |
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Revision as of 09:49, 24 January 2025
Crafts are used for Craft Checks. Craft Checks arise either when some rules text specifies (such as in First Aid), or when the GM tells you to attempt one. When this happens, you roll 1d20 and, if proficient in the associated Craft, you add your proficiency bonus. You do not need to be proficient in a Craft to attempt a Craft Check.
Note: Trades and crafts have no levels associated with them. This differs from live action FanWar. You either have a given Craft Proficiency or you don't.
Tradecraft Fluencies
As you rank up, you get the option to take additional tradecrafts, or gain a fluency in a tradecraft you already have. A tradecraft fluency is a more tailored form of the tradecraft it corresponds to. For instance, you could be a historian with a fluency in ancient Shaloban history, a tailor with a fluency in wizard robes, or an enforcer with a fluency in intimidating homeless people. When you make a tradecraft check where your fluency is relevant, you add your fluency bonus (F) instead of your proficiency bonus (P) to the roll. The GM may also tailor the results of your check with regards to your fluency.
The levels at which characters gain Crafts and Fluencies are shown highlighted in the table below.