Player Guides

Tradeskills - by T.A. Saunders ©2013 v1.5

Combat Technique A Research Skill exclusively for classes that put primary emphasis on melee combat, this allows characters to develop and augment existing melee capabilities, developing new, ingenuitive methods of attack and defense above their pre-existing capabilities. At the pinnacle of this skill (Master or Higher, on successful Masterwork roll), characters may learn to channel small amounts of personal energy into strikes (prana, ki, or chi.)

**Prerequisite: A character must be be of a class that uses melee as it's primary offensive capability or a Monk/War-Magi, and be of Proficient Rank or higher Weapon Skill in a particular weapon or even unarmed styles, provided they are Novice Rank or higher. Techniques can be made in multiple melee weapons, but only if possessing proficiency in said weapons and of Journeyman rank or higher. A character that possesses the Spell Research Trade Skill may not also possess Combat Technique, as the dedication and focus required for either discipline makes it incredibly difficult to study the other alongside it. 

Special: To progress to Master Rank or beyond in this Trade Skill, the individual hoping to progress must duel with and be judged worthy by an Instructor of Techniques, NPCs under GM control. Though this does not always require defeating the instructor of this skill, it will require the character to show some degree of innovation, prowess, and a knowledge beyond simply handling a weapon. This encounter cannot be vapor-gamed, and cannot be evaded with an extra EP expenditure or by any other means. This will often require a player to be patient with Ops and Vops, but for RP purposes even the most skilled student cannot attract the attention of one of these Instructors when they demand it, and failure to be patient in this ICly or OOCly may result in refusal of progression. Failure of this trial will mean that the character will not be able to attempt again for one month minimum.

Tradeskill Proficiency Chart

Novice: The novice can craft/identify/research simple items. (65% chance). 2 EP

Adept: The adept can craft/identify/research items of uncommon quality. (70% chance). 4 EP

Journeyman: The journeyman can craft/identify/research items of unusual magic quality. (75% chance). 8 EP

Master: The master can craft/identify/research items of high magical quality. (80% chance) Additionally, these items may have extra bonuses due to overall quality. (15% chance). 16 EP

Grand Master: The Grand Master can craft/identify/research items of peerless magical quality (85% chance). Additionally, these items may have extra bonuses due to overall quality. (25% chance). If the quality roll is made, there is then a chance if the item in question is a crafted item, that it could be sentient* (15% chance). 32 EP

Legendary: The Legendary craftsperson can craft/identify/research items of peerless magical quality (95% chance). These items may have extra bonuses due to overall quality. (35% chance). If the quality roll is made, there is then a chance if the item in question is a crafted item, that it could be sentient* (20% chance).  Additionally, the Legendary craftsperson is capable of creating artifact-grade weapons, allowing maximum possible bonuses (50%) and one re-roll per month on a possible botched item. (Prerequisite: May only have one trade skill, for the assumption the character has spent their whole lives becoming the pinnacle of their craft). 64 EP

* Certain grandmaster works cannot attain sentience or will require GM approval. Also, items that give bonuses to crafting do not give bonuses to sentience unless otherwise specified.
**Sentience can not be attained on rerolled attempts.
*** Instead of sentient food or drink, the Chef creates permanent stat-gain food or drink.
**** Instead of finding sentient treasure, the Treasure Hunter will find a unique or lore magic item.