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TheOtakuDude

Tool Kits [WIP]

Mar 22nd, 2019
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  1. TOOL KITS
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  3. Toolkits are special items used to perform various crafts and trades. Having them may be required to perform certain actions or would prevent your Game Master from imposing penalties on you for taking those actions, such as trying to pick a lock without a set of Lockpicks. All Toolkits
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  7. ARTISAN'S KIT
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  9. Painting, Drawing, Sculpting, Carving, Photography; all of these are forms of art. Some people are artists as a hobby, others sell their work to make a living. Artisan's Kits contain whatever tools the artisan needs in order to make their craft. For painters, that might be brushes, paints, and even a portable easel, while a Photographer might carry around a digital camera and tripod.
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  11. An Artisan can apply their knowledge of their art in place of various skills. Most obviously, they can apply knowledge about art to Civilization, talking about their art through history and how it's affected society. Others might be less obvious; sculptors might have knowledge about how hot a certain type of clay needs to be in order to bake (Nature), and carvers would understand the sorts of power tools needed to make larger pieces (Technology).
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  13. Creating Art is typically Spirit-Based, although Mind or Body might be applicable in certain circumstances. Creating a piece of art is an Extended Action with a roll of 1d20+Attribute+Proficiency Modifier (if applicable). Art can be sold for Wealth Points, though likelihood of success may depend on several factors, such as cultural interest (a group of thugs aren't likely to want a portrait of a Pikachu in a bed of flowers).
  14.  
  15. Artistic Tasks
  16. Task / DC
  17. Painting/Sculpting/Carving an accurate Portrait / 10
  18. Creating a piece of art with a hidden message / 20
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  21. COOKING KIT
  22.  
  23. Pokemon and Trainers alike need food to keep functioning, and having a good chef along for the journey can be helpful. A Cooking Kit includes a variety of utensils such as pots and cooking knives needed to prepare meals on the go.
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  25. Proficiency with a Cooking Kit is useful in several situations outside of meal preparation. You might use your Cooking Proficiency in place of Civilization when recalling knowledge about the social patterns of a group's eating habits, Pokemon when discerning the diet of a given species, or Nature when foraging for edible items.
  26.  
  27. A chef can also prepare meals as an Extended Action, provided they have access to their tools and some ingredients. When cooking, roll 1d20+Mind Attribute+Proficiency Modifier (if applicable). The DCs and costs of each task are listed below. Cooking Meals uses the Mind Attribute.
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  29. Cooking Tasks
  30. Task / DC / Cost
  31. -Create a Typical Meal / 10 / Any ingredients the chef wishes to use.
  32. -Duplicate a Meal / 10 / Ingredients required to make the meal.
  33. -Spot Poison or other Impurities in Food / 15 / N/A
  34. -Create a Gourmet Meal / 15 / N/A
  35. -Create a Leftovers Held Item / 15 / 1 Supply Point (Failed attempts become Black Sludge instead)
  36. -Create Snack Items / 10 / 2 different food items (ie., Honey and Oran Berry) to have their effects combined.
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  39. DISGUISE KIT
  40. Disguise Kits are packs of costume equipment that can be used to make yourself appear like something you are not. They include outfits, makeup, and tools for applying them (eg hand mirrors, brushes, etc). You may attempt to pass yourself off as anything, though certain disguises may impose penalties to the effectiveness of your disguise. Disguise Kits typically use Spirit to charismatically pass yourself off, but a disguise created with the intention of mimicking something specific, like a uniform, might use Mind instead.
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  42. When you create the disguise, roll 1d20+Attribute+Proficiency Modifier (if applicable). This number is your disguise's Difficulty Check (DC). When disguised, if they have reason to disbelieve your disguise, they may attempt an Insight Skill Check. On a failed check, they dismiss their suspicions, and on a successful check, they see through your disguise. Disguises can be destroyed or disheveled if something might destroy or remove the costume (eg., washing off makeup, burning or tearing clothing). Creating and applying a disguise is an Extended Action.
  43.  
  44. Diguises may be useful for a variety of purposes, such as disguising as a crook to enter an enemy stronghold, incline others to look more favorably upon you by pretending to be an authority figure, scare foes away by looking sufficiently intimidating, or even enhance the enjoyment of a performance if the disguise is designed to do so.
  45.  
  46. Disguise DC Penalties: When disguised as...
  47. A specific Person: -1
  48. Opposite Gender: -1
  49. Different Age Group: -1 per group difference [Young (6-21), Middle (22-40), Old(40 and up)]
  50. Authority Figure (Anything that requires ID): -2
  51. Someone Famous: -2
  52. Someone the onlooker personally knows: -3
  53. Inanimate Object: -5
  54. Human-Sized Pokemon: -5
  55. Something Utterly Ridiculous: -15
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  58. FISHING ROD
  59. -Fishing Pokemon from the water
  60.  
  61. Fishing is a fantastic way to encounter Water-Type Pokémon whenever you’re near a source of water. In order to fish, you will need a Fishing Rod. The full kit comes with a rod, a lure, a hook, and some bait. More effective baits (those that give bonuses to your rolls) are going to cost you Supply Points. Baits and Lures can be found in the Travel and Permanent Items above respectively.
  62.  
  63. To fish, first attach bait or a fishing lure to the end of your rope, then cast your line. As an Extended Action, you wait for a fish. Roll 1d20. If your result is 15 or more, a wild Pokémon is on the line! If you roll 3 times without success, Bait items are used up; lures may still be functional, however.
  64.  
  65. When a Pokémon is on your line, you must make a proficiency check to reel it in: 1d20+Body+Proficiency Modifier (if applicable). If you succeed, you manage to reel the Pokémon in. From there you may try to catch it in a net or Poke Ball. The Pokémon may attempt to attack you or your allies, so its usually smart to keep a Pokémon handy while fishing.
  66.  
  67. If you fail your Proficiency Check, roll 1d20. On a result of 10 or lower, the Pokémon got away! If you were using a Lure, the Pokémon takes the Lure with it. Bait is always lost on a failed Proficiency Check.
  68.  
  69. Fishing DCs
  70. Weight Class / Difficulty Class
  71. 1 / 5
  72. 2 / 8
  73. 3 / 11
  74. 4 / 14
  75. 5+ / 17
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  78. GAMING KIT
  79.  
  80. Humanity seeks amusement, and gaming is a common pastime. Be it a sport like Baseball or Hockey, or a more mental activity like Chess or Trading Card Games, Games keep us interested, connected, and competitive.
  81.  
  82. A gaming kit includes the components needed to engage in the game; a fan of chess would have a board and pieces to play on it, while a golfer would want to have golf balls and a nine-iron with them. If you have proficiency in a gaming kit, you may be able to apply them in a variety of ways; a soccer player would be very efficient at using their feet to juggle objects (Acrobatics), while a player of the Pokemon Trading Card Game would be quite familiar with the creatures in their deck (Pokemon). Your game is typically either Body or Mind based, depending on the style of game, and you would roll 1d20+Attribute+Proficiency (if applicable) when playing.
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  85.  
  86. GROOMING KIT
  87.  
  88. Pokemon like to be clean just as much as humans do. Grooming kits are excellent for making your Pokemon look shiny-clean, with brushes, combs, towels, and even a portable hair dryer. When you groom your Pokemon, you may apply a style to your Pokemon; choose Persuasion, Deception, or Intimidation. Your Pokemon may roll an additional +1d4 on checks of that type. The DC for this is 10, and you use 1d20+Attribute+Proficiency (if applicable) to groom. On a failed check, the style doesn't quite come together.
  89.  
  90. If your Pokemon is Furfrou and has the Stylish Trim Capability, you may also change Furfrou's current Trim. This is a DC 10 Grooming Check. On a failed check, you muss up Furfrou's current Trim by mistake.
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  93.  
  94. LOCK PICKS
  95. Lock Picks are great at making openings; open doors, chests, gates, and any other impediment in your way. Each lock has a set DC for how difficult it is to pick. Make a check of 1d20+Mind+Proficiency (if applicable) against the DC of the lock. If you succeed, the lock unlocks. Lock Picks don't work on electronic locks.
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  98.  
  99. NAVIGATION KIT
  100.  
  101. Finding your way is difficult in this vast and open world. Thankfully, the world is well-documented and mapped out. Navigation Kits contain a compass and a generic map of the region for finding your way around. When traveling, you can make Navigation checks as a roll of 1d20+Mind Attribute+Proficiency (if applicable) to find your path or triangulate where something might be based on the map you have.
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  104. PERFORMANCE TOOLS
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  106. Humans often use sound and movement to entertain ourselves, and that includes dancing, singing, and playing instruments. When someone has Proficiency with a type of Performance Tools, they choose a specific type: playing the tuba is very different from tap dancing. Performance isn't limited to song and dance either- orators, such as actors, comedians, and storytellers are also performers.
  107.  
  108. Performance Tools are those required to perform your trade. Musicians carry around a musical instrument or microphone, dancers have particular shoes they prefer or perhaps props like ribbons or canes, orators might have notes on their routines or scripts of the stories they tell. Proficiency with your Performance Tools can be substituted for Civilization when looking into the social or historical effects of your art, but a dancer might be able to substitute proficiency for acrobatics or athletics under certain circumstances. And of course, it's perfect for recognizing aspects of your own art being incorporated into something else.
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  110. Performances are generally fairly long, making them Extended Actions. Spirit is the Attribute of choice for a performance, but Dancers might use Body instead, and there are circumstances where Mind might be applicable. Performances can be used to pass on hidden messages or rumors, act as a distraction, sway the opinion of the public, and charm those who may not be able to understand you under normal circumstances. For a performance, roll 1d20+Attribute+Proficiency (if applicable).
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