Post by Slytherclaw on Jan 9, 2016 16:50:15 GMT
This thread exists for the purpose of tracking mechanics that have been removed, added, or changed for the sake of our game, as well as to keep track of important information. In the future, all custom items, recipes, etc, will be recorded here. If you have a suggestion for additional rules, rule changes, mechanic additions, recipes, custom items, etc, please feel free to share them. The crafting system is considered in beta and will be in constant flux as we try things. Feel free to suggest lots of things for that. In addition, please make one post for the sake of tracking your resources and daily health. Do /not/ post in this thread beyond that one post until everyone else has a tracking post made!
Homebrew Rule Alterations
- Loyalty EXP - For every loyalty above 2, a pokemon gains an additional 5% exp whenever they would normally gain EXP. For example, at loyalty 5, a pokemon would receive 15% more exp from battles, training, etc. This bonus stacks with babyfood and other exp boosting items and abilities.
- Flying type is not immune to Ground type moves, only resistant. Pokemon using a levitate or sky movement to remain above the ground, however, are immune to groundsource moves.
- Pokeballs take the fluff form of scrolls, and are crafted from special paper and ink.
- Your black book takes the place of your pokedex. Most of the pages are completely empty, except for the very first page that is filled with runes and symbols you don't recognize, and a single page somewhere in the middle which seems to have a picture of your starter on it, as well as basic information in a language you can understand. It's odd-despite that page being completely indistinguishable from the others that are unmarked, you seem to have no problem opening exactly to that page on the first try.
- Tattoos represent caught pokemon. You summon them to and from the tattoo by touching it and focusing on the idea.
The Crafting System
In Lost!, a character has the ability to craft things beyond what PTU's features would normally allow you. You can craft weapons, use alchemy, build shelters, and design an entire town! You're also required to keep track of your resources, and do silly things like /eat/ to survive. [Scrap] is your key to survival, and serves as the building blocks that allow you to use crafting features and the additional system, as well as serves as your food source, your trading currency, etc. Scrap for the sake of trading may have different values depending on which type it is, and who is being traded too--a chef might value food scrap more than build scrap, for instance, while a small child might not want build scrap at all!
The second, and easiest, is foraging. Twice daily, your character may spend 30 minutes looking for a single type of scrap, chosen at the time of the action. They roll an associated skill for the type of scrap they are looking for and combine it with a multiplier that is determined by the location and type of scrap.
The third, and most difficult, is harvesting. Fainted pokemon may be Coup De Graced by a player, and then harvested for scrap. To do so, roll survival on a defeated enemy. This number will be multiplied by the target's weight class and a multiplier that is determined by pokemon species, and grant the player a variety of scrap, the types of which are also determined by the pokemon species. Harvesting takes around 10 minutes per weight class of the enemy.
Multipliers for foraging and harvesting will be revealed and recorded as your players discover them. (And I'm forced to create them).
Some pokemon that can be caught will also have additional capabilities that may grant scrap to its owner.
Unique Items - With every forage or harvest attempt, your character also has a small chance of finding a Unique Item. Unique items are related to the type of scrap that's being collected, and range from items that grant bonus scrap to items that grant recipes you can try to craft. Some unique items are less immediately useful and may be useful down the line, for trading, or for alchemy.
Cooking affects the Food Mechanic in the following ways:In Lost!, a character has the ability to craft things beyond what PTU's features would normally allow you. You can craft weapons, use alchemy, build shelters, and design an entire town! You're also required to keep track of your resources, and do silly things like /eat/ to survive. [Scrap] is your key to survival, and serves as the building blocks that allow you to use crafting features and the additional system, as well as serves as your food source, your trading currency, etc. Scrap for the sake of trading may have different values depending on which type it is, and who is being traded too--a chef might value food scrap more than build scrap, for instance, while a small child might not want build scrap at all!
Types of Scrap
You can find several kinds of [Scrap] in Lost! The following types are confirmed--if you have ideas on how to add or improve this list, please share!- Food Scrap - Food is consumed daily to survive. Not eating will cause debuffs and status ailments up to and including death. Eating well will result in buffs! Chefs may be particularly interested in food scrap! Associated skills are Perception, Intuition, and Survival.
- Build Scrap - Build scrap is used in the crafting system to create shelters, some types of weapons and bases for weapons, furniture, etc. Builders and town managers may be particularly interested in build scrap! Associated skills are Perception, Athletics, and Tech Edu.
- Medical Scrap - Medical scrap is used to craft healing items! In addition, $300 worth of medical scrap may be consumed Daily x2 as an extended action taking at least 10 minutes to heal 20hp or remove a persistent status effect. Apothecaries and medics may be particularly interested in medical scrap! Associated skills are Perception, Med Edu, and Survival.
- Cloth Scrap - Cloth scrap is mostly used to craft clothing and protective gear. In addition, $400 worth of cloth scrap can be used in a pinch Daily as an extended action to serve as a Bandage. Fashionistas may be particularly interested in cloth scrap! This scrap can not be regularly foraged.
- Chemical Scrap - Chemical scrap is used to craft all of the chemist researcher field's items, as well as healing items and ink. Apothecaries, scroll crafters, and chemists may be particularly interested in chemical scrap! This scrap can not be regularly foraged.
- Metal Scrap - Metal scrap is used to craft basic technology, tools, weapons, and armors. Smiths, gadgeters, and upgraders may be particulary interested in metal scrap. This scrap can not be regularly foraged.
Collecting Scrap
Scrap can be collected in three common ways. The first, and most obvious, is to obtain it from others. This is typically done through trading the items and scrap you've already obtained for other kinds, or through bets and challenges with others.The second, and easiest, is foraging. Twice daily, your character may spend 30 minutes looking for a single type of scrap, chosen at the time of the action. They roll an associated skill for the type of scrap they are looking for and combine it with a multiplier that is determined by the location and type of scrap.
The third, and most difficult, is harvesting. Fainted pokemon may be Coup De Graced by a player, and then harvested for scrap. To do so, roll survival on a defeated enemy. This number will be multiplied by the target's weight class and a multiplier that is determined by pokemon species, and grant the player a variety of scrap, the types of which are also determined by the pokemon species. Harvesting takes around 10 minutes per weight class of the enemy.
Multipliers for foraging and harvesting will be revealed and recorded as your players discover them. (And I'm forced to create them).
Some pokemon that can be caught will also have additional capabilities that may grant scrap to its owner.
Unique Items - With every forage or harvest attempt, your character also has a small chance of finding a Unique Item. Unique items are related to the type of scrap that's being collected, and range from items that grant bonus scrap to items that grant recipes you can try to craft. Some unique items are less immediately useful and may be useful down the line, for trading, or for alchemy.
Known Location Modifiers
(Format: [Location] - [Food Modifier] - [Build Modifier] - [Medicine Modifier] - [Unique Items])
Basic Forest Terrain - [60] - [80] - [Unknown] - [Unknown]
Known Pokemon Modifiers
(Format: [Pokemon] - [Harvest Modifier] - [Scrap Types] - [Unique Items])
Aipom - [10] - [75% Food, 25% Build] - [Unknown]
Seviper - [10] - [50% Food, 50% Build] - [Unknown]
Basic Forest Terrain - [60] - [80] - [Unknown] - [Unknown]
Known Pokemon Modifiers
(Format: [Pokemon] - [Harvest Modifier] - [Scrap Types] - [Unique Items])
Aipom - [10] - [75% Food, 25% Build] - [Unknown]
Seviper - [10] - [50% Food, 50% Build] - [Unknown]
Using Scrap
Food - Food mechanics are counted as occurring at the start of each day. Your character has a hunter counter that ranges from 0 - 3000. Every point of raw food scrap that is consumed raises this counter by one. Hitting different levels on the counter grants various effects for the following day. Effects stack if you qualify for more than one. Each day, an active character needs to consume 1000 points of raw scrap in order to keep their counter at the same number. The mechanics for this counter are as follows:- Upon reaching 3000, your character is [Full] and can no longer consume food, including berries and snacks. [Full] characters gain +1 AP.
- 2500+ = Your character is considered [Sated]. While [Sated], you know that you have wiggle room as far as your resources go, and this knowledge fills you with confidence and determination! You gain +1 on all Spirit skills while [Sated]
- 2000+ = Your character is considered [Well Fed]. While [Well Fed], you're not worrying about where your next meal is coming from, which means you have more mental effort to dedicate to other tasks! You get a +1 on all Mind skills while [Well Fed]!
- 1500+ = Your character is considered [Not Hungry] While [Not Hungry], you have extra energy to spare! You get a +1 on all Body skills while [Not Hungry]!
- 1500 = At 1500 exactly, your character is neither [Hungry] nor [Not Hungry], and takes no penalties or bonuses.
- 1500- = Your character is considered [Hungry]. While [Hungry], you begin to feel your energy start to lag! You take a -1 on all Body skills while [Hungry]!
- 1000- = Your character is considered [Famished]. While [Famished], you find it hard to stop thinking about where your next meal is coming from! You take a -1 on all Mind skills while [Famished]!
- 500-= Your character is considered [Ravenous]. While [Ravenous], it's hard to be particularly confident or concentrate on social situations. You take a -1 on all Spirit skills while [Ravenous].
- 0 = Your character is considered [Starving]. While [Starving], you begin a [Days Starving] tracker, and take penalties for each day in the count. You must reach [Not Hungry] an equal number of days that you spent [Starving] to remove the counter and the associated debuffs. [Starving] characters take -1 to AP by default, and consecutive days of starving will result in death.
- All Chef recipes that require a set amount of scrap in the book are worth twice as much when consumed, in addition to their effects.
- Hearty Meals are worth 600 scrap points. Their effect overrides the fringe benefit of the [Full] condition, and does not stack for +3 AP.
- All players have the ability to cook their food assuming a heat source. Cooking food takes an extended action and creates [Cooked Scrap]. Cooked scrap is worth an additional 20%. It is possible to obtain better cooking set ups and tools to increase this bonus.
Build - Build scrap can be used to craft items for survival. There are two categories of items that can be built: tools and structures. Tools are items which allow you to do additional tasks or make your existing tasks easier. Examples of tools are hammers, distilleries, etc. Structures are large items that aren't typically portable, or not easily, including buildings, wells, furniture, etc. Tools can be built in any location assuming that all necessary items are gathered, while Structures can only be crafted in Build Zones. Build zones are notable locations that come with a map and are considered to have the appropriate conditions necessary to build structures of varying sizes. Structures that can be built in a given zone vary by zone.
Relevant Skills: A character may use Athletics to build structures or clear/level the land, used to determine the length of time it takes. Survival is used to puzzle out recipes and requires meeting a set DC per the recipe you're trying to discover. Stealth or Tech Edu is used to craft tools. Arguments can be made for different skills for specific tasks as they arise, or for bonus rolls as you'd like to argue are appropriate.
Known Recipes [Structures]
Make-Shift Shelter - This shelter provides the bare minimum protection from the elements, but at least you're kind of dry when it rains? 400 Build Scrap and a combined Athletics check of 15 is required per square meter of shelter. Make-Shift Shelters last approximately 5 days untouched until they need to be repaired for half the cost, but may be damaged by attacks or natural disasters before that. [Sleeping without a shelter can result in a variety of penalties based on what happens the night before, up to and including being attacked by wild mon, taking debuffs from weather or temperature, etc] [All]Make-Shift Sleeping Pad - This isn't much to sleep on, but at least it's better than the bare ground. If you could only find a cover of some kind, so you could /move it/... 150 build scrap and a combined athletics check of 7 per square meter. [Sleeping without a sleeping pad of some kind inflicts the [Stiff] status. While [Stiff], your default speed CS is -1. When another effect would set your default speed CS to something else, use the net of the two numbers instead.] [All]
Known Recipes [Tools]
Fire Pit - This pit is unmovable, but it'll keep a fire from spreading! 300 build scrap for the pit and a combined Tech or Stealth check of 10. [This pit grants rudimentary cooking abilities, and provides warmth and light when lit. You must still find a way to light it, and 50 of build scrap is burned every hour it is lit.] [All]Hatchet - This tool makes gathering building materials easier! It costs 150 build scrap and a combined Tech or Stealth check of 10. [This tool adds a +5 modifier to the results of build scrap foraging attempts for the next 6 attempts] [Sokka]