Craftsmen

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Summary

Craftsmen are the shopkeeps and artisans of Ninjas vs. Pirates. While their ability trees are not forbidden from being taken by PCs, they are primarily designed to be an NPC class. Still, as has already been mentioned, everyone is amazing at something in Pirates vs. Ninjas, and the beloved artisans are no exceptions.

High Level Artisans can craft goods of mythical calibur. Even the most mundane items can become indestructible in the hands of a Craftsman. Craftsmen also hold the near supernatural ability to become combat monstrosities in their own store/forge/workshop.

History

An ancient order of artisans that have been around since the beginning of the Wanderers and some say even longer. The Craftsmen hold a considerable amount of clout and respect with Pirates, Ninjas, and Wanderers alike. This might have something to do with the fact that 90% of the world's manufactured goods are made by the Craftsmen. Without them, the economy (and the world, by extension) would just crash.

So, there's an obvious ceasefire on Craftsmen. Not that there needed to be one. Annoying one Craftsmen annoys them all. They are a tight knit group and don't take attacks on their ilk lightly. Anyone who steals from a Craftsmen shopkeep will very likely find themselves without any way of purchasing goods for the next 100 years.

There is no current leader of the Craftsmen. Their structure is much more similar to some secret societies that try to control the world, and some even believe that that's what they are. Regardless, every Craftsman and woman is a welcome member to a benevolent brotherhood.

Craftsmen do keep apprentices to teach their craft to. Whatever secrets the Craftsmen know about the world, they don't teach to their apprentices until they become full-blown masters though. So, no use bribing them for market secrets.

All Craftsmen, apprentices and masters, keep the Craftsmen emblem embossed on some article of clothing or item that identifies them. This isn't so much for bragging as a warning to anyone that wishes to trifle with the Craftsmen.

Attribute Scores

Precision is an absolute must for a Craftsmen. The process of crafting is a very delicate endeavor, and a slight mistake can destroy a project that has taken weeks to craft. Craftsmen also enjoy a fair share on the Body stat. Being able to lift and move workshop items is handy. Although, there are always assistants for that. Will is also common for the ability to barter for a fair price.

Abilities

Level 1

Trade Secret
Wanderer 1
Cost: Passive
Every Craftsmen knows a trade and knows its secrets. It's necessary for making an excellent product. Any Craftsmen that takes Trade Secret has a specific trade they focus in. Woodwork, Metallurgy, Armor-smithing, Weapon-smithing, etc. The Craftsman picks one and takes a +2 to all checks involving that trade. If a Craftsman wants more than one trade, he will need to take this Ability multiple times.


Jury Rig
Wanderer 1
Cost: Passive
Craftsmen aren't just crafters, they're crafty. Even with the minimal required objects, a craftsmen can make a functioning item. While it is mundane in nature, it should still do the job. Items made this way will inevitably fall apart and need to be replaced. Items will still need some kind of rationale on how they're made (it doesn't matter if McGuyver could do it, you'll need to tell me how you made a sword out of a plastic cup and a rubber band).


Appraiser's Eye
Wanderer 1
Cost: Passive
Craftsmen have an eye for quality and admire a fellow Craftsman's handiwork. They cannot be fooled by some smart mouth thief looking to make a quick buck. Craftsmen gain a +2 on all checks to identity the overall quality and worth of any idea they can admire up close for at least a minute. This bonus increases by an extra +1 if the object has the Craftsmen's seal on it, since they've undoubtedly seen the technique before.


The Debt Collector
Wanderer 1
Cost: 2
The Wanderers take their debts seriously and do not take it lightly when someone does not pay them. When the Craftsmen is attacking a person who specifically has a bounty on his head from the Craftsmen guild for oustanding debts unpaid, the Craftsmen can punch this person in the head for 15 damage.


Level 2

Indestructible Quality
Wanderer 2
Cost: Passive
Craftsmen can make objects that just won't be destroyed. When a Craftsmen with this ability makes an object within his trade and is given at least a decent version of a workshop, the object becomes indestructible to anything but artifact weaponry. This includes anything an artisan would make. A carpenter can literally make a house that won't catch fire with chairs that won't break.


Firm Handshake
Wanderer 2
Cost: Passive
No matter who you are, you would be a fool to double-cross a Craftsman. They know how to enforce their deals. Whenever anyone makes a deal with a Craftsman with this ability and shakes on it, that deal becomes a fact. The Craftsman WILL deliver on his end, and the other end better be damned sure it delivers on its end. If anyone breaks such an agreement with a Craftsman, the Craftsman uses his network of Craftsmen to track someone down. As long as they are in a civilized region, the Craftsman can and will find them. Travel time is the only expense. Furthermore, characters that willing break this deal will be abandoned by the fates themselves and be at a cumulative -1 to all rolls against anyone that respects the Craftsmen. Finally, a Craftsmen with the Level 5 skill Infinite Sword Jobs treats any location where the deal-breaker can be found as his home location. This drops if the Craftsmen gets his end of the bargain or drops the grudge.


Fatal Flaw
Wanderer 2
Cost: Passive
Some Craftsmen make weapons of incredible power. In order to ensure that these weapons don't fall in the wrong hands, they leave intentional flaws in their work that can destroy their work if it needs to. Craftsmen with this ability can destroy any item they created with a simple touch.


Calloused Hands
Wanderer 2
Cost: Passive
Wanderers are tough artisans that have to get their hands constantly dirty. Their hands tell the tale of a life of hard work. Their hands are tough. Because of this, Craftsmen with this ability do 1 extra damage on all attacks that use the Craftsmen's bare hands. Also, if somehow an opponent chooses to attack a Craftsmen's hands, then their hands also have 1 extra DR for the purpose of the attack.


Level 3

Brother in Arms
Wanderer 3
Cost: 4
The Craftsman knows their product better than anyone else and how to use it. They can use it for great damaging effect and give this advantage to others. Whenever the Craftsman or any ally the Craftsman can perceive uses an attack using a weapon or item made by the Craftsman, the Craftsman can use this buff to add 5 damage to the attack.


Taskmaster
Wanderer 3
Cost: 1 Awesome Point
The Craftsman is a master at organization and collaboration. By using this move, all members of the party except the Craftsman gain a +1 (cumulative with any skill bonus abilities) to any and all skill checks until the end of the scene (or combat if this skill is used in battle). This bonus cannot apply to to hit or dodge.


The Commonwealth
Wanderer 3
Cost: Passive
Craftsmen take care of their friends and fellow Craftsmen. Craftsmen with this ability have spent their time with their fellow Craftsmen and earned their trust. This ability ensures that a Craftsmen will never go poor or out of business except in extreme cases. Should a Craftsmen find himself without any money or resources, the guild will keep him on his feet. Effectively, characters with this ability, will never go poor, without drinks, or find themselves without a bed to sleep in. It may not be the best quality, but the Craftsmen also don't also skimp on what's necessary. The caveat is, of course, that Craftsmen with this ability will be expected to pay the Guild back someday in someway (but this usually means quests with loot for PCs), or to even help another Craftsmen in a time of need.


Hammer Meet Nail
Wanderer 3
Cost: 6
Much like Craftsmen know how to make an object well, they also know how to destroy it. Craftsmen with this ability make a hit at -2 to precision against items held by an enemy or Target Number 10 for stationary objects. If the object has not been made Indestructible by Indestructible Quality, it will be instantly destroyed in a manner of the Craftsmen's desire (ie. Fracture how he wishes). If it is Indestructible in Quality. It can still be destroyed, but it takes 3 successful hits at -2 to precision or a target number 15 for stationary objects. Artifacts cannot be destroyed in this manner.


Blue Collar Edge
Wanderer 3
Cost: 9
Beneath even the gentlest Craftsmen's demeanor lies the fangs of a cobra, read to strike. Craftsmen with this ability craft even their non-weapon items with hidden edges and points that can be used to harm a foe. When the Craftsmen attacks with ANY item they have created, they roll at a -2 to hit and do 20 damage. If the item is designed to be a weapon, remove the penalty to hit, but only do 15 damage. This attack can also be thrown up to twice the Craftsmen's body score (provided he or she can physically lift it and throw it). Needless to say, the Craftsmen will need to pick up the object before using it again.

Level 4

Find The Seam
Wanderer 4
Cost: 8
Everything has a flaw. Even the best Craftsmen items. Craftsmen are excellent at finding flaws in anything. When a craftsmen uses this ability with another attack, this ability negates ANY and ALL reduction of damage that player currently has. This includes personal abilities, Natural damage reduction from armor and gadgets, and anything else that might reduce the potency of the blow.

Crowd Sourced Connections
Wanderer 4
Cost: 1 Awesome Point
The Craftsman with this ability has connections and lots of them. This can come in handy when the Craftsman needs some quick information. By spending a day contacting these connections, the Craftsman can get a correct answer to any question they ask as long as it is possible for their connections to know it. Secret information to an organization or individual person is not usually considered part of this ability. So, the location of the Gamblers' top secret hideout wouldn't work, but a list of the highest density areas of Gambler spottings is not.


One with the Materials
Wanderer 4
Cost: 3
Every Craftsman has a favorite material. Whether it is wood, iron, or fancy meteorite metal that only shows up once in a thousand years. The Craftsmen that takes this ability picks such a material, and has such an intimate understanding of it that he can push it beyond its limits. As long as the Craftsmen is wielding a weapon made of this material, he can activate this ability on any attack to increase its damage by 5. If he is instead wearing an object made of the material, he can use this ability to reduce the damage by 5 on an attack. He makes this decision AFTER the attack hits.


Armor Shattering Blow
Wanderer 4
Cost: 8
Craftsmen have realized one truly horrific truth. Armor can only save you from those that don't know its secrets. When a craftsmen with this ability hits a foe with armor on (defined as anything that gives any damage reduction that does not use the target's own natural physical form to give it) the Craftsmen crumples the armor and the force causes the attack to do extra damage. Treat as a melee attack that does 30 damage. This attack does not damage those without armor.

Level 5

Infinite Sword Jobs
Wanderer 5
Cost: 20
Craftsmen are NOT to be trifled with in their store or forge. Many Pirates and Ninjas have learned this lesson the hard way thanks to Infinite Sword Jobs. This ability takes an attack action and does nothing on the turn it is activated. However, on the next turn, the effects of this ability activate and last until the end of battle. A Craftsmen's forge is his home turf. He has mastered it. This ability gives +4 to all combat skill checks and a permanent 5 Damage reduction for the Craftsmen for the entire battle. Finally, no one can escape the Forge by any means while the Craftsmen has this ability up unless he wishes to let them. Only an artifact of great power can break this rule. This ability will only go down before the end of the battle if the Craftsmen is knocked unconscious or decides to let it drop.


Made for Me
Wanderer 5
Cost: Passive
This isn't so much an ability as a pact between a man and his master work. When a Craftsmen takes this ability, he has created an object specifically for his own hand. This object is perfect for him, and gives a permanent +2 to appropriate rolls as long as he wields it. It does not give the bonus to anyone else. If it is a weapon, it gives +2 to hit to attacks that use that specific weapon. If it is clothing, it gives a +2 to dodge. If it is a chair, it gives a +2 to comfiness and beating drunken jackasses within an inch of their life. A GM might also approve a extraordinary special ability in the case of special items that don't work. A suit of armor might give 2 permanent Damage reduction, a gem of power might give a permenant +2 to damage on a weapon it's embedded in, or a pair of shoes might give the user 50% more move speed. Objects with this ability applied to it are also treated as having the "Indestructible Quality" ability on them.


Godcraft
Wanderer 5
Cost: Passive
While no one knows where all artifacts come from a good portion of them can be traced to the Craftsmen guild. The most talented and trained craftsmen are capable of making artifacts of great power. However, this is a VERY time consuming effort. When a Craftsmen takes this ability, he gains 1 craft point a week. He or she also gains 1 craft point after every game session. A Craftsmen can then create artifacts out of the item abilities listed in the item abilities section. Calculate the cost of the item as twice the total levels of the item abilities involved. If the item is consumable and gives the abilities permenantly, it costs 4 times the total levels instead. GMs may choose to restrict higher level abilities or force the Craftsmen to find rare ingredients to make the item.


Artifact Shattering Blow
Wanderer 5
Cost: 20
The Craftsmen can create, and the Craftsmen can destroy. The Craftsmen with this ability destroys an item in a violent attack of pure destruction. This can destroy all but the most powerful artifacts. Take the total level of the abilities on the item. This attack does 10 damage for each level of ability. If the attack hits, the item is destroyed, otherwise, the item stay intact. If an item does not have abilities, this attack cannot be used. The Craftsmen must be wielding or using the item to destroy it (he or she cannot use this attack on the weapon the opponent is wielding without stealing it first).