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1 Crafting on Tors 2 aug 2012 - 18:41


Min karakter kunne godt tænke sig at lave en helt masse ting. Heriblandt en masse af metal.
Crafting reglerne i Inquisitors Handbook er dog meget overfladiske, så der skal en GM til at bestemme hvor meget det koster at lave hvad og hvor lang tid det tager.

For at hjælpe GM til det, har jeg fundet nogle House Rules der benyttes af flere der spiller Dark Heresy, og som jeg vil forslå.

********************************************OPTIONAL CRAFTING RULES*******************************************************
While the prices for items of different quality are given in the equipment section of Dark Heresy, the rules as written only provide rules for higher and lower quality weapons, armour, cyberware and a random assortment of other miscellaneous gear. The reason for this bias is pretty simple - every weapon is used for attacking and every armour is used to prevent attacks - meaning that one quality rule can be almost universally applied. This isn't the case for other equipment and tools, which have many purposes (and critically, many game mechanics).

In an attempt to remedy this, allow characters a greater degree of gear personalisation and give GMs interesting items they can sprinkle into adventures, I've put together some beginning rules for item qualities. The basic principle behind these rules is that there are a number of ways an item can be superior (or inferior) to its kin, and during the design of an item you would choose one of these categories to focus on. Theoretically these qualities could also be used on weapons, armour and cyberware as well, in which case they would replace the usual quality effects.

Obviously a degree of sense is required when assigning these characteristics (for example, Alleviation is no benefit if the item doesn't inflict a penalty), I'd also advise GM involvement as being essential to the process, both to ensure that the resulting item makes sense and that any flaws the item have are likely to crop up in game (for example, items which provide penalties to skills the character never uses should be a no-no, as should doubling the weight of small, light items with high price tags such as Refractor fields).

The cost of these items is as the recommended costs in the main rulebook:
Good quality - 3x listed cost
Best quality - 10x listed cost
Poor quality - 0.5x listed cost


Good - The item is lighter then a standard model of its type, possibly due to more efficient design, the removal of superfluous ornamentation or the use of refined materials. The items weight is halved.
Example - The cat-burglar Drake isn't exactly the heaviest-built of individuals, so one of his most valued tools for safe-cracking is his portable las-cutter, as it doesn't weigh him down too much when he's rappelling from roof to roof. This Good-quality lascutter weighs only 2kg.

Best - The item is significantly lighter than a standard model of its type, due to further perfection of the above methods or possibly even limited use of suspensor technology. The items weight is quartered, and if appropriate it gains the Concealable attribute.
Example - The noble Callidon has an impressive trick hidden up his sleeve to escape a possible assassination attempt, a masterfully constructed micro-jump pack! This Best-quality jump pack weighs a mere 6kg and can be concealed under heavy robes.

Poor - The item is a good deal heavier than others of its kin, due to inefficient design, excessive ornamentation or the use of crude materials. The items weight is doubled.
Example - The training sword owned by the Moritat assassin Isabella is cored with lead and a huge burden to move and wield, designed as it is build muscle tone and strength. This Poor-quality Great sword weighs an impressive 14kg.


Good - The item excels at its given purpose, due to increased sophistication of design, the fine tuning of former owners or the handiwork of a skilled craftsman. The item increases the skill bonus it provides by +5%.
Example - The arch heretic Eli stole this treasured unholy tome from the Pilgrims of Hayte, earning their wrath in order to enhance his personal study of the dark arts. This Good-quality Malefic Codex provides a +15% bonus to Forbidden Lore (Daemonology) when used.

Best - The item is a near-perfect example of its type, being the work of a master craftsman or even an intact relic of the glorious past of the Imperium. The item increases the skill bonus it provides by +10%.
Example - The assassin Nicodemus has been presented with a masterwork optical Auspex by his sponsor as the first stage of his secret initiation into Temple Vindicare. This Best-quality Auspex provides him with +30% to Awareness tests.

Poor - The item is a shoddy example of its kind, possibly due to primitive design, inexpert construction or simple wear and tear. The item halves the skill bonus it provides.
Example - The Cameleoline cloak salvaged from a battlefield by the psyker Novus is more holes than cloak these days, but it still makes him less of a target than his escorts. This Poor-quality Cameleoline cloak only provides a +10 to Concealment.


Good - The item is a trusty friend, being of a sufficiently high construction standard or possessed of a remarkable robustness that it keeps working through the harshest conditions. The item gains a version of the Reliable quality - whenever circumstance or damage would dictate it stops working, it only does so on the roll of a 10 on one die.
Example - Lieutenant Kar's Chrono has served with her on many campaigns, and she has always been grateful for knowing the time that, for example, the artillery barrage is going to land. This Good-quality Chrono has the Reliable quality as described above.

Best - The item is timeless, being constructed of materials and methods so advanced it is practically indestructible, or perhaps even able to repair itself if damaged. The item always operates perfectly, no matter the environment or situation.
Example - The Mechanicus servitor-weapon 'Subject XI' has an implanted recording device, crafted by the masters of the Mechanicus to keep transmitting no matter what resistance it runs into. This Best-quality Pict-recorder has no chance of malfunction as described above.

Poor - The item is a jury-rigged nightmare, annoyingly finicky in operation or sufficiently damaged that it is on its last legs. The item only has a 50% chance of working every time it is used, and anything that has a chance of causing it to stop working automatically does so.
Example - The hiver 'Rat' got her infra-red goggles from the crushed helmet of a stormtrooper who never returned from his expedition to the underhive. Amazingly, they do still actually work from time to time. These Poor-quality Infra-red goggles are unreliable as described above.


Good - The item has a purpose other than that it appears to have been constructed for, due to a well hidden secondary function, a broadened range of operation or simply a handy trick you can do with that the creator probably never conceived of. The item adds +5% skill bonus to a skill other than that it already assists (or any skill if it doesn't provide a bonus).
Example - The Arbitrator Caidis has a unique auspex customised for her by a blackmailed Techpriest, which is capable of tracking the heart rate of scanned subjects This Good-quality auspex provides a +5% bonus to Scrutiny tests in addition to its standard uses.

Best - The item is truly multi-purpose in design and construction, having a whole suite of secondary functions, a secondary primary function or some other example of expert miniaturisation or concealment. The item adds +5% skill bonus to two different skills or it operates as a whole different piece of equipment when needed (which could even be a weapon).
Example - For an infiltration mission on a feudal world, the Gunmetal city scum Kal commissioned a special crossbow with a gun concealed within the stock. This Best-quality crossbow can also be used as a compact autogun when required.

Poor - The item is sufficiently bulky, noisy, obvious or disruptive in some other way that bearing it causes problems. The item gives a -10% penalty to a skill other than that it assists (or any skill if it doesn't provide a bonus).
Example - Sergeant Gilbear's respirator has been through more than a few wars, it still protects him from gases, but mechanically grates the noise of his breathing when it is in use. This Poor-quality Respirator inflicts a -10% penalty to Silent Move when in use.


Good - The item is either remarkably impressive in its construction, possessed of unique artistic quality or simply a famous example of its kind. The item provides a +5% bonus to Fellowship when interacting with a certain social group (which should be relevant to the item and roughly analogous to those covered by the Peer talent).
Example - The Templar Lethe wears the distinctive iron mask and black bodyglove of her order, marking her as a proficient psyker and warrior. This Good-quality clothing provides her with +5% Fellowship when dealing with psykers.

Best - The item is a true work of art or craft, or an item of remarkable fame and historical importance. The item provides a +10% bonus to Fellowship when interacting with a certain social group, or +5% bonus which is universally applicable.
Example - The assassin Ruby was presented with a stone seal by the Black Templars in recognition of her service to them during a joint mission. This Best-quality Charm provides her with +10% Fellowship when dealing with the Adeptus Astartes.

Poor - The item is visually offensive, has an ill reputation or is of clearly xenos manufacture. The item gives a -10% penalty to Fellowship in any situation the GM deems could be negatively affected by this.
Example - The Battle psyker Isha retrieves a power sword from her the body of a fallen dark eldar. As potent as this weapon is, it is clearly a weapon of evil design and purpose. This Poor-quality power sword gives a -10% penalty Fellowship in any situation where it could be a problem.


Good - The item has been specifically designed, crafted or customised to ensure that it isn't as disruptive, inhibiting and tiresome to use as most of its kind. Any penalties the item provides are reduced by -5%.
Example - The Tech-priest Lazarus outfits a favoured servant with a Mining Helot Augmetic. Concerned about making his minion too uncoordinated, he constructs a superior model. This Good-quality Mining Helot Augmetic provides +10 Strength and Toughness, but only -5 Agility.

Best - The item has clearly been constructed around overcoming its weaknesses, entirely remodelled by a former user to this effect or just inexplicably does not possess them. Any penalties the item provides are reduced by -10% or halved, whichever is higher.
Example - As preparation for her time spent serving the Holy Inquisition, Battle Sister Venus is presented with a special suit of armour designed to let her operate with more finesse. This Best-quality Power armour only provides a -15% penalty to Concealment and Silent move.

Poor - The item is utterly flawed, due to the fatigue of the years, construction by a half-skilled reclaimator or a bodged attempt at customisation. Any penalty the item provides is doubled.
Example - The Adept Kaltos recovered his Ocular Catechizer from a destroyed Administratrum facility. It operates well enough, but gives him crippling headaches when he uses it for too long. This Poor-quality Ocular Catechizer inflicts 2 fatigue levels whenever it suffers feedback.


Good - The item has been meticulously crafted with a specific, limited function in mind. While able to perform the functions of a standard item of its type well enough, it truly excels in one area. The item increases the skill bonus it provides by +10%, but only when used to for a suitably narrow specified task, application or situation.
Example - Sister Ananael is one of the finest doctors of the Adeptus Sororitas, especially at combating the scourge of disease. Through her many years of service, Ananael has supplemented her Medikit with proven remedies and tools. This Good-quality Medikit provides an additional +10% to Medicae when treating disease.

Best - The item is almost without equal in its area of focus, perhaps being the handiwork of a remarkably focused Magos or a supremely specialised tool from the glorious past of the Imperium. The item increases the skill bonus it provides by +20%, but only when used to for a suitably narrow specified task, application or situation.
Example - Tech-priest Agares inherits the great responsibility to lead the maintenance of a Shadowsword battle tank, and with this he also inherits the exquisite tools used by his predecessors through the generations. This Best-quality Toolkit provides an additional +20% to Tech-use when used to operate, repair or maintain vehicles.

Poor - The item is clearly a shoddily constructed or severely damaged version of a standard item; it is only able to manage a single function out of what would otherwise be a whole range of abilities. The item only provides its usual skill bonus when used to for a suitably narrow specified task, application or situation.
Example - Scratch-built auspexes like the one possessed by war-worlder Jove would make a Tech-priest balk, but Jove is of the opinion that knowing about an imminent rad-zone before blundering in to it is worth the risk. This Poor-quality Auspex can only be used to scan for radiation, providing the usual bonus when doing so.

Optional rule – Combining qualities

It is possible to create even more personalised and unique items by combining two or more of these qualities together. For the purposes of this I’d recommend that two Good abilities are treated as being equivalent to one Best ability, and each Poor ability cancels out one Good ability. For calculating the final cost of said item, I’d recommend that an non-cancelled multipliers are added together to determine the final cost (bearing in mind that two Good abilities should be treated as a Best ability in terms of cost). So an item with a Best quality and a Good quality would be 13x listed cost, and an item with four Good qualities would be 20x listed cost.

Example – Inquisitor Ezekial believes that a cabal of cultists are operating out of a network of subterranean bunkers and tunnels on the jungle world of Sonneillon. He commands the Magi of the Hippocrasian Agglomeration to provide him with a tool suitable to find these deviants, and the Magi are happy to assist (secretly fearing that refusal may draw down an investigation which could bring to light their convert sponsorship of a faction within the Logicians). With great reverence they present the Inquisition with stewardship of the Eye of the Earth, and ancient and semi-mystical device used by the Explorator fleets to judge which worlds are suitable to become Forge worlds.

The Eye of the Earth is a Best+ quality Auspex, it is somewhat bulky to move (Poor-quality Weight) but a peerless auspex (Best-quality Purpose). The ancient machine spirit within is known to occasionally fail to respond to the requests of unworthy users (Poor-quality Reliability) but is nevertheless held in great reverence by the Adeptus Mechanicus (Best-quality Reputation (Mechanicus)). The Eye is specifically tuned to detect the slightest presence of minerals and metals (Best-quality Specialisation) and can even provide survey information of how the minerals could be extracted most expediently (Best-quality Utility (Trade: Miner)). Finally, if the Eye was ever capable of looking for other than minerals then the knowledge of how to adjust its gaze has been lost (Poor-quality Specialisation (Only minerals and metals)).

Mechanically, the Eye of Earth weighs twice as much as a standard auspex, only works 50% of the time and is only capable of scanning for minerals and metals. However, it provides an impressive +50% to Tech-use to scan for these, as well as a +10% to Trade: Miner to subsequently mine them. Possession of the Eye marks the wielder as favoured of the Adeptus Mechanicus, provided a +10% Fellowship in dealings with them. The value of this relic, if the good Inquisitor decided to sell it for some reason, is 23x the listed value of an auspex (4 Best abilities and 3 Poor abilities).

*******************************************END OF OPTIONAL CRAFTING RULES******************************************************

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