DFRPG - New Orleans
(Skill & Trappings, page YS:125 // Mortal Stunts, YS:150)
- 19th Century Tech, 20th Century Solutions (Forum Post): You are able to make useful items, such as weapons, with non-electric, mechanical technology (clockwork, pneumatic power, etc). Items you create count as +4 higher on the Hexing Table (page YS:258).
- Ball-Point Pen, Stick of Gum, and a Paper-clip (Forum Post): You can use the Craftsmanship skill in place of the Investigation skill when searching for resources to improvise a tool that you need.
- Car Mechanic (YS:150): You know the ins and outs of cars like nobody’s business. Gain a +2 on Craftsmanship whenever dealing with a car or truck and a +1 on other personal vehicles (boats, motorcycles, small aircraft).
- Demolitions Training (YS:150): You are trained in the effective use of explosives (this is a new skill trapping; most people can’t handle explosives without training). You may use your Craftsmanship skill to place and set explosives appropriately. This allows you to do attacks and maneuvers against structures (see “Challenges”, page YS:324), and your skill roll also sets the difficulty for any characters attempting to avoid damage from an explosive that you’ve placed. Note that to hide an explosive you will still need to use the Deceit skill.
- Efficient Crafter (Specify) (NEW): You can complete a particular type of crafting-related task two time increments faster.
- Expert Craftsman (Specify) (NEW): Receive a +2 bonus when dealing with a particular form of crafting chosen when the Stunt is taken (e.g. blacksmith, carpenter, cobbler, stonemason, etc.).
- Gadget Mechanic (Forum Post): Mechanisms and doohickeys are your forte. Whenever working with a device you designed and/or built, your Craftsmanship receives a +2. Gain +1 when dealing with other small gizmos.
- I Can Build Anything I Need (Forum Post): When improvising a tool, gain +1 on the roll to create the tool and finish the construction one time increment faster.
- Junkyard Artiste (YS:150): You create art by working with your hands and a workman’s tools – works of sculpture, perhaps, or other kinds of modern, “industrial” art. You may use Craftsmanship instead of Performance to create these works of art (see the Composition trapping, page YS:136).
- Jury-Rigger (YS:150): You have a talent for improvising with available materials. When jury-rigging (page YS:320), your repairs last two scenes longer than usual.
- Mastercraft (Forum Post): You may use Craftsmanship to apply temporary Aspects to items. This requires at least an hour and you must succeed as if you were attempting to fix the item in question. Aspects applied this way last for one scene of active use (they do not expire until used) and grant one free tag. At any one time, you may have a number of Aspects applied this way equal to your Craftsmanship rating, and if you have more than one Aspect on a single item, only one can be tagged per exchange. However, an item with multiple Aspects requires only one hour and one success to reapply identical Aspects, rather than an hour and success for each.
- Monkey with a Wrench (YS:150): Sure, building and fixing is nice, but taking things apart is more satisfying. When using Craftsmanship to take something apart, gain a +1 on the effort and get it disassembled one time increment (page YS:315) faster.
- Scrapheap Challenge (Forum Post): You are an expert at building a solution to a problem. Building or Fixing take two time increments less to complete.
- Yes We Can (YS:386): You excel at fixing things. You gain 2 extra shifts of success to any successful