One of my players wanted me to expand the rules for Crafting pretty much anything in the AGE system. So for my second version of my TitansGrave houserules, i have modified the Alchemy Talent to include not just the Bombs in the Core Rulebook but also Potions, Elixirs and Poisons as well.
Here is the Talent in its new, Revised State:
You know how to craft Potions, Elixirs, Grenades and Poisons
REQUIRES: Intelligence of 2 or higher
NOVICE: You can craft Novice Potions, Elixirs, Grenades and Poisons. You know 3 Novice Formulae and can learn more in game
JOURNEYMAN: You can craft Journeyman Potions, Elixirs, Poisons and Grenades. You know 2 Journeyman Formulae and can learn more in game. Also, you must know a Novice formula in order to craft its Journeyman advancement
MASTER: You can craft Master Potions, Elixirs, Poisons and Grenades. You know 2 Master Formulae and can learn more in game. Also, you must know a Journeyman formula in order to craft its Master advancement
In the First Version, i had Alchemy and Poisoner as 2 separate Talents but i decided that since they function almost identically, they should just be put together.
Also, i have a Talent called Tinkering that allows a person to fix or craft technological devices. here is its set:
You know what to craft with left-over bits of technology. Creating tiny robots to building full-scale Cybernetics are your specialty.
Keep in mind that certain items require a certain level of the Talent to learn. Schematics do not have level like Potions do. Instead, they have a Complexity Rating (Seen later in the Equipment section). The Schematics Spell under the Technology Arcana is very useful when combined with this talent (More on this new Arcana later)
REQUIRES: Intelligence of 2 or higher or the Intelligence (Engineering) Focus
NOVICE: you can make and repair devices more effectively. You gain a +1 bonus to Tests involving repairing and crafting devices. Also, you know 2 Schematics for devices (Shown later). You can always learn more by advancing this Talent or by purchasing them
JOURNEYMAN: your bonus to repairing and crafting devices increases to a +2. You also learn 1 more schematic of choice.
MASTER: You learn one more Schematic and the bonus above increases to a +3
For a quick guide, the Complexity Rating is added to 10 to give you a baseline TN for Crafting or Repairing. this is not a set rule but a GM option to make things easy for them and the Players. (I get into far more detail in the document and once it is finished i will post it i promise)
With these 2 new Talents added that basically allows any player to learn how to craft anything in TitansGrave, i had the idea of doing Crafting Stunts. I want to break them down into 2 categories; Alchemy and Tinkering. I just don't know what kinds of Stunts i should do or how to handle it. This is a bit more complicated than my Initiative Stunts thing (BTW, i appreciate everyone's involvement in aiding me in that. it turned out really great and very helpful. my players LOVE IT.) If anyone has any ideas they wish to post, that would be FREAKING GREAT and it'll give me a starting point.
I want to go ahead and thank everyone ahead of time for aiding me yet again, i do really greatly enjoy that we can work together to make our gaming experiences better not only for ourselves but other players as well. we are all very awesome and we should keep it up. enjoy your day good friends and keep playing them games!!!
As an FYI and not really important to the current dilemma: I am also working on a Talent for Smithing that will allow a person to learn how to craft Weapons and Armor of the non-technological variety. but, that will be added later on, after i work out the details.