He knew there was something wrong almost immediately.
"Erin... get down!"
The explosion rocked the counter of Broken Circuits, sending metal and plastic shrapnel flying in all directions. Several pieces of it grazed Rabbit's face and outstretched hands, but thankfully they missed all the vital parts.
He stood shakily once the smoke had cleared, poking at one of the cuts on his cheek. "Okay, yeah, I think I need some help putting things together so that that doesn't happen again. I hope this stuff wasn't too expensive?"
item mechanics
Quote:
item creation mechanic
Players must roll 1d10 in each post where they attempt to create their attuned item. The d10 determines the success or failure of their attempt. Four successes are required to create the item; each post must be filled out.
roll results
1-- A success! Your item has taken a little of your desired trait into itself.
2-- A failure. You have blown up one of your less expensive reagents and caused yourself minor damage.
3-- A failure. Your item has proven resistant to one of your reagents; you will need more power or more reagent to make it work.
4-- A success! Your item has taken a little more of your desired trait into itself.
5-- A failure. Your item has cracked, and must be repaired.
6-- A failure. You have blown up one of your most expensive reagents and done yourself moderate damage. The reagent must be replaced.
7-- A success! Your item has taken a little more of your desired trait into itself.
8-- A failure. You pushed too hard, and the item rejected your attempt to imbue it with its traits.
9-- A success! Your item has taken a little more of your desired trait into itself.
10-- A failure. You didn't push hard enough, and have given yourself a headache.
Players must roll 1d10 in each post where they attempt to create their attuned item. The d10 determines the success or failure of their attempt. Four successes are required to create the item; each post must be filled out.
roll results
1-- A success! Your item has taken a little of your desired trait into itself.
2-- A failure. You have blown up one of your less expensive reagents and caused yourself minor damage.
3-- A failure. Your item has proven resistant to one of your reagents; you will need more power or more reagent to make it work.
4-- A success! Your item has taken a little more of your desired trait into itself.
5-- A failure. Your item has cracked, and must be repaired.
6-- A failure. You have blown up one of your most expensive reagents and done yourself moderate damage. The reagent must be replaced.
7-- A success! Your item has taken a little more of your desired trait into itself.
8-- A failure. You pushed too hard, and the item rejected your attempt to imbue it with its traits.
9-- A success! Your item has taken a little more of your desired trait into itself.
10-- A failure. You didn't push hard enough, and have given yourself a headache.