Author Topic: Mundane Items Crafting: Systems & Guide  (Read 532 times)

Offline coeus

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Mundane Items Crafting: Systems & Guide
« on: December 01, 2019, 11:55:28 PM »

You want to craft weapons, armor, and other useful things. Here's how.
This guide is to make crafting fun, and significantly more engaging than a series of rolls.

  • I.General Prerequisites

    • I.1 The Formula
    • I.2 Crafts Requirements
       
  • II.The Materials, Tools, and Location


  • III. Building a Workshop

    • III.1 The Benefits of a Workshop
    • III.2 Unique devices

  • IV. Learning the Chains

    • IV.1 Appraising the formula
    • IV.2 Working the material
    • IV.3 Finishing
    • IV.4 Defects

  • V.The Creative Process

    • V.1 The Eureka
    • V.2 Working The Material (When it comes to Arts)

  • VI. Teamwork Mechanics

  • VII. Upgrading Mechanics

    • VII.1 Prerequisites
    • VII.2 The inspection
    • VII.3 The upgrading process
    • VII.4 Gluing it all together

  • VIII.The Masterworks ( Legendary mundane crafting system)






  • I.General Prerequisites

    Making gear requires a certain level of experience in the crafts. Skill is often a lifelong pursuit and would almost always follow these steps:

    • I.1 The Formula   Characters need a formula/Blueprint that describes the construction of the item.
      This can be something characters have developed in-game (with the Storyteller’s approval) or an established formula from a reputable (or not) source.

    • I.2 Crafts Requirements 

      From cooking to carpentry to sculpting, Crafts covers any sort of work with your hands. Characters can build, create
      and even make functional things or works of art using this Skill.

      Depending on the item’s rarity and complexity, a character must meet a minimum level to craft any given item.
      A table showing this is provided below:

(for simple creations)


Crafts •   Simple projects (Wooden frames, Rudimentary weapons)
Crafts ••   Substandard Items (Banal Armor, passable items)
Crafts •••   Decent Items (Common swords & armors, etc)
Crafts ••••    Superb Items
Crafts •••••   Rare & Legendary items (Dwarf blacksmiths hate you)

(for mechanical items)

        Technology •   Basic modifications or creations.
        Technology ••   Intricate creations 
        Technology  •••   Advanced creations (AI controlled security system, etc)
        Technology ••••    For you, it’s not, “Can this be done?” but “How can this be done?”
        Technology •••••   The Technocracy wants to talk with you.

  • II. The Materials, Tools, and Location

    Creating an appropriate item from raw materials takes longer — possibly a lot longer — than just buying one, but the  resultant item is a lot easier to shape to the creator’s desire. The most important factor here is the quality of the materials you use to make your item.

    Sure, you can make a relic out of scrap iron and driftwood, but the resulting piece of crap won’t do much. A truly powerful item needs to be made from the best materials possible — tempered steel, perfect diamonds, arcane treasures. It’s no cheaper or easier to obtain good-quality materials than it is to buy an item already made from those materials, but the payoff kicks in when it comes time to make the item.

    A Storyteller can decide if a character needs particular tools or supplies, or if an item can only be created at a certain location.
    Example: An Armor with anti-magical properties requires forging with Primium. This should be outlined in the formula (check above).


Item/Material Suitability
Minimum Backgrounds
Examples
Maximum Successes
 
Shoddy
1
Driftwood, rocks, broken toys, low-grade steel, quartz, skateboard, pocket knife
3
Adequate
2
Quality wood, semi-precious stones, strong steel, car, motorcycle, priest’s vestments
6
Good
3
Small amounts of precious metal, small precious stones, Silver, Armani suit, Toledo sword, alchemical equipment
9
Exceptional
4
Gold ingot, large rubies and sapphires, rare antique, 12 meteoric iron, hand of a hanged murderer
12
Superb
5
One-of-a-kind antique, diamond the size of your fist, chest full of gold, supply of Siyr metal from the Time of Atrocities, Primium
15



  • III. Building a Workshop

    Accordingly, a workshop (“forge” in the vernacular) requires the expected tools, even though they don’t necessarily have the same smithing functions for every Race: the forge, a bellows, an anvil, a quenching trough, tongs, chisels, and hammers.

    The finishing workbench includes punches, drills, files, jigs, wire brushes, grinding stones, and other tools. Ownership of a permanent workshop requires a specific  Workshop Background for the workspace (see below) Each level in Workshop enables the player to manipulate a certain item quality.

    For example, A Workshop •• allows the player to produce to handle adequate raw materials.



    • III.1 The Benefits of a Workshop

      Your workshop is your haven, your solace in the storm no matter what form it takes, from a borderline science fiction laboratory or a smiting forge straight out of medieval fantasy tale yet the function remains the same. You work with proverbial fire and steel to create deadly weapons, impenetrable Armor and maybe even the occasional dress. You are a master at the forge, even if the forge that you are sitting in front of is a simple wood shack.

      So Coeus, what’s the difference between Workshop ••••• and Workshop •?

      Besides the functions stated above (check The Materials, Tools, and Location: The materials table) the difference between Workshops is in the tools.

      The Workshop’s tools allow you to work different levels of materials, beating it to alter its shape, repair damage, or work raw ingots/forms into useful items. Your tools might include hammers, tongs, charcoal, rags, welding irons (if taken a more modern approach), voltmeters, etc.


      Workshop Rating
          Tools    


          Workshop •    
      Standard tools (No benefits)
          Workshop ••   
      Medium quality tools (No benefits)
          
          Workshop •••  
          
          
      High tier tools (+1 dice to crafting rolls)
      1 unique workshop devices.    
          Workshop •••• 
               
      Advanced tools (+2 dice to crafting rolls)
      2 unique workshop devices.

          Workshop •••••
      Cutting-edge tools and equipment (+3 dice to crafting rolls)
      All Crafting rolls receive a -1-difficulty modifier)
      3 unique workshop devices.    


      *The Workshop's dice bonus does not stack with prior levels.

    • III.2 Unique devices

      The workshop’s Unique devices are part of the crafting system that deals with items and weapons in a very specific manner. The smith can use the tools to assist him during the creation process objects, utilizing them to do tasks that he cannot normally execute.
      If the workshop rating is ••• or higher, the smith can access to obtain a certain Unique device or more.

      The player may employ his/her unique devices to automate a certain process. Instead of rolling his/her Attribute + Crafts, an automated unique device may generate a fixed amount of automatic success in the "working the material" phase that cannot be increased. These items are simple and lack the flair of a craftsman, but can still be improved upon. This feature is only available for non-complex, mundane items.

      For example, A player can take Automated machine for Specialized tool, allowing them to get automatic successes on the Creation phase. (Instead of rolling Dexterity + Crafts 6 to make a sword, they get a "rough and ready" sword that only needs finalizing.)

      The nature of those items varies from Workshop to Workshop as each smith has a distinct style and requirements.
      An example of unique devices.

      • 3-In-1 Metal Worker: 3-In-1 Automated Metal Worker: This machine generates 3 fixed automatic successes if used for scrapping, repairing, and modifying metal or steel.

      • Chemistry Station: For crafting drugs, medicine, grenades, mines, poisons, and cutting fluid are at -1 difficulty.

      • Sewing Station : Ignore two botches when using this machine with crafting fabric or leatherworks.

      • The Armor forge : : All rolls used to produce light, medium and heavy versions of the leather, metal and combat Armor sets are at a -1 difficulty.

      • Enchanted Anvil : The Smith recieves 2 additional dices to all Forge rolls when using this item during creation.


      These serve as an example; we encourage each smith to customize their own workshop as they see fit.



Background Rating
    Costs    


Workshop • (Common wood shop)
    $500    
Workshop •• (Amateur blacksmith station)
    $2,000    
Workshop ••• (Modern/Professional Lab)
    $8,000    
Workshop •••• (High tier Lab / A malefactor’s forge)
This level of workshop needs to be obtained through in-game development.
    $16,000    
Workshop ••••• ( Nudhri’s Forge, Forgotten arcane Workshop, etc..)
This level of workshop needs to be obtained through in-game development.
    $24,000    


  • IV. Learning the Chains
    Items crafting is an application of the Crafts Ability, so any character with at least one dot in Crafts can attempt the techniques described here. However, characters without an appropriate Crafts specialty (Weaponsmith, Armor, Leatherwork, etc) in Crafts aren’t fully versed in the forge’s ways and use the lowest of their Awareness, Crafts, or Empathy Abilities for all of the following rolls.

    Each job has three stages: appraising the formula (See Below) to be forged, working the material, and finishing the product.

    The first stage can take place anywhere; the second and third require appropriate tools and, respectively, a forge with a good supply and a workshop.


    • IV.1 Appraising the formula

      First, the smith assesses the formula of what they intend to forge to determine how best to work it. The player rolls Intelligence + Crafts (difficulty is equal to the Complexity of the item).

      If they succeed, the smith gains insight into the object nature and the best way to render it down, and they can proceed to the next step. If they fail, the smith can’t determine the item’s optimum melting point or find any stress lines; they can proceed, but all further rolls are at +1 difficulty. The appraisal process takes an X amount of hours/days/minutes (Set by the Storyteller), reduced by 10 minutes per success or 1 hour/day (Depends on the Storyteller).

    • IV.2 Working the material

      Once your character has finished appraising the formula and obtained the raw materials for making the item, it’s time to set to work.
      The creation process occurs with a Dexterity + Crafts roll (for simple creations) or Dexterity + Technology (for mechanical items) Creating the item is an extended action, with a roll is made for each day your character works on the item requiring a total number of successes determined by the desired product’s size and complexity:




      • Size

        1 success
          Medium object; Conceal T tool or weapon; armor jacket.
        2 success
          Non-concealable tool or weapon; breastplate.
        3 success
          Small object; Conceal J tool or weapon; shield or helmet
        4 success
          Human-sized; full-body armor.
        5 success
          Tiny object; Conceal P tool or weapon.

      • Complexity

        1 success
          Basic functional shape; blunt implement
        2 success
          Crude mechanical part
        3 success
          Balanced, symmetrical functional shape; edged weapon
        4 success
          Wearable attire; aerodynamic shape; projectile
        5 success
          Precision mechanical part; flexible or jointed weapon




      The more successes you accumulate on this roll, the higher the quality of the item is. You can’t just keep accumulating successes forever, though. The maximum number of successes you can gather is equal to the maximum successes allowed for your materials However for every 3 extra successes (up to the threshold of the material) you can get -1 difficulty on the subsequent "Finishing" stage rolls.

      If your character is building an opal ring from “good” quality stones and materials, you can accumulate a maximum of nine successes on the extended roll. That’s as good as it’s ever going to get yet if the ring was made by masterful hands, it would be much easier to enhance during the later stages. You can stop before that point.

      Any interruption during this process ruins the job, requiring the smith to set the soul aside to cool before starting anew. Each botch introduces a defect into the item and accumulating three botches while working an item means the smith has hammered themselves into a corner and just let it cool before restarting. Either way, a flawed workpiece takes a week to cool and attempting premature rework destroys it.

      At the end of this stage, the result is rough and ready but any subtleties or precision in the design are not fully realized. If the item has a mechanical rating, such as a weapon’s damage pool or armor’s soak bonus, it is 1 lower than normal. If not, the item has some imbalance or impurity that adds +2 difficulty to all rolls involving its use.

    • IV.3 Finishing

      This stage turns the object from a basic shape into a fully functional implement. The smith uses tools, alloys, cold fire, or alchemical treatments to file off burrs and rough edges, shape and polish surfaces, increase hardness or flexibility, and add utilitarian or decorative patterns, coloration, or inlay.

      Finishing is an extended Perception ( Or Strength, if using the Nhudric style) + Crafts (Technology for mechanical/electronic items) action (Difficulty 8, no mundane difficulty modifiers apply except for the ones referenced in Working the Material, Willpower point can be only spent on the 1st attempt) requiring a total number of successes determined by the desired effects:

      Nhudric style: During the finishing stage, the player may roll Strength in place of the Perception Attribute however this style poses a set of risks, accumulating three 1's dice breaks the item and might gives the smith’s some damage ( Metal scraps slashing him, explosion, etc...) regardless of the number of successes or 10's scored in that roll.





      1 success
      Eliminate “rough and ready” (above), bringing the item to full effectiveness.


      2 success
      Increase the blunt weapon’s damage dice pool by 1.


      3 success
      Reduce the armor’s Dexterity penalty by 1 for one wearer.


      3 success
      Add a hidden compartment.


      3 success
      Increase the weapon’s damage dice pool by 1 against
      one specific target type (for example, Vampires, doors
      and walls, or werewolves).


      4 success
      Increase an object durability by 2.


      5 success
      Reduce the armor’s Dexterity penalty by 1 for all wearers.


      5 success
      Give a tool a specialty for one specific task.


      5 success
      Give a weapon a specialty for one combat manoeuvre.


      5 success
      Give the armor a specialty for one narrowly
      defined damage source (for example, blades, flame, Garou, or Demons).


      1-5 success
      Add decorative features, depending on the complexity.


      The smith can’t apply any one effect more than once. A specialty functions exactly as a Trait specialty for the circumstance in question, allowing the character to use the item to re-roll 10s when applicable. Multiple specialties don’t stack.

      Each roll takes one day. The smith may pause during this process, setting the object aside indefinitely before returning to work on it yet each re-roll increases the difficulty of the roll by one ( Maximum 10). Each botch introduces a defect into the item while accumulating three botches destroys it.


    • IV.4 Defects

      A crack in an item is a physical defect during creation. It is a flaw induced by the smith’s failure to render down completely the raw material into a full malleable form.

      Cracks should not be crippling. They’re minor inconveniences intended to provide additional creepy flavor.
      The following list only skims the surface of possibilities; The storyteller and the player should feel free to generate their own cracks based on what fits the item.

      • Open Layer:  Kitao-Ware, or simply Ware, refers to a tear or a pitting in a sword. It results
        from the insufficient forging in sword making process. (-1 damage dicepool).


      • Rusty dimple:  Deep rust leaves a dimple on blade, even after a completed polishing work. It is bad for beauty of the blade.

      • Weary shape: The shape has been broken by much grinding.

      • Unbalanced Blade: The blade suffers from an equal distribution of the raw material.

      • Uncomfortable Armor: The armor is tighter than the original measurement.


For items and objects that requires a more “artistic approach”, Appraising the formula stage is replaced by an “Eureka” stage (Check below).
  • V.The Creative Process

    In the previous sections we’ve discussed the systems that allow a character who has the time, the money, and the needed tools to craft armor, weapons, clothing, or other kinds of mundane gear and items however as we all know, not all items can fit into this spectrum, you can’t simply roll to create works of art that rivals the Sistine chapel walls or Picasso’s Guernica no matter how many successes you’d receive without putting in works or having the right mixture of Attributes and Knowledge, but alas this is The World Of Darkness where a 12 years old vampire can grapple a 9ft tall, 700 pounds berserk Crinos and actually might succeed.


    • V.1 The Eureka

      First the Smith/Artist ponders to himself and taps into his own internal well of creativity and inspiration to conceptualize his own creation forth.
      The player rolls Charisma + Expression with a difficulty depending on the project to determine the quality, skill or beauty of the piece.
      For example, A beautiful handmade dress is difficulty 7 that requires 4 successes while the Mona Lisa is difficult 10 and requires 10+ more successes.


    • V.2 Working The Material (When it comes to Art)

      While for works of art do not require (depends) on Workshops, others do as you can’t sculpt a statue without clay nor mold the stone without a chisel. The difference between the standard Working the material phase and this is simply the size & complexity requirements, as weapons & items require precise measurement to fit their function, these do not.
      The following chart below presents a rough template for working and creating the material for artistic endeavors.

      Spoiler for Artworks:
      Sketches: Charisma + Expression roll only. No extended required for a basic sketch. (Difficulty 5)
      Drawing a complex painting/portrait: Dexterity + Crafts, variable successes. (Difficulty variable)
      Musical scores: Dexterity + Crafts (Music for Demon the Fallen characters), 5 successes. (Difficulty variable)
      Basic painting: Dexterity + Crafts, 7 successes. (Difficulty 8 )
      Spoiler for Clothing:
      Basic kerchief: Dexterity + Crafts, 5 successes. (Difficulty 5)
      Basic cravat: Dexterity + Crafts, 7 successes. (Difficulty 5)
      Basic shawl: Dexterity + Crafts, 7 successes. (Difficulty 4)
      Blanket: Dexterity + Crafts, 10 successes. (Difficulty 5)
      Soft-brimmed bonnet: Dexterity + Crafts, 6 successes. (Difficulty 5)
      Basic petticoat: Dexterity + Crafts, 7 successes. (Difficulty 6)
      Wire-rimmed bonnet: Dexterity + Crafts, 10 successes. (Difficulty 5) (Difficulty 10)
      Shirt: Dexterity + Crafts, 10 successes. (Difficulty 6)
      Nightgown or union suit: Dexterity + Crafts, 10 successes. (Difficulty 6)
      Vest or waistcoat: Dexterity + Crafts, 13 successes. (Difficulty 8 )
      Trousers or pants: Dexterity + Crafts, 15 successes. (Difficulty 6)
      Long coat: Dexterity + Crafts, 15 successes. (Difficulty 7)
      Basic dress without crinolling: Dexterity + Crafts, 15 successes. (Difficulty 6)
      Stockings: Dexterity + Crafts, 18 successes. (Difficulty 5)
      Frockcoat or tailcoat: Dexterity + Crafts, 20 successes. (Difficulty 7)
      Tophat: Dexterity + Crafts, 22 successes. (Difficulty 5) (Difficulty 6)
      Basic dress with crinoline: Dexterity + Crafts, 30 successes. (Difficulty 8 )
      Embroidery: Dexterity + Crafts with a separate Charisma + Expression, successes depending on intricacy and volume. (Difficulty 5)
      Beadwork: Dexterity + Crafts with a separate Charisma + Expression, successes depending on intricacy and volume. (Difficulty 5)
      Spoiler for Jewellery:
      Clasp or fastener: Dexterity +Crafts, 5 successes. (Difficulty 8 )
      Basic ring: Dexterity +Crafts, 10 successes. (Difficulty 7)
      Cameo: Dexterity +Crafts, 13 successes. (Difficulty 8 )
      Locket: Dexterity +Crafts, 15 successes. (Difficulty 6)
      Basic chain (Can be altered depending on length): Dexterity +Crafts, difficulty 7, 20 successes. (Difficulty 5)
      Detail, engraving or precision work: Requires a separate Charisma + Expression roll, successes depending on intricacy and volume.

      Spoiler for Shoemaking:
      Basic male shoes: Dexterity +Crafts, 10 successes. (Difficulty 5)
      Basic female shoes: Dexterity +Crafts, 15 successes. (Difficulty 6)
      Basic boots of either sex: Dexterity +Crafts, 20 successes. (Difficulty 6)
      See 'Clothing' for embroidery or decorous additives.

      Spoiler for Woodworking:
      Figurine: Dexterity +Crafts, successes depending on intricacy and volume.
      Arrow shaft: Dexterity +Crafts, 5 successes. (Difficulty 4)
      Club: Dexterity +Crafts, 10 successes. (Difficulty 5)
      Sword cane exterior: Dexterity +Crafts, 20 successes. (Difficulty 8 )
      Gondola: Dexterity +Crafts, 30 successes. (Difficulty 8 )
      Gazebo: Dexterity +Crafts, 60 successes. (Difficulty 7)
      Ornate/decorous carving: Dexterity +Crafts with a separate Charisma + Expression, successes depending on intricacy and volume.

  • VI. Teamwork Mechanics

    Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.

    A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment and Workshop. Everyone who collaborates needs to have the appropriate tool proficiency. The storyteller needs to make any judgment calls regarding whether a character has the correct equipment.
    All players roll their own dice pools and add their successes. You do not, however, add your dice pools together and make one big roll. Each player must roll separately, then you combine all the results. If anyone botches, the entire attempt may fail utterly.

    And there's a catch, the difference between the skill of the craft between parties affects the overall performance especially if the gap between them is too big, it would be more of a handicap than assistance.
    The player with the lowest Crafts rating subtracts the difference between his and the player with the highest Craft rating and adds that value as a penalty dice.

    Quote from: Example
    Smith A (Crafts 5) works with Smith B (Crafts 2) to create a legendary work of art or a mighty weapon.
    Smith B finds himself unable to keep up with Smith A handiwork and pace thus he lags behind ( His craft rolls receive a -3 penalty, the difference between their Craft skills)  and consequently hinders smith A’s workflow.
    This handicap might be averted if the team decides to split the work instead of working in unison on which each party rolls their respective dice pool on a certain aspect of the project unaided (one handles the hilt for example while the other focus on the blade). This approach might reduce the potential quality of the final product yet it hastens its production time.


  • VII. Upgrading Mechanics

    They say the pursuit of perfection is an endless journey and that applies to creation as well. This system focuses on the mechanisms that allow a player to upgrade/alter a pre-existing item.


    • VII.1 Prerequisites

      To alter/modify something, the player in question must be able to understand its mechanisms and overall functions but most importantly have the required Crafts / Technology rating for that item.

    • VII.2 The inspection

      First, the smith assesses the item before him and if possible, dismantle the item into its basic parts.
      The player rolls Intelligence + Crafts (difficulty is equal to the Complexity of the item). If they succeed, the smith gains insight into the object functions and the best way to knock it down, and they can proceed to the next step.

    • VII.3 The upgrading process

      Now this is where things get tricky and common sense mostly applies, a sword who’s already as sharp as it gets cannot be enhanced further but by the same token a skilled smith may be able to sword’s curve or coat it with a different substance for whatever reason.

      Or when it comes to armor or technological part, the smith might attempt to alter the weight of the armor by replacing the substance to something lighter, add a different compartment and functions to their technological toy, etc...

      Mechanics wise, this step is akin to the normal crafting roll (check “Working the material, Complexity chart”) yet always remember, the smith is always limited to the maximum success threshold that the item’s material can reach.

    • VII.4 Gluing it all together

      After finishing adding the desired upgrades into an item, the creator now proceeds to make sure that it simply functions as intended and harmonizes perfectly as it did before.

      The player rolls an extended Perception (Or strength, check Nudric style above) + Crafts/Technology action (difficulty 8 ) requiring a total number of successes equal to the number of successes scored during the item’s creation + the number of successes scored at the upgrading phase.

      A failure adds a “crack” or a “defect” with the upgrades while a single botch ruins the item for good.



    Refrences:
    • Demon: The Fallen
    • Mage: The ascension 20th edition
    • Werewolf: The Apocalypse 20th edition
    • Wraith: The Oblivion 20th edition
    • Vampire: The Masquerade 20th edition & Dark Ages 20th edition
« Last Edit: February 25, 2020, 04:38:43 PM by coeus »

Offline coeus

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Re: Mundane Items Crafting: Systems & Guide
« Reply #1 on: February 25, 2020, 04:35:48 PM »

Crafting is an ancient art. And there are many throughout the centuries who have established the reputation of making superior items and weapons. Often times these crafters and their weapons are closely associated with famous figures in time.

Wayland the smith of the mighty Durendal.  Masamune the sword artist whose swords are of remarkable beauty and quality, a master of the art of forging with martensite crystals embedded in a pearlite matrix which gives the remembrance of stars in a dark sky and so on.

This system focuses on creating “Masterworks”, the ability to create items of mythical properties and quality for players who wish to push themselves even further with their craft and to challenge their limits. This section contains all the rules you need to bring these powerful items into your roleplay.


  • Prerequisites

    • Crafts/Technology • • • • • is a must for all parties involved during the forge.
    • Workshop • • • • •

  • The process

    • Step I: The Conception

      This phase is akin to the “apprising the formula” step yet much more complex and intricate in design.  Firstly, the smith decides what type of item they want to create as they work tirelessly to create a blueprint or a mold for their design. So how to envision a masterwork? Well it’s simple, first thing first…it’s capabilities and powers, in other words, its stats and the overall crafting successes costs following the chart below.

      Quote from: Conception Chart
      • Damage dice : 2 successess per die
      • Soak dice: 2 successess per die
      • Difficulty Modifier: 10 successes to lower difficulty per point / -10 Difficulty to raise difficulty per point
      • Penalty nullifier (Dexterity, Strength, Stealth, Perception, …): : 8 successess per point
      • Penalty addition: -8 successess per die
      • Damage type : Bashing (Default no cost) / Lethal (3 success) / Aggravated ( 9 successes )
      • Extra Special effects, enhancements, bonuses and other specific traits: Variable depending on the effect.

      After the player finishes calculating the overall cost of an item, the player rolls Intelligence + Crafts Difficulty 9. The player can do that rolls once per day until he gathers the required successes to move on to the next step. If the player botches then he’d restart the whole process once, in case of a failure subtracts -3 from the overall successes achieved.

      Quote from: Example of play
      Smith A wants to forge a weapon that deals Strength + 8 Lethal that’s difficulty 4 to use and anyone can use (No strength requirements). The player proceeds to calculate the costs, +8 damage dice equals 16 successes (8 x 2), -2 difficulty equals 20 successes ( 2 x 10), No strength requirements add to 24 successes ( 8 x 3) and finally setting the damage type to Lethal equals 3 successes.
      So, the player needs to gather 63 successes (16+20+24+3) before moving on to the next stage.


    • Step II: Choosing the appropriate vessel.

      After determining a base cost for the item, the next step is to consider what materials it will be made out of. There are countless different materials that can be used for any number of projects, but overall, they can be split into five distinct categories:
      Shoddy, Adequate, Good, Exceptional, Superb (Check the material table in “II. The Materials, Tools, and Location).

      But you’re in luck during the masterwork, the craftsman utilizes the materials to its best capabilities thus all Materials successes threshold are multiplied by 8. And the gifts keep on coming, Materials of Exceptional and Superb quality can qualify as Exotic Materials.


      What are Exotic Materials?

      Jagged shards of ice rise from misty mountain tops, fragments of iridescent blue to standing contrast to the muted tones of the surrounding rockface. In defiance of the summer sun, these frozen sheets remain unmelted after a thousand years.

      Veins of hardened metal extend for miles, tracing the deepest roots of the earth. Far beneath the furthest excavations of the undead, this lustrous expanse will never to see the light of day. A great flash. A thunderous clap rolls across the land. Time seems to stand still as a bolt of lightning bridges the gap between the surface world and the maelstrom of swirling clouds above.

      Exotic materials cannot be found in your local goods store. Some represent a significant risk to acquire, others can only be obtained in remote locations, and others are simply incredibly scarce. Sometimes it is necessary to seek out these rare substances in strange locations.

      Materials that enter the trading system inevitably find their way to cities or other locations where the wealthy and powerful congregate. Whether you seek a raw material or a finely crafted product of the same, expect to face an exorbitant price tag once a seller is located as all parties of the World of Darkness are surely interested in seizing those materials.

      The Exotic Materials table shows the market value for raw, unworked materials. Most crafted items, such as tools or structures, require an amount of the material equal to their weight. Weapons and armor always require at least 10 lbs (4.5 kg) of the material (half for light weapons such as daggers) however Items can only be made from materials similar to their common form.

      For example, a sword can't be made of fabric, and hide armor can't be made of metal.

      Players are eligible for a discount upwards of 75% upon finishing the product. Material expenses will be counted in the price of the item.


      This is not an exhaustive list!
      If the player has any other materials to supplement this, they may contact the Staff to discuss its properties and price plus difficulty to acquire.



    • Step III: Time to get to work, crafting the item

      The last step before beginning the Crafting itself is to determine the work rate and the crafting success objective. The success rate is also the crafting modifier and is given by this formula.

      Quote from: Forumla Symbols
      • Cs = Conception successes
      • Cr= Crafts Rating
      • Mc= Material cost
      • w= Weight
      • W= Workshop rating

      Once your character has finished calculating the required amount of successes and obtained the raw materials for making the item, it’s time to set to work.

      The creation process occurs with a Dexterity + Crafts roll Dexterity + Technology (for mechanical items) Difficulty 9, Creating the item is an extended action, with a single roll is made for each day your character works on the item until he reaches the required number of successes.

      Any interruption during this process ruins the job, requiring the smith to set the soul aside to cool before starting anew. Each failure introduces a defect (same as in normal crafting) into the item and accumulating three botches while working an item or 9 1's (total) destroys the item permanently.

      Each daily Roll must be roleplayed accordingly and with adequate effort, the smith doesn’t just roll for the day, the player must dedicate time and effort for each roleplay. If the player feels like their given roleplay was substantial enough, he might present it to the staff to decide on rewarding the players with extra successes, removing a 1s dices, etc or not.


    • Step IV: Time to get to work, crafting the item
      Similar to the finishing found in “IV.3 Finishing” yet the difficulty is raised to 9.
« Last Edit: February 25, 2020, 04:47:47 PM by coeus »

Offline coeus

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Re: Mundane Items Crafting: Systems & Guide
« Reply #2 on: February 25, 2020, 04:48:35 PM »
Updated
  • Added the Masterworks system.
  • Fixed a couple of typos and grammatical errors.