Author Topic: Mundane Items Crafting: Systems & Guide  (Read 187 times)

Offline coeus

  • Game Administrator
  • Full Member
  • **
  • Posts: 116
    • View Profile
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.

  • 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:

    • A 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.

    • 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.

  • 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



  • 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.


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)
    $16,000    
Workshop ••••• ( Nudhri’s Forge, Forgotten arcane Workshop, etc..)
    $24,000    


  • 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.

  • 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 hour, reduced by 10 minutes per success.

  • 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 being 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.

    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. 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 must 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.

  • 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 + Crafts action (difficulty 8 ) requiring a total number of successes determined by the desired effects:





    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 using the item to re-roll 10s when applicable. Multiple specialties don’t stack.

    Each roll takes one hour. The smith may pause during this process, setting the object aside indefinitely before returning to work on it. Each botch introduces a defect into the item, while accumulating three botches destroys it.


  • 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.

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: December 02, 2019, 02:44:57 PM by coeus »

Offline iron

  • IronTony#0211
  • Community Manager
  • Sr. Member
  • ****
  • Posts: 312
    • View Profile
Re: Mundane Items Crafting: Systems & Guide
« Reply #1 on: January 14, 2020, 09:32:19 PM »
If you are using other Similar backgrounds to this, please contact your race moderator first, before applying.


Similar Backgrounds:
MtA20th - Page 324 - Laboratory/Sanctum - The player can purchase and use this background as it were a Workshop, but they'd have to map it in game, as well as add +%105 per the specialized workplace (The mapping/cost is as per the guide. You need to pay a total of X$ between the two).