House Rules: Crafting

Use Pg 317 of C20 guidelines for basic crafting.

PROCESS

  1. Project detailed in Crafting Thread
  2. Approved by the Storyteller, Successes assigned
  3. All Rolls Documented and Witnessed by ST - planning and crafting
  4. Bluebook how the crafting is accomplished and/or screenshots of the crafting being done IC
 

CHIMERICAL ITEMS


Craft needed: Your craft skill needs to match your project choice. You cannot use tailoring to craft metal armor for instance, but can use it to craft a ballgown. There is no dot level restriction for attempting difficult projects. Even a beginner can attempt a masterpiece, it will just take them longer and they have a high chance of failure or botch.
Planning: Planning rolls are Int + Craft (or applicable skill such as medicine or science for medicines or poisons)
  • Planning rolls are dif 6
You may roll multiple times with the following rules:
  1. Each planning roll equals one day of work
  2. For every 5 cumulative successes you gain -1 difficulty on your crafting roll; you may gain a maximum bonus -3
  3. A botch erases all cumulative successes and the character needs to start again.

Crafting:
  • Crafting rolls are Dex + Craft (or applicable skill such as medicine or science for medicines or poisons)
  • Difficulties are set by an ST as per the chart on pg 317 of C20
  • Modifiers are set by an St as per pg 318 of C20
  • Chimerical assistants have their own stats and may perform one roll per week with dex+crafts to contribute their successes on a project their respective fae is working on. Their botches can destroy materials just as the kithain's can. They cannot have separate projects of their own, nor can they make more than one roll weekly.
  Number of successes required: Set by an ST per the chart below unless it is a Chimerical item of level 1-3 and you choose to voluntarily use the highest amount of successes as a goal to craft the item. This does not give the item any benefits but will expedite the crafting process allowing the player to plan ahead more readily.
Each roll equals one week of work (8 hours per day), and you may use WP once per project. This means WP may be used on one roll during the entire crafting process for a project, planning included.
You must identify All Crafting rolls in the dieroller thread with "Crafting(Specialty if applied) ClientName Item".  
  • 1–5 Level 1 Chimerical item
  • 6–10 Level 2 Chimerical Item
  • 11–15 Level 3 Chimerical Item
  • 16–25 Level 4 Chimerical item
  • 26+ Level 5 Chimerical item
  (Level 4 and 5 items always require ST approval)   Maximum projects you may work on at one time: As each project assumes 8 hours of work per day, a crafter may work on a maximum of 2 projects at a time.
Working two projects per day assumes a full 12-16 hours of work crafting and means a character can not hold down a full time job, or attempt materials questing at the same time. Working one project at a time has no restrictions.

Dross Cost:
  • Chimerical Items level 1-3 now cost 2 dross per level of item. The venue is established well enough that there is plenty of dross income.
  • Chimerical Item levels 4 and 5 will cost additional dross to craft due to their complex natures. Dross cost will be determined by the ST on a per project basis when number of successes are assigned to a project.
  The crafter may charge additional dross for their effort/pay and are encouraged to do so ICly. Haggle!   Tracking rolls: Rolls are to be kept track of on the forums via bluebooking thread   Modifications/Upgrades: Have the same basic rules as creation. ST-determined number of successes required (since each level has a range of successes you can modify with or without adding a full level), then roll plan and craft as normal. Added risk of damaging or destroying the existing item with the mod.    

TREASURES - Crafted

  Craft needed: As with Chimerical Items.   Planning: PLANNING ROLLS ARE REQUIRED FOR TREASURES
  • Planning rolls are Int + Craft
  • Planning rolls are dif 7
You may roll multiple times with the following rules:
  1. Each planning roll equals three days of work
  2. For every 7 cumulative successes you gain -1 difficulty on your crafting roll; you may gain a maximum bonus -3
  3. A botch erases all cumulative successes and the character needs to start again.
  4. You must gain a minimum of 1 success per level of treasure to start crafting
  Number of successes required: Each roll equals one week of work (8 hours per day), and you may use WP once per project. This means WP may be used on one roll during the entire crafting process for a project, planning included. You must identify All Crafting rolls in the dieroller thread with "Crafting(Specialty if applied) ClientName Item".  
  • 5 Level 1 Art
  • 11 Level 2 Art
  • 19 Level 3 Art
  • 27 Level 4 Art
  • 35 Level 5 Art
  Maximum projects you may work on at one time: If crafting a Treasure, that is ALL the crafter may work on in that given week. Treasure crafting may be put on hold to work on other projects, but will lose one accumulated success each week it is delayed for other projects to represent the delicate state of the magic being woven into the item.   Materials Requirements Will be determined by ST, with creative input by players.   Dross Cost: This is the creation cost, not necessarily what the Crafter will charge the PC for the item and her time and effort.
  • 2 Level 1 Art
  • 10 Level 2 Art
  • 18 Level 3 Art
  • ST Call - Level 4 Art
  • ST Call - Level 5 Art
  XP Cost: The Treasure Background is purchased for 3XPxLevel, separately for each Treasure owned. Example- "Mike has a 2 pt Treasure Dagger that casts Confounding Coils and a 1 pt Treasure lighter that casts Seer's Wisp. He would pay 6XP for the Dagger and 3XP for the Lighter, and staff will record them on his sheet separately."   Tracking rolls: Rolls are to be kept track of on the forums via crafting thread under the Experience Forum   Modifications/Upgrades: Cannot be applied to a Treasure, as they are crafted to suit a specific Art/Cantrip/Magical Ability.  

TREASURES - Imbued

  The Crafter must have the Art at the level intended to be imbued into the item, and the ST has to approve the item being used to support it. After that, the crafter may roll Intelligence + Gremayre once per week in an attempt to gain the required 5 successes per level of the Art used, spending a point of glamour to seal in the accumulated successes each time. A failure gains nothing, a botch damages the item being imbued. (If the item is fragile, a botch may destroy it entirely, more solid items can survive minor botches at ST discretion.) Only one Willpower may be spent during creation total, regardless of the number of rolls needed to succeed.   XP Cost as above for Crafted Treasure.   Glamour Cost for Use of Treasure Arts: In general if the Treasure uses an Art, the User must spend one point of Glamour to activate the treasure, and make the roll associated with the use of the respective Art's level.   STANDARD DISCLAIMER: Crafting rules are subject to change as we see how they play on chat. ANY ITEMS CREATED MUST BE BOUGHT VIA XP SPEND AND ADDED TO THE CHARACTER SHEET OF THE OWNER BEFORE USE.