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Tabletop Crafts Rules

Determine Complexity
The storyteller should determine the complexity of a basic item. This will usually be scored between 1
and 5. The complexity determines a number of things. For example:

Base
Complexity Description Examples
Time
Items anyone with any skill in A simple knife (weaponsmith). A
1 the appropriate area should be functional, fitting shirt (tailor). 1 day
able to make. Basic ammunition. (gunsmithing)
More refined items, standard
2 An axe. A nice suit jacket. A rifle. 1 week
stock in trade.
A normal sword. An elegant
Items requiring a good amount
3 evening dress. A semi-automatic 2 weeks
of training to pull off properly.
pistol.
Items that require flawless Unusual weapons, such as hook
1
4 fundamentals and a number of swords. A luxurious ball gown. An
month
specialized techniques. automatic weapon.
A true katana or other such labor
The most complex of items,
and technique intensive blade. 2
5 requiring a tremendous effort
Clothes fit for royalty. Complex months
to make even a typical example.
guns such as gyrojets, etc.

If the item being made is a prototype or otherwise experimental, the Storyteller should add anywhere
from another 1 to 5 to the complexity rating. Note that this does not mean that the idea or calculations
behind a prototype will be successful, but rather that the physical item made is sufficient to prove
whether or not the basic concept works.

The base time listed is what is required to produce an “adequate” example of the item.

Finally, Storytellers have discretion over whether or not an item may be attempted at a given Crafts
level. Typically, someone with level 3 in a craft should be able to at least attempt anything, but
someone with level 1 or 2 may lack the skill to create high complexity items regardless of their
attributes.

Consider Modifications
Modifying the base statistics of an item is possible. A “normal” item requires a number of successes
equal to the complexity of the item. Extra successes can be dedicated to modify the item (see
Modifications below for a list of modifications and their cost in extra successes). Each extra success
used to modify an item adds the base time to the total time required to craft. So if a character wished
to make a sword (complexity 3) with 2 points of modifications, the sword would take 6 weeks (2 for the
base, +2 for each of the points of modification).

Note that modifications MUST be decided upon before the process starts. You cannot make the crafts
roll, see how many extra successes you have, and then determine what it is your character made.

Create the Item


The character makes a Crafts roll. The ST should determine whether the item is something that requires
precision (Dex + Crafts), careful planning and understanding (Int + Crafts), or both (Lower of Int or Dex +
Crafts). For example, making a radio would probably be Int + Crafts. Making a katana would be Dex +
Crafts. Making a miniature spy drone the that can fit in the palm of your hand would require both, and
use the lower of Dex or Int.

The difficulty on the roll is standard (6), unless the ST decides otherwise (inadequate tools, etc).
However, non-supernatural bonuses should never drop the difficulty below 5 or increase it above 9.

 If enough successes are achieved (complexity + modifications), then the item is created. Extra
successes at this point reduce the time taken by 10% each, up to 50% max.
 If the roll fails by less than half the required successes, the creation was flawed in some way,
and is unsuitable for use. However, most of the raw materials should still be useful if the
character wishes to attempt it again.
 If the roll fails by more than half the required successes, the character has ruined the item so
badly that the raw materials are useless for further attempts.
 If the roll botches, the item appears to be successful, but should malfunction horribly at a time
and place very inconvenient for the character.

Because the roll represents a sustained effort over a long period of time, willpower may not be spent on
this roll. Similarly, Storyteller discretion should be used for any other dice pool boost or difficulty
reduction that does not apply specifically to crafts rolls – any such power must be sustainable over the
time required to make the item.

Permutations
Modifying an existing item
Modifying an existing item requires the same number of successes as if the item was being made from
scratch. However, the base time can be subtracted from the time required, leaving only the time
required by the modification successes. Storytellers have discretion over whether or not any given set
of modifications would be too extensive to apply to an already existing item, and require the character
to start from scratch.
Mass Production
No form of mass production may be used to create modified items, only standard.

Magical items
These bonuses cannot stack with magical bonuses of any sort. Use only the higher bonus. At Storyteller
discretion, this same system can be used to impart magical bonuses to items – simply use a different roll
(Intelligence + Occult, for example). In general, storytellers should make it quicker to achieve similar
effects magically, but the same costs, limits, and reasonable dice pool sizes/difficulty numbers should be
maintained for game balance purposes.

Modification List

Modification Description Mechanical Benefit Cost Limit


1 for the first level, 2 for the second, 4
for the third, etc. These costs are
Accuracy Improves the balance and -1 Difficulty to hit with
cumulative (it would take 7 extra Difficulty 4
(Melee) handling of a melee weapon weapon
successes to give a weapon -3 difficulty
to hit)
2 for the first level, 4 for the second, 8
Accuracy Improves the accuracy of a -1 Difficulty to hit with
for the third, etc. These costs are Difficulty 4
(Ranged) ranged weapon weapon
cumulative.
Improves the appearance of
This is mostly left to
an object. Standard items
storyteller discretion, but
tend to have the minimum
may have a few mechanical
acceptable appearance for
Aesthetic effects (item qualifies to 1 per level ST Discretion
their purpose (royal clothing is
fascinate Toreador, spirits
still showy, for example). Each
are more likely to accept it
success here increases the
as a Fetish, etc) .
appeal of the item.
50% increase
over the base
Increases the damage of a item (round
Damage Item gains +1 damage 3 per level
weapon up, 1 level is
always
possible)
1 for the first level, 2 for the second, 4
Makes a melee weapon or -1 difficulty to block/parry
Defense for the third, etc. These costs are Difficulty 4
shield easier to defend with. with item
cumulative.
Increases the toughness of the
item, making it harder to
damage. Note that this Item gains +1 health level
Durability 1 per level ST Discretion
applies to the item itself, not or +1 die to soak damage.
to anything it is protecting - It
does not refer to Armor value.
50% increase
over the base
Increases the armor value of a item (round
Protection Item gains +1 armor level 3 per level
piece of armor. up, 1 level is
always
possible)
Range may be
Increases the range interval of
Range Adds +10% to range interval 1 per level doubled at
a ranged weapon
most
50% increase
over the base
Increases the firing rate of a item (round
Rate Adds 1 to rate 2 per level
ranged weapon up, 1 level is
always
possible)
Item reduces difficulty of
either a specialty or an
May only be
ability by -1. The bonus
purchased
Makes a non-combat item must be appropriate. For 2 for a specialty bonus. 5 for a full
Skill Bonus once,
more suitable for use example, a computer could ability.
regardless of
give a -1 difficulty to
version
Computer (Hacking) rolls, or
to all Computer rolls.
ST discretion based on the object and
the ability desired. For example,
This is the item that extending the ammunition capacity of
requires the most ST any firearm would be mostly even
Special Adds a special ability/quality discretion. It covers making across the board. On the other hand,
ST Discretion
Quality to an object pistols full-auto, armor fire making a semi-automatic pistol full auto
retardant, and all such might require 3 successes, while making
things. a shotgun automatic might only require
1, and a handgun could not be
automatic at all.

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