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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.
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