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This ability involves hands-on creation and construction of things that aren't directed related to technological construction, though a character may use technology in the process of crafting. Crafts allows a character to create lasting beauty or useful and functional articles with a variety of materials and media.

Having dots in craft allows for a character to attempt construction of any sort of craftable item, though a) they won't get the specialty bonuses for rolls that don't involve their specialty, and b) the difficulties are likely to be slightly higher for items outside of their specialty.

You must take a specialty in craft at the first dot/rank. A character may have multiple specialties in craft, but any beyond the first are going to be scrutinized heavily by your application wizard. For example, a specialty in painting might have a secondary specialty of drawing or graphic design, but not all painters may be good at either of those.

x Unskilled: You can make something rudimentary, but it's neither pretty nor good enough for everyday use.

• Novice: You can produce something basic, but attractive or functional.

•• Practiced: Your work has a known and recognizable style.

••• Competent: Other artisans are familiar with you, and they praise your skills.

•••• Expert: Unique items you make fetch high prices, and they are highly desired.

••••• Master: You are among the greatest crafters in your chosen field.

  • Possessed by: Artists, Designers, Handcrafters.
  • Expertise: Woodworking, Drawing, Painting, Weaving, Carving, Sculpture, Metalworking, Carpentry, Tailoring.
  • Specialties: Imitation/Forgery, Graphic Design, Handcrafting, Fetish Making.

Item Creation Process Edit

As applied to both Crafts and Technology (and Larceny, as appropriate).

The Wizard and player should discuss the tools and resources being utilized (to determine difficulty and if any resources will be lost if the process fails; see below). The Wizard then chooses one of the following time interval categories as appropriate.

Roll Once per...
Interval Examples
Day Simple Items: Knife, Back Porch, Skirt, etc
Week Moderately Complicated Items: Gun, Sword, Period Costume, Mural
Month Extremely Complicated Items: Vehicles, Computers, Buildings, etc


The Wizard then determines the class of item and the associated number of successes.

Class of Item Required Successes (Mastercraft)
Easy 5 (8)
Moderate 10 (15)
Hard 20 (30)


Caveats:

  • Time: A player may take as long as they need to when creating an item, with some caveats. You are limited to a number of intervals equal to the total rating of a character’s attribute + ability. If that time is passed without the necessary number of successes being made, the item is a wash, and all materials are wasted.
  • Difficulties: Standard is 6. This may vary per the quality of tools available (lacking = higher diff; dedicated and well stocked shop, quality tools, special ability (Matter magic) = lower diff). Further, using nonstandard items or creation processes may increase difficulties.
  • Master Crafted: If a character manages 1.5x the necessary number of successes, the item is master crafted. The Wizard will determine some kind of special bonus as appropriate to the item (this may be discussed).
  • Botching: If a character botches a roll, all pooled successes are lost. A Willpower point may be spent as normal to mitigate this.

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