Crafting

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Crafting


Rules & House Rules

Most items that are available for purchase can be crafted. Crafted items will have the exact same stats, effects, and etc, as the items that appear in the books. A list of equipment, along with book/page references, can be found here. You cannot add bonuses, enhance the stats of items, or make new, unique items, though you can modify the equipment bonus certain items give.


Please note that as of 12/24/2014, we are using a new system! This system may be tweaked if we find crafting becomes too difficult/easy. Crafting will no longer be pegged to damage, defense, armor, etc. Crafting will be pegged to the availability score of an item. Availability was introduced in GMC, and it represents the general difficulty to get an item. Resources allow you to buy goods, but as far as crafting goes, a higher availability means the item is harder to craft. Many of our items will show the a cost score. Use cost in place of availability when the latter is not available.


Crafters must have a score in Crafts equal to or greater than the availability score of the item being created. Additional skills might also be required (such as science to make explosives, or computer to build a fancy computer).


Crafting


Dice Pool: Intelligence* or Dexterity* + Crafts.Specialty

Required successes: 5 + (Availability/Cost x 5)

Length: 1 roll = 1 day's (8 hours) worth of work. (With Good Time Management, this time is halved.)


  • All crafting is an extended roll made with Intelligence/Dexterity + Crafts.Specialty + any bonuses (equipment, etc). Using Intelligence or Dexterity will be based on method and item being made, i.e., making things by hand in a forge is likely to be dexterity, using automated machinery and 3D printing is likely to be intelligence. (Updated 1/27/2014)


Required Successes

Items will no longer have different formulas for calculating successes. Simply multiply Availability by 5, then add 5.

Ammo

  • Availability scores for ammo are contained in the Armory book.


Equipment

  • Equipment should have an availability listed. If it does not, availability is calculated as Bonus + 1, with a max bonus of +4, and a max availability of 5.
  • Ex: A very well made guitar, which gives a +3 bonus to performance rolls, would be availability 4. This guitar would require 5 + (5 x 4) = 25 successes.


Special Materials

  • Special materials increase the availability rating of an item, either because they are hard to obtain or hard to work with.
  • Unless otherwise specified, special materials add +1 to availability.
  • Special materials CAN raise the availability score of an item above 5. The successes for crafting will be calculated as normal.
  • Ex: A War Axe is availability 3. This would require 20 successes. 5 (base) + (5 x 3 availability). If the axe was made out of bone, it would increase the availability by 1, bringing the required total to 25. Unspecified special materials add 1 to the availability. See below for specific examples.


Rules on special materials are pulled from the Armory book, and modified where needed. For weapons, refer to p. 19. For firearms, p. 88. Below are comments on our most commonly sought special materials.


Iron - Equipment crafted with cold iron receive -1 durability. For more information, refer to this page. Cold iron bullets function as in the Armory book.


Obsidian - Obsidian grants +1 damage to weapons. Obsidian also makes a weapon exceedingly brittle. Any weapon made out of obsidian has a durability of 1. In addition, obsidian follows the sames rules as a shard of glass (Armory, p. 43): if the weapon ever does two or more damage in a single attack, the obsidian breaks and becomes useless. Obsidian raises the availability of an item by 2.


Silver - Equipment crafted with silver is durability 2, and suffers -1 to damage. Silver raises the availability of an item by 2.


Note: If you intend to craft using a special material, you'll be asked to provide a reason why. Cold iron and silver are poor materials, and steel would be a better choice for the average smith. We will send your request to the relevant sphere for approval if necessary. Simply having a high Occult score is not a valid reason.


Homemade Explosives

  • Homemade explosives require uses Intelligence + Science + Equipment to create explosives.
  • A workshop is a good idea. This workshop does not need to give a bonus to crafting, but is more for your safety. Crafting explosives in your kitchen will increase the chances of blowing yourself to bits.
  • Sufficient quantities of legal product may draw attention. This is going to be up to Law and Equip on a case by case basis, depending on what is being made. But the best rule of thumb is to build it up slowly, over time, rather than trying to make a van full of hand grenades in one go.
  • Illegal materials require hitting the black market.


Required Successes

  • When possible, use the availability (or cost) of an explosive. When not, refer to the following:
  • Availability = Damage + (Blast Area / 5) + Force
    • Ex: A standard frag grenade (Frag (Standard)) has the following stats: Damage: 2; Blast Area: 10; Force: 3
    • Availability would be set to 2 + (10/5) + 3 = 7. Required successes would then be set to 7*5+5 = 40.
    • Explosives will be made in batches. Generally, one go will produce half a dozen of whatever you are crafting.


  • Keep in mind that damages cap at 5 for items and weapons. Anything larger than 5 will require some additional oversight, depending on purpose and use (to keep it within the scope of fair play).


  • This system is currently in a testing phase. If creating explosives is too hard/easy, it will be modified.


Note

  • Crafting costs money. Resources must be bought or otherwise obtained. For the sake of resource spends, the availability of the materials is set to the availability of an item minus 1, to a minimum of 1. Ex: A war axe is cost/availability 3. The materials to craft it would cost 3-1. You'd need a minimum of 2 resources to craft this weapon.


  • A suitable workshop/tools must be noted, accessible, and feasible (a metal working shop will not work for crafting from leather; automotive tools will not work for sewing). You cannot run a forge and churn out war axes from the back of your van, regardless how cool the wizard painted on the side of it is.


  • Some items CANNOT be crafted. This includes but will not be limited to military weaponry (tanks, jet fighters, and bombs) and Dragon Skin items. We, as Equip Staffers and Staffers in general, reserve the right to say no to a build we feel is either too outrageous, unfeasible, or otherwise too powerful. While it would be cool to have an Iron Man suit of armor, that type of technology isn't available in this day and age.


  • Vehicles fall under this system but use a piece meal system. It is broken up by Durability, Size, Acceleration, and Max Speed. With this, yes, you can put a Super Car engine (if you can afford it) into a medium truck and go vroomvroom. Successes will be calculated based on the desired stats of the vehicle in the job.


  • You cannot add extra successes to an item to make it do more damage. It doesn't matter if you get 100 successes to craft your 3L sword, it will only ever do 3L damage mundanely.


We, as Staff, reserve the right to alter, tweak, change, or otherwise use this system as we see fit. If need be, numbers may change up or down to reflect possible abilities to abuse it.