Alternate crafting rules

Here are alternate crafting rules for anyone who is interested in taking crafting. For the sake of those without books, I’m going to restate crafting rules that are in the main book that are the same.

There are 5 types of Crafts. They each have their own rating, and as such, when you put points into crafts, you must choose one type of craft. As they are technically different skills, you can take different specialties for each type of craft.

The five types of Craft are as follows.

Craft (Air) – Calligraphy, jewelry-making, creating precision instruments and glassblowing, making small, decorative or high-precision items).

Craft (Earth)- Masonry, stone cutting, creating earthworks (creating buildings and large objects with stone or earth).

Craft (Fire) – Blacksmithing, making ceramics (forging and casting large metal objects and creating objects using fire)

Craft (Water) – Cooking, brewing, leather working, pharmacy, poison-making (boiling and cooking plants, chemicals and animal materials).

Craft (Wood) – Carpentry, weaving, paper-making, flower arranging (carving, weaving and manipulating natural materials).

To craft a mundane item, you must have an appropriate craft rating equal to it’s resource rating – 1. To craft Artifacts or Manses, you must possess a rating in the appropriate craft equal to the artifact rating + 2.

There are also other types of crafts derived from these crafts. The most important types of crafts for this purpose are Craft (Glamour), Craft (Magitech),Craft (Manse), and Craft (Genesis). These are derived stats, which are based on one or more of the regular crafting skills, as well as other related skills.

Craft [Genesis] is creating lifeforms that are not found in nature. The equivalent to this in the our world would be genetic manipulation. This generally requires an extensive lab, most of the time found in manses that are designed for such things. Your Craft Genesis rating is the average of your Medicine, Lore, Occult, and your Craft (Water) rating rounded down, with a maximum of the Lowest of those abilities. I.E. Medicine 5, Lore 5, Occult 5, Craft (Water) 1 is averaged to be 4, but because your Craft Water is only 1, then your derived value for Craft (Genesis) is rated at 1.

Craft (Magitech) is creating Magical artifacts that often have moving or complicated parts. These go beyond your standard armor or sword, and are much more complex to create and generally require maintenance. They often require a specialized forge to build these things. Your Craft (Magitech) rating is derived from the average of your Craft (Air), Craft (Fire), Lore, and Occult rating rounded down, with a Maximum of the Lowest of these abilities.

Craft (Glamour) is crafting gossamer items out of the stuff of the Wyld. As such, this craft is usually reserved for the Fair Folk and those Exalted and Gods with the appropriate charms to work items out of the Wyld without the need for a roll. Lunars however can learn a knack that can let them purchase fairfolk charms. As such, If you purchase any charm that requires a roll based on Craft (Glamour) your Craft (Glamour) rating is derived from the average of your Lore, Occult, Integrity, Presence, and the appropriate craft type for the object you are trying to create rounded down, with a maximum of the Lowest of these abilities.

Craft (Manse) is creating a structure over a Demense to cause the flow of Essence in the area to collect, creating a Hearthstone. Such a structure is called a Manse, and require a great deal of design and time to create. Craft (Manse) is unique, in that Manses can be designed in many different ways. Because of this, your Craft Manse rating is actually derived based on the type of craft that is appropriate for the craft design. For example, a manse that is a building would be derived from Craft (Earth), where as a manse that is designed around the growth of a hedge labyrinth would be derived from Craft (Wood). Your craft (Manse) rating is derived from the average of your appropriate Craft, Lore, and Occult rounded down, with a maximum of the Lowest of these abilities.

Optional Rule for manse design: To simplify the process of determining what craft is needed for what type of manse, the ST may choose to use these hard and fast rules. Terrestrial Manses always use the type of craft associated with the type of manse being designed. Celestial Manses are much more complicated then Terrestrial manses, and as such, use Craft (Magitech) for structure based designed and Craft (Genesis) for designed based around natural designs.

Crafting Rolls

There are 3 phases to creating anything with Crafting, though not all 3 phases are necessarily required.

Phase 1- Design (Optional) – In this phase, Schematics are created for the item which you wish to craft. Designing an object is an extended Intelligence + Craft roll. A successful design requires a number of successes equal to 1/2 the number of successes required to create the item, rounded down in Phase 3. You may also only make a roll as often as defined for the rating of the item in Phase 3 (see below). A successful design offers several bonuses. For one, the lack of a design for any artifact or rating 2 or higher imposes a penalty of -2 to all rolls in the crafting phase. Secondly, these successes count as part of the total number of successes required to craft the item. Thirdly, once an item has been designed, any item made from the exact same design benefits from the successes you’ve already accumulated, therefore reducing the amount of time it takes to recreate the item. Lastly, if you wish to change or refine the design, you may carry over half of the successes accumulated in this phase towards the new design. You also benefit from this if you have a partial design to start from. This step is not optional for Manse design.

Phase 2 – Gather materials (Optional) – While not truly optional, as you always need some type of material to build from, There are a few ways to gather items, and no roll is required for any of them. You may simply use what you have at hand, which allows you to create only items of at most Fine Quality. You may acquire appropriate mundane materials for the project, which allows you to make items up to Exceptional quality. If you have the appropriate materials on hand already, then this takes no more time then the first option. If you do not however, you must acquire them through some method in game, which will take time, money, or some other expenditure. Lastly, you can go find exotic materials. This can range from stronger or lighter metals to the hide of a river dragon. The ST is the final judge on what is considered an appropriate exotic material. Using exotic materials allows you to create perfect items. It also allows you to create Artifact items and Manses. Perfect Mundane Items require a number of exotic materials equal to half it’s resource rating, rounded up. Artifacts and Manses require a number of exotic materials equal to the artifact or manse rating. Exotic materials must be appropriate for the item you are crafting.

Phase 3 – Creating the item (Mandatory) – There are two options for creating items in this phase. Any item that can be crafted by a single person, such as jewelry, armor, weapons, etc… requires an extended Dex + Craft roll. Items that require assistance to build, such as structures, ships, and larger weapons not meant to be carried require an extended Intelligence + Craft roll. Manses do not roll anything in this phase. The below charts describes the total number of successes required.

Mundane Items: (note, resource 6 and 7 items are only available as exceptional or perfect versions of resource 4 and 5 items. They are still valued at Resources 5 purchases, however, resource 6 ratings lower your income by 1 for a season, and a resource 7 purchase lowers your income by 1 for a year.)

Resource 1 items – require 5 successes, you may roll once per hour.

Resource 2 items – require 10 successes, you may toll once per day.

Resource 3 items – require 15 successes, you may roll twice per week

Resource 4 Items – require 25 successes, you may roll once per week.

Resource 5 Items – requires 40 successes, you may roll once per 2 weeks.

Resource 6 items – requires 75 successes, you may roll once per 4 weeks

Resource 7 items – require 100 successes, you may roll once per 8 weeks.

Modifiers: These affect the resource rating of the items.

Fine items + 0 (this requires an additional 2 successes)

Exceptional items + 1

Perfect Items + 2

Small item -1 (Jewelry for instance is usually valuable, but is smaller, and thus takes less time and effort to create. Unlike other modifiers, this does not affect the actual resource value of the item.)

Threshold successes: If, in your final crafting roll for an item, you exceed the total amount of successes needed to craft the item, you have threshold successes. Threshold successes can improve the quality of an item by one or more levels automatically. For example, if you’re making a normal dagger, and you have 4 successes accumulated, you’d roll again, and suddenly you get 3 more successes. Since you have a total of 7 successes, the item has 2 threshold successes. As such, the dagger is of fine quality. If instead of 3 more successes, you had gotten 6 successes, it would be a total of 10 successes and the dagger would be exceptional. If you had gotten an impressive 11 successes with your last roll, you would have made a perfect dagger. There is no level above perfect, and as such, any successes that exceed the number needed to get a perfect item are lost. It is important to note that you can specifically aim to make fine, exceptional, or perfect items.

Artifact items:

Rating 1 items – requires 10 successes, you may roll once per day.

Rating 2 items – requires 30 successes, you may toll once per week

Rating 3 items – requires 60 successes, you may roll once per 3 weeks

Rating 4 items – requires 100 successes, you may roll once per 6 weeks

Rating 5 items – requires 250 successes, you may roll once per 12 weeks

Artifact modifiers: These modify your dice pool in phase 3, not the rating of the artifact.

Mundane tools – 4

Exceptional Mundane tools – 2

Perfect Mundane Tools + 0

Forge Manse + 2

Appropriate Forge Manse +4 (does not stack with Forge Manse bonus.)

Manse Crafting: Manse crafting is unique in that the design phase is the most important phase. To design a manse, make the appropriate roll once per week until you have accumulated the appropriate number of successes.

Rating 1 Manse – requires 5 successes on Phase 1

Rating 2 Manse – requires 15 successes on Phase 1

Rating 3 Manse – requires 30 successes on Phase 1

Rating 4 Manse – requires 50 successes on Phase 1

Rating 5 Manse – requires 125 successes on Phase 1

Manses are always large projects. They take a number of people to build equal to the rating as described below. They take an amount of time equal to twice the manse rating in years to build. Moving up the rating scale by one level will half this time.

Labor requirements for large projects: These requirements are the same for both Mundane and Artifact items. These are for the unskilled, manual labor.

Rating of 1 – Requires at least 25 people

Rating of 2 – Requires at least 50 people

Rating of 3 – Requires at least 100 people

Rating of 4 – Requires at least 200 people

Rating of 5 – Requires at least 500 people

Rating of 6 – Requires at least 1000 people

Rating of 7 – Requires at least 2000 people

Rating of 8 – Requires at least 5000 people

You may reduce the time between rolls in Phase 3 by using a rating of labor 1 higher then the rating of the item. This reduces the rating of the item for the purposes of time by one level. It does not effect the number of successes needed. Also, because of their magical nature, consider manses to be one rating higher then they are for determining the number of workers to utilize.

Optionally, you may decrease the number of people you use, and instead increase the amount of time between rolls by one factor higher then the rating of the item being built. You can reduce the number of people below a rating of 1. Some projects you just can’t do alone.

Supernaturals as Labor: Some supernatural creatures are naturally better at being labor that mortals. As such, They often count as more then one laborer.

1st Circle Demons and the equivalent often count as 5 laborers

2nd Circle Demons and the equivalent often count as 25 laborers

3rd Circle Demons and the equivalent often count as 100 or more laborers

Other Modifiers:

Assistants:

Assistants come in many different variates, but they must always be skilled labor with some knowledge of crafting. Instead of adding dice, using assistants will add successes to each roll they assist with.

basic assistant: Anyone with at least 1 dot in the appropriate craft. Their rudimentary knowledge means they are of minimal use to most crafters.

skilled assistant: Anyone with a rating equal to one less then the level needed to craft the item. As a note, basic assistants can be considered skilled assistants for lower level mundane items.

Master assistants: Anyone with a rating equal to or greater then the craft rating needed to craft an item.

Additional qualifiers: These are additional improvements on the basic levels of the assistant range. Each assistant that meets one of these levels of qualification adds that bonus to whatever group they belong to, and they are cumulative. These qualifiers assume the supernatural has some essence based powers to assist in the crafting, such as charms or innate powers. (i.e. if you have 2 terrestrial exalted who are basic craftsmen, then you’d still need 5 basic craftsmen to get the base +1, but so long as you met that requirement, you’d get an additional +2 on top of that for two of your basic assistants being terrestrials.)

Tier 1 supernaturals: Terrestrial exalted, God Blooded, Elemental, Terrestrial god, fair folk commoner, 1st circle demon, ghosts

Tier 2 supernaturals: Celestial Exalt, Celestial God, 2nd circle Demon, Greater Elemental, fair folk noble, deathlords, hekatonkhire

Tier 3 supernaturals: 3rd circle demons, Incarna, Powerful hekatonkhire, Yozi’s, Neverbotn

Modifiers:

Basic assistant: +1 for every 5

Skilled assistant: +1 for every 2

Master assistants: +2 for every 1

Tier 1 supernatural: +1

Tier 2 Supernatural: +3

Tier 3 supernatural: +6

You may utilize up to 5 assistants per rating level of the project. Large projects that use Intelligence in phase 3 consider their rating to be one higher for purposes of this total.

Alternate crafting rules

Path of the White Navigator, Finding the Silver-Horned Watcher Truehades