Crafting Rules

General Crafting Rules
Crafting uses DEX and INT (a "Tech" roll) with an applicable skill with at least one "craft" aspect (or "persist" for enchanting).

A critical failure (Failsby of 25 or more) during the crafting process loses all PP earned up to that point. Additional rolls afterwards still award PP as normal, but all PP leading up to the critical failure is lost. This is purely to prevent someone from "rolling forever" to create a godlike item with no possibility of failure - critical failures are extremely rare on two-trait rulings, unless you are far overreaching your character's abilities in crafting.

If you end up over-achieving on PP, it's possible to create an item of a higher worth than you initially intended. Scene rulers will often point this out, but if you notice it yourself, feel free to ask to update the intended item's qualities (and thus the difficulties and PP needed).

Typically, materials that go into an item cost nothing unless they grant their own bonuses to either the crafting process or the item that gets created. For simple base materials, no silver is required.

Be sure to also check the Crafting Bonuses page to be sure you've included all the appropriate bonuses for the crafting process before ruling.

Stat and Skill-boosting Items
Items with number bonuses follow the same rules as our Calculating Item Worth page in the wiki: the "build point" value of the item is adjusted based on the type of bonus.

  • Bonuses to Stats are 1 build point apiece
  • Bonuses to skills are 0.75 build points each

That means you will have to determine the end result desired before you begin. There is some wiggle room if you fall a little shy or overperform, but you need to first pick a target to aim at. That target will determine ALL difficulties and required PP for the item.

Once you know the build point value of the item to be crafted, use the chart below to determine base difficulty and base PP required for the entire process.

NOTE: Crafting is done whole hog rather than in stages, so a 6-build-point item uses diff 50 for the entire process, and 50 PP is required for all six points - it doesn't use diff 40 and 25 PP for the first 5 points and then jump to 50 and 50.

Build Points Difficulty PP Required
1-5 40 25 per point
6-10 50 50 per point
11-15 60 75 per point
16-20 70 100 per point
+1-5 +10 +25 per point

Non-numeric items (for sale or RP use - "vanity" items)
Non-numeric items that don't grant a bonus or make use of PP ("vanity" items) use the following scale instead:

  • Difficulty: 25
  • PP Required: 1 PP per silver value of the item

Crafting Modifiers
There are a few things that can impact the crafting process, such as special materials or effort made to RP the process. For full details, see the wiki pages below:

  • Crafting Bonuses and Lowering Difficulty
  • Material and Magical Modification Guide

Items with Absorption Values (Armor, Shields, etc.)

  • Physical armor (active at all times)
    • Crafting Difficulty: 20 + (5 x Absorption Value)
    • PP Required: 50 x Absorption Value
  • Physical shields (active only when Blocking)
    • Crafting Difficulty: 20 + (5 x Absorption Value)
    • PP Required: 25 x Absorption Value

Example: Armor with an Absorption Value of 7 requires 350 PP at a difficulty of 55. A shield with the same values requires only 175 PP at the same difficulty.

Items with Stored Effects (Enchanted items, Potions Poisons, etc.)
Difficulty for locking a stored effect into an item is determined by the difficulty for the effect to be bound. A 25-difficulty fireball is 25 difficulty to conjure the fire and 25 to bind it to an item. A 70 difficulty metamagic effect would be up against a 70 difficulty to bind to an item.

If the effect is something that expects resistance (a targeted effect against an enemy), the difficulty is what the eventual target will be up against to try to resist it. It can be arbitrarily chosen when the item is created.

PP for items with stored effects is determined using the rules below:

PP for the Effect that's being bound:

  • Non-numeric effects (on/off situations): 1 PP
  • PP effects (healing, shielding): 1 PP per PP of desired effect
  • Temporary stat boosts: 7 PP per point of desired effect

PP Required for the crafter to bind the Effect:

  • One-time use item: 1 PP per PP of desired effect (minimum 25)
  • X-time use item: X PP per PP of the desired effect (minimum 25)
  • Daily use: 50 PP per PP of the desired effect
  • At will use/permanent effect: 150 PP per PP of the desired effect

Outline of the Effect-Binding Process:

  1. Item requester determines size (PP), strength (Difficulty) and frequency of use for the desired effect
  2. Someone (crafter, requester, or a third party) creates the effect to be bound using the PP requirements outlined in the first list above
  3. The crafter binds the effect to an item using the PP requirements outlined in the second list

Effect-Binding Examples
A ring that lets the user trigger a 10 PP teleportation effect daily.

  • Difficulty: 25
  • PP needed to enchant: 500 (10 PP for the effect x 50 for Daily use)

An amulet that chimes whenever Undead are nearby.

  • Difficulty: 25
  • PP needed to enchant: 150 (1 PP for the effect x 150 for At Will use)

A one-time-use 50 PP magical shield token.

  • Difficulty: 25
  • PP needed to enchant: 50 (50 for the effect x 1 for one-time use)

Bolster/Hinder Effects
Effects that enhance or hinder a skill or stat work just like they do at the time of casting, with the net effect to the target being 1/7th the PP generated by the maker of the effect. That means the maker of the effect needs 7 times the PP as the effect itself, so omeone looking to craft a poison that causes -10 to DEX would need 70 PP to generate the effect. The crafter then needs another 70 PP at the same difficulty to bind it into a potion or item.

Bottled Environmental Effects Environmental Damage effects, such as explosives, traps, or damaging spells intended to hit multiple targets, follow the enchanting rules with two exceptions: the difficulty to craft an Environmental Damage effect is always 25 (even though the difficulty to resist them is 1), and the base damage of the stored effect is 1/7th the PP generated to produce it (just like wither bolster/hinder effects).

To make a bomb with a base damage of 20, a bombmaker must generate 140 PP (20 x 7) at a difficulty 25 to create the effect itself, and another 140 PP to bind it into the bomb for use later.

Companions and Vehicles
Craftable companions (like drones or golems) and vehicles operate based on the total build points involved. Standard companions use 150 build points for their total stats and skills.

The difficulty to craft a companion or vehicle is 1/3rd the total build points, so the difficulty for standard companions is 50 (150/3). Difficulties always round up to the next 5-point increment, so a 151-point companion or vehicle rounds up to difficulty 55 immediately. A 175-point companion or vehicle is diff 60, and so on.

PP required to build a companion or vehicle is equal to the total build points, so the standard companion requires 150 PP to create.




Materials for Crafting

Materials for Crafting

In many systems there are required materials in order to craft an item. That is not the case here, as a character can craft an item using their skill with the craft aspect and does not need any required materials to do so. Materials come into play only if the player is looking for something to provide a crafting bonus.

Materials assist in crafting one of two ways, but helping reduce the amount of PP needed to create an item, or can provide a crafting skill bonus (PP/7 type buff).

There are a couple of ways to obtain materials for crafting: Rewards from a session, purchasing the materials, or a scene where the character goes salvaging for materials. Though some materials may not be purchasable without some oversight, especially if they are considered dangerous. If ever unsure, feel free to ask!

A material is a one time use item and is consumed during the crafting process. If a character uses multiple materials in a crafting scene they are all consumed.

The cost of materials is related to the amount of PP they will affect. They are a one time use item they are PP amount x 5 silver.
Example: Ruffles wants to make a knife on her blacksmith. So she goes and buys some steel and leather on her character to help her reach the PP goal. She decides that she wants 25PP worth of materials, so she is charged 25x5 = 125 silver worth of steel and leather for the knife. With the materials now on her character she uses them in her crafting scene and makes her character's knife.

Material rarity for crafting is usually a non-issue. Considering the player character population on average is lucky to be even 1% of the actual in setting world population, there is no reason to make materials unobtainable or expensive on the sole basis they are suppose to be rare.

Materials can take on many different forms, such as being raw materials like ore, plant material, etc; components that have to be assembled; and even items that have been salvaged, such as the remains of a weapon or toaster.

There are no exhaustive lists on what materials exist in each setting. The rule of thumb is so long as it fits the theme and tone of the setting it is ok. If there are any confusion or questions on what may potentially exist then please ask.





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