Crafting

All spheres use crafting rules as per the Changeling 20th book and run as detailed, expect for master works and their traits.

Difficulty:
The scope of a project determines how difficult it is to complete. The difficulty may never be lower than 3. While the difficulty can exceed 10, this makes the project impossible for any changeling to achieve.

Base Difficulty

Modifiers:
A variety of things, including level of experience, pre-planning research, and specialized tools, can add or subtract from the project’s difficulty rating. There is no limit to how many positive or negative modifiers may affect a difficulty rating, but the difficulty of the creation roll may never be lower than 3.

Modifiers

Successes Threshold:
Several things determine the number of successes required, including the size of the finished project and its complexity. The Storyteller is the final arbiter on how many a particular project will need.

Successes (Other traits can be chosen with ST permissions)

Dice Pool:
Typically the artisan’s Dexterity + Crafts pool, with applicable specialties. Some things can add additional dice, however: assistance permits the artisan to add an additional die to his pool for every skilled helper he has. There is a limit, however, to how many helpers can assist before the extra hands become detrimental.

Small projects (weapons, tools, household items, etc.) are limited to one helper (granting a +1 die bonus). Medium projects (small buildings and siege weapons, for instance) can have up to 5 helpers, for a total of 5 extra dice. Large projects (freeholds, large vehicles, manors) may have up to the artisan’s Dexterity + Crafts in helpers.

Every roll made to complete the project represents a week’s worth of work. Successes on each roll count towards the ultimate total, as determined by the Storyteller. Failure means no progress was made that week, but no other negative effects occur. A botched Crafts roll can have several effects:

❂ A tool may break, forcing a halt to the project until the artisan can make or purchase a replacement.

❂ Important raw materials are destroyed, forcing a pause in the work while new materials are acquired.

❂ Previously completed work is damaged, reducing the project’s total successes by the changeling’s Banality rating.

❂ The changeling injures herself or one of her helpers, taking wound penalties that reduce her dice pool.

❂ Any other consequence the Storyteller deems appropriate.