Crafting

NOTE: These rules are not playtested and apply only to mundane Craft attempts

Comments and questions can be made here

The Craft Ability

Craft is one Ability and is a measure of your understanding of general design principles and crafting know-how. There are five (mundane) Craft Specialties available, costing 3XP or 1BP (or 1/2BP) per Specialty dot:

Air: small, decorative or high-precision items

Earth: buildings and large objects made of stone or earth

Fire: forging and casting large metal objects and creating objects using fire

Wood: carving, weaving and manipulating natural materials

Water: boiling and cooking plants, chemicals and animal materials

Each may be bought up to three times. PCs may also purchase a maximum of three other Specialties, such as With No Tools and In a Workshop. A maximum of three dice may be added to any Craft roll through Specialties. Specialties do not count towards Ability minimums necessary for crafting mundane items. Specialties do count towards Ability minimums for elligibilty to learn esoteric crafts. A PC’s Craft + Fire Specialty (for example) is equivalent to the Craft[Fire] score in the text as written for simplicity sake. Mortals and extras may not attempt crafts they don’t have the appropriate specialty for.

Attributes for Crafting

Craft is governed by multiple Attributes: Intelligence, Perception and Dexterity. Perception is used to discern flaws in a crafted item. Intelligence is used to design craft projects. Dexterity is used to craft the item itself.

Crafting

Mundane crafting can take place on a small, personal scale or a large, teamwork scale. Small projects may not benefit from teamwork bonuses on the actual Dexterity + Craft roll, but may benefit from limited teamwork in the planning phases. Large scale projects require a team of helpers, and thus benefit as normal from teamwork bonuses.

A (Dexterity or Intelligence) + Craft roll is made to perform the actual crafting or repair. All craft projects are assumed to be carried out with the appropriate level of supplies and help, a standard workshop and standard tools. Three things are important in crafting an item: Interval, Cost, and Modifiers.

Interval

Crafting is an extended roll, and the Interval at which these rolls are made is determined by the Storyteller and is based on the complexity and scope of the project. Certain Charms may shorten this Interval. For Intervals one or more steps below minutes are assumed to happen in seconds. Large scale projects tend to take longer Intervals.

  1. minutes
  2. hours
  3. days
  4. weeks
  5. months
  6. seasons

Cost

For mundane crafting, the Cost of a crafted item is the Resources needed to purchase that item with a minimum of 1 and maximum of 5. The Cost of an item is the base difficulty to craft that item. PCs may not attempt to craft or repair items with a Cost higher than their Craft score. The Interval is multiplied by the Cost, as higher quality/complexity items take longer to make. Thus, a blade costing Resources 3 might take 3 days to make. Finally, subtract 1 from the Cost to get the Resources value of the raw materials, supplies and hired help needed to craft the item. If this number is 0, then it is assumed the cost of supplies is negligible.

The number of successes a crafter needs to accumulate to complete their creation is also determined by the Cost. Note that this system does not account for “accidental genius” the way the Exalted 2e system does. If an exceptional or perfect item is desired, the crafter must plan to make it that way. To craft equipment of fine quality, multiply the accumulated successes needed by 1.5 (round up).

  1. 1 success
  2. 3 successes
  3. 6 successes
  4. 10 successes
  5. 25 successes

Modifiers

Various circumstances improve or hurt the crafter’s chance of creating a masterpiece. The bonuses in the table below provide additional dice to roll on the crafting attempt. These bonuses, along with those provided by Charms and Specialties, cannot increase the PC’s dice pool above its normal maximum.

Bonus/Penalty Modifier
-2 Inadequate tools
-2 Inadequate workshop
-2 No assistants on a large scale project
-1 Poor quality tools
-1 Poor quality workshop
-1 Untrained assistants on a large scale project
-1 Insufficient materials (per dot of Resources)
+1 Exceptional tools
+1 Exceptional workshop
+1 Well trained mortal assistants
+2 Perfect tools
+2 Perfect workshop
+2 Magical (demon/spirit/exalt) assistants

Planning

An Intelligence + Craft roll is necessary for planning a craft project. Projects do not need to be planned to be carried out successfully, but it certainly makes it much easier to do so. A successful planning action grants a number of bonus successes to complete the project (equivalent to reducing the target number of successes). Such rolls are always dramatic actions, and take one step less (minutes instead of hours, for example) to plan than the Interval of the crafting roll. The time it takes to plan is the Cost x the Interval. So a moderately complicated Resources 3 item might take 3 hours to plan. The difficulty of the planning roll is equal to the Cost of the item. Basic success and every 3rd threshold successes award 1 bonus success to the project before it is begun.

A planning roll can only be made once per project. Botched planning rolls embed a fatal flaw into the design. The normal rules regarding interruption of extended actions apply. PCs may use plans created by another crafter, assuming they meet the minimum requirements for the project. If a plan awards more successes than is necessary to complete the project, the crafter must still roll Dexterity + Craft for the actual crafting and a failure or botch still indicates an unsuccessful project. Even the best laid plans of mice and men can go astray.

Breaking and Repairing

It is easier to repair or break something that is already somewhat broken. A Perception + Craft roll may be made to identify flaws in manufactured objects such as doors and walls. Successfully identifying these flaws (if they exist) grants bonus dice to the (Dexterity + Craft) roll to repair, the (Strength + Athletics) roll to break, or the (Dexterity + Combat Ability) to attack the item. Such Perception checks always take at least several minutes depending on the scale and complexity of the item being examined and may qualify as a dramatic actions. The difficulty of the Perception roll is equal to the Cost of the item. Basic success provides 1 bonus die and every 3 threshold successes thereafter provides an additional die to a maximum of (Craft) bonus dice. These dice cannot increase the crafter’s Attribute + Ability pool above its normal maximum. Storytellers should not feel compelled to provide bonus dice if the item being examined could reasonably be without significant flaws. Items that are being examined for repair will have flaws, however.

Esoteric/Artifact Crafting

Magical beings may use the esoteric crafts to build artifacts. Esoteric craft is broken down into several Arts. A character can study many Arts, purchasing the same art up to five times. Each purchase is called a Degree, and learning each Degree requires a rating in Craft, Lore and Occult higher than the last. 1st through 3rd Degrees require Craft, Lore and Occult 3, while 4th and 5th Degrees require 6 and 7, respectively. Each Art also has it’s own additional minimum requirements. To craft an Artifact, the PC must posses at least a Degree equal to it’s rating. Learning the 1st, 3rd and 5th Degrees provides one specialty die, however characters cannot ever apply more than +3 specialty dice to a Craft roll no matter how many Arts they study, nor may they add Degrees to Craft rolls not pertaining to esoteric crafts. Conversely, Craft specialties that are not Degrees do not add dice to esoteric craft based rolls. The following Arts are available:

Dream: Roll of Glorious Divinity, Vol. 1: Gods and Elementals
Fate: Manual of Exalted Power: Sidereals
Genesis: _Book of Sorcery, Vol. 1: Wonders of the Lost Age _
Minimum of 3 in both Occult and Medicine
Glamour: Graceful Wicked Masques: The Fair Folk
Magitech: Book of Sorcery, Vol. 1: Wonders of the Lost Age
Minimum of 1 Specialty in Air and Fire and one other mundane Craft.
Moliation: Roll of Glorious Divinity, Vol. 2: Ghosts and Demons
Quintessence: _Compass of Celestial Directions: Yu-Shan _
Vitriol: Manual of Exalted Power: Infernals

When multiple esoteric crafters trained in a Degree or Plan work together to carry out a project, they use the limited cooperation rules rather than full cooperation. Crafters spend the crafting time in uninterrupted work, after which their players roll (Dexterity or Intelligence + Craft + Degree known) against a difficulty of (the project Cost + 2).

Plans

As an alternative to learning a full Degree, characters can follow a Plan, a project that the character has a detailed schematic for, but lacks the understanding of the underlying theory of its design. Each Plan costs a number of experience points to learn equal to twice the artifact rating of the item the Plan is for. PCs can attempt Plans for any project possible with any Degree of an Art, but must meet all other requirements for the Plan (as though they were carrying out a project one Degree lower than it is). Unlike a full Degree, possessing a Plan awards no bonus dice to perform the project.

PCs may create plans for artifacts they have created or can fully understand, though this usually requires study, possession and attunement of the artifact in question for a period of time equal to (its rating) days before the plan is created. Creating plans follows the same rules as for mundane crafting, save that following plans does not grant bonus successes to the Craft roll and the difficulty of the planning roll is (the artifact project’s Cost + 2). The interval is one week, and the crafter must accumulate a number of successes equal to (the project’s Cost x 2). Generally speaking, the Resources value of these plans on the open market is (the project’s Cost + 2), maximum 5, although selling such plans is not usually feasible and could prove dangerous for the crafter.
Breaking and Repairing
Follow the artifact repair and breaking rules per the Exalted 2e Core Book and Books of Sorcery, Vol 1: Wonders of the Lost Age.

Training

Degrees in the Arts of thaumaturgy do not have the same cost or training time as normal Craft specialties. Instead, they cost 10 (or 8) XP or 5 (or 4) BP each. Degrees take (the level of the Degree) months (or weeks) to learn. Plans require one week (or one day) to study before attempting. PCs cannot learn a Degree without a tutor or an instruction manual unless they have Craft, Lore and Occult 5, in which case the training interval extends to years.

Cost

Each project has a Cost similar to mundane projects. An artifact project’s Cost is equal to the artifact’s rating. Artifact projects require disposable ingredients with a Resources value equal to (Cost + 1), maximum 5, and a number of exotic ingredients equal to the project’s Cost. PCs must also have a laboratory, workshop or sanctum full of reusable tools in order to practice craft artifacts, with a Resources cost of 4 for 1st through 3rd Degree and 5 for 4th and 5th Degree. Artifact crafting requires an extended roll of the same dice pools as mundane crafting at a difficulty of (Cost + 2).

The number of successes needed to complete a project depends on the Cost. A botch at any time halves the current accumulated successes, round down.

  1. 10 success
  2. 30 successes
  3. 60 successes
  4. 100 successes
  5. 250 successes

Interval

The Interval for artifact crafting is one season, regardless of the scope or complexity of the project.
Modifiers
Use the modifier table above for mundane crafting, save that an Exalt working with a magical material not native to their type adds a –2 internal penalty to their rolls.

Charm Changes

Peerless Paragon of (Craft) Glories of the Most High: The Unconquered Sun, pp. 28

Works as written, save that only one purchase is necessary for mundane Craft and one additional purchase at Essence 4+ allows the PC to use the Charm on esoteric Crafts.

Flaw-Finding Examination Manual of Exalted Power: The Lunars, pp. 178

As written, save that a successful Perception + Craft roll reduces the Interval of the repair roll by one step.

Form-Fixing Method Manual of Exalted Power: The Lunars, pp. 186

As written, save that the minimum requirement is now at least 1 Craft Specialty in Air or Wood.

Elemental Vision Manual of Exalted Power: The Sidereals, pp. 140

As written, save that the minimum requirement is now at least 1 Craft Specialty in [Element].

Excellent Implementation of Objectives Manual of Exalted Power: The Sidereals, pp. 140

This Charm now reduces the crafting Interval by 1 step.

Flaw-Finding Examination Manual of Exalted Power: The Dragon-Blooded, pp. 142

The roll may now use Dexterity rather than Intelligence for small scale projects.

Frenzied Forge Within Manual of Exalted Power: The Abyssals, pp. 152

This Charm now reduces the crafting Interval by 1 step.

Crafting

Exalted: Academy of the Five Righteous Verities goddessgood