Changeling Item Creation
Creating a chimerical item (C20 317-318)
Materials
- Materials can be handwaved unless the crafter is imprisoned or otherwise confined to a small area.
Planning (optional but recommended)
- Intelligence + Crafts (or Science or other appropriate ability) vs 6 (-2 diff for Master Craftsman merit)
- Each roll ICly takes 1 day (8+ hours)
- Every 5 successes = -1 diff on crafting (max -3 total)
- No successes and no previous identical project = +3 diff on crafting
Crafting
Basics
- Dexterity + Crafts, see below for difficulty (-2 diff for Master Craftsman merit)
- Each roll ICly takes 1 week (2 days for boggans observed by no one except possibly other boggans)
Helpers
- Helpers are limited to PCs or Chimerical Companion and provide +1 die each
Complexity | Max helpers |
---|---|
Simple / Basic | 1 |
Advanced / Complex | 5 |
Masterwork | Artisan's Dexterity + Crafts |
Base difficulty
Base difficulty | Complexity | Examples |
---|---|---|
6 | Simple | Functional, plain, everyday items |
7 | Basic | Unadorned weapons (melee/thrown/bows), shields, tools |
8 | Advanced | Full armor, unique weapons, houses, specialized tools |
9 | Complex | Machinery (guns), siege weapons, clockwork steeds |
10+ | Masterwork | Castles, legendary weapons, airships |
Modifiers
Modifier | Location |
---|---|
-2 | Dream realm |
-1 | Freehold, Near Dreaming, or low Banality mundane area (1-4) |
+1 | Medium Banality mundane area (5-8) |
+3 | Extreme Banality mundane area (9-10) |
Modifier | Planning |
---|---|
-1 to -3 | Thorough research or project plans (see above) |
-1 | Experienced with previous identical projects (at least two) |
+3 | New project with no planning (no previous identical project) |
Modifier | Tools, workspace, materials |
---|---|
-2 | Specialized tools and workspace |
-1 | Basic tools |
+1 | Improper tools or workspace |
+2 | Broken tools, inappropriate workspace |
+3 | No tools, improper materials |
+4 | No tools, no materials |
Modifier | Extra powers |
---|---|
+1 | -1 diff to the attack or primary use roll (max -3 total) |
+1 | +1 diff to the target's defense roll (max +3 total) |
+1 | Emulate a rede |
Successes required
Successes | Complexity |
---|---|
1+ | Simple |
6+ | Basic |
11+* | Advanced |
16+* | Complex |
26+* | Masterwork |
* -3 for Master Craftsman merit
Creating a treasure (C20 323-325)
General:
- Limit of one level of one art per treasure.
- Can hold (2*level) points of temp Glamour. Changelings can transfer theirs to it at any time.
- A treasure can be destroyed for Glamour, but it triggers Banality.
Crafting a treasure:
- Materials require a number of mystical components (non-trivial to acquire, a PRP combat in the Dreaming typically provides one) equal to its level.
- Crafter need not possess the art being emulated.
- Creation follows same rules as chimerical items.
- Crafting difficulty is increased by level of art emulated.
- Using the treasure works as if the wielder had it at that level, except:
- Wielder need not possess the relevant realm.
- Treasure's Glamour (if any) is spent before wielder's.
Imbuing a treasure:
- Materials require a mundane item with significant impact on inspiration or creativity. Examples:
- Guitar once owned by popular musician.
- Can of spray paint used by street artist.
- Murder weapon used by serial killer.
- Roll Intelligence + Gremayre (each roll ICly takes one hour) and accumulate (5*level) successes.
- Spend temp Glamour equal to the treasure's level.
- Crafter must possess the art/level being emulated.
- These treasures are typically given to others, as they give the crafter no bonus except realm flexibility.
- Using the treasure works as if the wielder had it at that level, except:
- Wielder must spend 1 temp Glamour in addition to any normal cost.
- Wielder need not possess the relevant realm.
- Treasure's Glamour (if any) is spent before wielder's.