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.