Crafting: A character can create items such as clothing or weaponry for as little as a quarter of their price. Building a piece of weaponry is a series of Intelligence rolls using the weapon's useable skills as the skill for the rolls. Building clothing is a similar series of Intelligence rolls, using Home Ec for tailored clothing and Science for crafted clothing. The difficulty for the rolls for building one of these is equal to 9 for an item if you do not have instructions or a similar item handy to use as a model, and 7 if you do, plus an additional modifier based on the item's cost. The modifiers are as follows:
Cost Difficulty
$0-$100 -1
$101-$250 +0
$251-$500 +1
$501-$1000 +2
$1001-$2500 +3
$2501-$5000 +4
$5001-$10000 +5
$10001-$25000 +6
$25001-$50000 +7
$50001+ +8
These items require a number of successful rolls equal to the number of maximum superior enhancements the item in question could have once completed if it is a piece of clothing or a weapon, plus 1 per 200 dollars the item costs(Rounded up to the next nearest multiple of 200). To begin building the item, the character must spend 25% of the item's cost in materials. From there, they may spend 1 hour of crafting to make an appropriate roll. For each successful roll they make, the item is one step closer to completion, but each time they fail the roll, they must spend an additional percentage of the item's cost to make up for the parts ruined in the failed attempt before making any additional attempts. The percentage you must pay for a failure depends on the item's cost, and is as follows:
Cost Failure Cost Percentage
$0-$250 10%
$251-$1000 5%
$1001-$5000 1%
$5001-$25000 .5%
$25001+ .25%
If a character is particularly unskilled or unlucky, the cost of building an item can exceed the cost of buying one outright. On the other hand, whenever a character rolls double or more the building difficulty, they may spend an additional hour to make another roll, with +4 added to the difficulty this time. If they are successful, they may spend half the price of the next level of Superior Enhancements to add a level of Superior Quality Enhancement to that item, though if the roll is unsuccessful no money is spent. If they are making something that is not able to use Superior Quality Enhancements, or the player would rather not pay for such an enhancement the crafter may determine another benefit that the item can provide by taking a benefit charge. The crafter may save up multiples of these benefit charges to make more useful benefits. All benefits stack on the same item, but multiple copies of the same benefit do not stack on multiple items, rather the highest benefit is counted. Examples of potential benefits and how many benefit charges they require are below. They do not need to decide what the enhancements or benefits are until the item is completed, so they may purchase enhancements that cost more than 1 level apiece. Once all of the needed successes are accumulated, the item is completed. Non-weapon, non-armor items provide their benefits to anyone using a hand action to hold them.
1 charge: +1 to a specific noncombat, noncasting skill/stat combination.
1 charge: Item Restores 2 HP or 2 MP (chosen by crafter) per hour.
1 charge: +1 to this weapon's damage against the crafter's choice of wild animals, near-shadows, shadows, or one race group of their choice.
1 charge: +1 to spellcasting for a single element of the crafter's choice.
1 charge: Item generates $2 per week of casting materials for a facet of the crafter's choice.
2 charges: +1 to a specific skill/stat casting roll.
2 charges: +1 damage to the crafter's choice of strong, fast, or precise attacks made with any weapon.
2 charges: +1 to this weapon's damage.
2 charges: +10 to this ranged or thrown weapon's range.
2 charges: +1 to the user's movement speed.
3 charges: +1 to the crafter's choice of infatuation, intimidation, or infuriation rolls.
3 charges: +2 soak on this armor.
3 charges: +1 to user's traumatic damage thresholds.
3 charges: Item restores 1 HP or MP (chosen by crafter) per minute.
3 charges: Item generates $10 per week of casting materials for a facet of the crafter's choice.
5 charges: Increase die types of all non-stat damage dice dealt by this weapon.
5 charges: +1 to a single stat of the crafter's choice.
5 charges: Increase this armor's armor value by 1.
5 charges: +1 die to an oppose type chosen by crafter.
5 charges: +1 to the user's initiative rolls.
Max Superior Quality Enhancements Per Slot:
Head: 2
Eyes: 2
Neck: 2
Shoulders: 3
Torso: 5
Arms: 3
Legs: 2
Feet: 2
Weapons(1h): 10
Weapons(2h): 20
Shields: 10