Crafts Skill

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Crafts Skill
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Crafts represents a character's training or experience in creating works of physical art or construction with his hands, from paintings to car engines to classical sculpture. Characters possessing this Skill typically have the knowledge, but not necessarily the tools or facilities to make use of their capabilities. A character might be an exceptional mechanic, for example, but still needs to sweet-talk his boss into opening up the garage after-hours to work on his friend's car. Crafting a piece of art or creating an object is almost always an extended roll, with the length of time and number of successes required determined by the complexity of the piece. The Storyteller has final say on the time required and the number of successes needed for a particular item.


General Roll Results


Create Art

Dice Pool: Intelligence + Crafts + equipment
Action: Extended (4-15+ successes, each roll represents 30 minutes of work)
Suggested Equipment: High-grade tool set (+1), high-quality marble or clay (+1), high-tech tools (laser leveler, saws with laser guides) (+2), specialized sculpting tools (+2), extensive reference library (+2), garage (+3), carpentry shop (+3)
Possible Penalties: Poor-quality tool set (-1), poor quality materials (-1), lack of reference library (-1), improvised work area (-1)

Your character sets out to create a piece of art, whether it's a painting, drawing or sculpture. It's quicker and easier to create a clay bowl or doodle than a life-size replica or mural. The former may call for only four successes while the latter may call for 15 or more, and hours of effort.

Creating poems, songs, novels or speeches calls for the Expression Skill.


Repair Item

Much like making an item from scratch, repairing an item requires varying amounts of time and effort. Typically, for repairing damage to a broken object, one success equals one point of damage repaired.

Dice Pool: Dexterity + Crafts + equipment
Action: Extended (4-10 successes, one roll equals 30 minutes of work)
Suggested Equipment: High-grade tool set (+1), high-quality materials (+1), high-tech tools (laser leveler, saws with laser guides) (+2), specialized sculpting tools (+2), extensive reference library (+2), garage (+3), carpentry shop (+3)
Possible Penalties: Poor-quality tool set (-1), poor quality materials (-1), lack of reference library (-1), improvised work area (-1)

Repairing a damaged item is an extended action, requiring a number of successes depending on the extent of the repairs and the overall difficulty of the job. Changing a spark plug in a car might require only four successes, while rebuilding the entire engine might demand 15 or more. As a general rule, one success is required on an extended roll to repair one point of damage to a broken object's Structure. (See Objects.)

Many repairs require specific tools and/or facilities. If your character does not have all the necessary equipment available, a -1 modifier applies. If he does not have any of the necessary tools to fix the item, the Storyteller may declare that the task is impossible.

Example: Mace is asked by a friend to fix a damaged computer. Mace's Dexterity is 3 and her Crafts (with a Computer Specialty) is 2. She has all the proper electronics and tools to make the repair, so there is no negative modifier to the rolls, but her equipment is of average quality and doesn't give a bonus. Her dice pool therefore consists of six dice. Repairing the computer is a fairly complicated task, so the Storyteller determines that it will take seven successes to complete. Five rolls (and two-and-a-half hours) later, the necessary successes are accumulated and the computer is fixed.


House Rule System

The basis of this formula/idea is to use Objects and their various factors: most notably Size and Durability.

Size: The larger an item is, the longer it takes to create it, the smaller it is, the harder it is to work on.
Durability: Carving an ice sculpture is harder than a Play-Doh sculpture. How difficult is a given material to work with?

So to create a formula, we'll drive the Size and Durability into the Target Number of Successes needed, which represents the time and effort needed to create the Object. Craftsmanship (quality) will remain a dice penalty as is the standard for nWoD 'difficulty' modifiers.

Target Successes Required

Durability
Size
0
(paper, thin glass)
+1
1
(wood, hard plastic, glass)
+3
2
(stone, aluminum)
+5
3
(steel, iron, bone)
+7
0 (snow globe) +3 4 6 8 10
1 (knife) +1 2 4 6 8
2 (sword) +0 1 3 5 7
3 (chair) +1 2 4 6 8
4 (table) +3 4 6 8 10
5 (car) +5 6 8 10 12


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