Crafting (FiD)

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All crafting id done in downtime. Study and Tinker are the actions used to craft. There are several different kinds of things you can craft, with different prerequisites. In general, you must first make or find an Gadget and then you can craft an item. Rituals are not items and not strictly crafted, but the rules are similar enough that they are covered here.

Item Types

  • Common items are not very special and can be used and created by anyone.
  • Special Equipment is tied to specific playbooks. It is harder to make and use but requires no special ability.
  • Armaments combine features of magic items and Gadgets and are made from Designs by Artificers, Occultists, Savants, Theurges, and Wizards.
  • Gadgets are created by Artificers and Savants using Designs based on well-known principles of arcana and natural philosophy.
  • Alchemy is created by Artificers, Occultists, Savants, Theurges, and Wizards using a formula. This category include all kinds of magical potions, oils, powders and the like. Almost all alchemical items are Consubables.
  • Magic Items are what preceded Gadgets, having more varied effects not based on modern theories. They can be very powerful, but are harder to craft, as there is no equivalent of Designs for magic items. Artificers, Theurges, and Wizards make magic items.
  • Rituals are magical routines to achieve effects rather than items. Occultists, Theurges, and Wizards use Protocols to perform rituals. This is a dangerous project that often attracts hostile attention. When you succeed at performing a ritual, it has a direct effect on the world.

Special Abilities

The following special abilities relate to crafting.

  • Occultist: Armament, Alchemy, Magic Items, Ritual
  • Savant: Armaments, Gadgets, Alchemy
  • Artificer: Armaments, Gadgets, Alchemy, Magic Items
  • Theurge: Armaments, Alchemy, Magic Items, Rituals
  • Wizard: Armaments, Alchemy, Magic Items, Rituals
  1. Ritualist (Occultist, Theurge, Wizard): You can Study an occult Ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery and research Procedures for new rituals. You begin with one Procedure already learned. See p 222.
  2. Enchanter (Occultist, Theurge, Wizard): When you invent or craft (p 224) Alchemy, Armaments, and Magic Items, take +1d to your roll. You can make new Designs and Formulas. You begin with one Design (for Armaments only) or Formula already known.
  3. Inventor (Savant): When you invent or craft (p 224) Alchemy, Armaments, and Gadgets, take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known.
  4. Master Maker (Artificer): When you invent or craft (p 224) Alchemy, Armaments, Gadgets, and Magic Items, take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known.