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. You must first make or find instructions 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 Made by Artificers and Savants based on well-known principles of arcana and natural philosophy. Any character can craft a Gadget from a design they have access to.
- 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 Consumables.
- 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 a Design for a magic item can only be used once. A new design must be made or found to craft another identical magic item. Artificers, Theurges, and Wizards make magic items.
- Rituals Magical routines to achieve supernatural effects. 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 and usually immediate effect on the world. Rituals do not involve creating items beyond simply recording protocols.
Item Rules
Rulebook p 224 and forward.
Unless having the Consumable trait, inventions can be used again and again as long as they are not lost.
Manufacturing or acquiring Consumable item gives you a single dose. If the item is listed in your playbook, your tier matches the complexity of the alchemic item, or you made the alchemic item yourself, you gain a replacements for any used doses after each score. Otherwise you must make or acquire another Consumable to use it again.
These are recuring traits of inventions.
- Artifact is an item that only exists in a few copies and more can only be made with extreme effort or not at all. More powerful artifacts often have a destiny and cannot be destroyed unless that destiny is fulfilled.
- Common. This formula is commonly available and need not be invented or sought out, and ready-made items are easier to acquire.
- Complex. You'll have to craft it in multiple stages; the GM will tell you how many. One downtime activity and crafting roll is needed per stage, but the complexity is reduced by one per additional stage required.
- Conspicuous. This creation doesn't go unnoticed. Take +1 heat if it's used any number of times on an operation. Questionably legal. Reduces complexity by one.
- Consumable. This creation has a limited number of uses. Reduces complexity by one. Alchemicals have this drawback and gain no reduction in Complexity.
- Emergency Mainly applicable to improvised weapons, this is the opposite of Fine and reduces effect by one category.
- Material. Mainly applicable to armor. This creation gains abilities from the materials it is constructed of. This does not affect complexity, but an item can only have one material.
- Playbook. This item is only useable by those who have it on their playbook's inventory.
- Rare. This creation requires a rare item or material when it is crafted. Reduces complexity by one.
- Unreliable. When you use the item, make a fortune roll (using its quality) to see how well it performs. Reduces complexity by one.
- Volatile. The item produces a dangerous or troublesome side-effect for the user, specified by the GM (see examples on the sample creations, next page). This can be from given examples or invented by the GM. A side-effect is a consequence, and may be resisted. Reduces complexity by one.
The complexity modifications of the Complex and Rare drawbacks have not been included in each item's listed complexity, as this would not reduce the sale price and availability of the item. When actually manufacturing something with these drawbacks, reduce the complexity the creator has to contend with without changing the final complexity.
Inventions are sorted by complexity, the first number on each line.
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
- 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.
- 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.
- 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.
- 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.