Quality | # Actions Required | # Successes Required |
Basic | 5 | 1 |
Uncommon | 15 | 4 |
Rare* | 30 | 8 |
Ultra-Rare* | 60 | 10 |
Masterpiece** | 100 | 12 |
*Rare and Ultra-Rare crafts have an additional requirement of investiture in the item. When crafting something of such high quality, the craftsman is putting a piece of themselves in the work. For each action spent on crafting, the craftsman must spend a Willpower point that does not grant an automatic success. Assuming the Craftsman spends one action per day crafting, this comes out as a net even balance as he regains one Willpower point per day automatically. Any more than that and he will start to suffer Willpower loss.
**Masterpieces have their own unique system and requirements which is detailed below in its own section.
The crafter may work on as many projects at once as he desires, however as a static number of Downtime Actions must be spent, this is simply dividing his time between his projects, and each will still take the full amount of time required for the item in question.
As crafting takes place over an extended period of time, no blood expenditures will be permitted. The roll at the end of the process represents weeks of work, not simply a single action. By the same principle Willpower may not be spent to gain an automatic success. Attribute bonuses that last for extended periods of time such as those gained from certain transformations may be allowed at ST discretion, but only if they would not hinder the ability to craft (a Gangrel in Cheetah form may have +3 Dexterity, but a cheetah is not going to be a very efficient craftsman).
A crafted item’s Appearance rating is equal to one half of the successes scored to create it (rounding up). Any item with an Appearance of 4 or higher is considered Entrancing as per the Toreador flaw.
When crafting an item, you must declare your intent to create a given level of quality before the process begins. If you fail to reach the required level of success, the item is a total failure. Likewise, if you overshoot and get far more successes than necessary, you do not gain additional Features that you would have gained for a more ambitious work, though the extra successes will still raise the item’s Appearance.
Leadership may be used on crafting rolls, representing the aid of assistants or apprentices on a larger project. However, the aid of apprentices does not affect the quality of the item and as such does not add dice to the roll as normal. Instead, for every success on an Intelligence + Leadership check to delegate minor tasks and organize assistants, the required number of actions is reduced by one. This check is made at the beginning of the Crafting process if so desired. As usual with Leadership, each assistant must have at least one dot in crafts to aid, and each assistant who attempts to aid must spend a single downtime action to grant this aid, regardless of whether their aid is actually incorporated based on the Leadership roll of the crafter. The crafter must be the one to make the Leadership roll in this case.
Some items such as expendable ammunition and chemical compounds may be made in larger batches. In such cases assume a standard of 10 items per craft check, though this may vary depending on the individual craft involved.