User Tools

Site Tools


house_rules:crafting

Crafting

Any artistic or creative project has three factors: Complexity, Scale, and Material. These factors determine the Craft Rating, which determines the TN of the project and the Time Rating, which gives the amount of time needed to complete the project;

Factors

When a player proposes an Artisan/Crafting project to a GM the two will agree on a 0-5 rating in three factors: Complexity, Scale and Material.

Once these three ratings are chosen they are used to find the TN and Crafting Time of the project.

NOTE: You have to discuss your proposed crafting project with GM Helle Or Gm Saelvarath before you make it your FBA and roll. This is to ensure that the craft complexity, scale and such remains as consistent as possible. If you are doing more of exactly the same as has been approved before, you can keep doing it, The same if the crafting numbers are approved by a GM already (like the Heimin homes posted on the forum by em) then you also don't need to speak with someone first.

All new features must be approved before the roll.

See Here for more info on how to make a Crafting Roll on the Forums.

For example an Origami Crane would be CR 2 (Simple, Tiny, Paper). A Katana would be CR 7 (Challenging, Modest, Metal).

Complexity

Complexity is a measure of how difficult the project is. Level of detail, tricky procedures, number of steps and more all factor into how complex a project is. The Complexity of written projects and performances is a measure of the difficulty of the styles and themes going into it.

Tier Complexity
0 Trivial:
-Raw materials used nearly as-is1)
-Nonexistent or vague detailing
-Elementary style or themes2)
1 Simple:
-An item of a single piece, or pieces joined together simply3)
-Minor detailing4)
2 Average:
-An item with materials requiring processing or multiple components joined together in a complex fashion
-Moderate Detailing5)
3 Challenging:
-Raw materials subjected to elaborate processing.6)
-Moving parts.7)
-Details requiring careful attention to discern.
- Style fit for a high court, dense topic, multi-layered themes.
4 Splendid:
-Simple self-moving parts.8)
-Extremely complex planning and construction9)
5 Fantastical:
-Elaborate self-moving parts.
-Construction straining the limits of Rokugani technology.10)
-Exquisite detail.11)

Scale

Scale measures the size of a material item, the length of a written work, or the length and number of performers in a performance.

Tier Scale
0 Tiny:
-An item that can be held in one hand or can be concealed in a pocket or sleeve.12)
-A short letter or blueprint of a house
-a 5 minute solo performance
-A normal meal for up to five people, snacks for up to a dozen people.
-A single dose of antidote, poison or other alchemical mixture
1 Modest:
-An item that must be carried in both hands or in a backpack.13)
-a lengthy letter or map of a small village or neighbourhood
-A fifteen minute solo performance or a five minute performance with up to a dozen performers.
-A feast for a single person, a normal meal for up to a dozen people, snacks for several dozen people.
-Five doses of antidote, poison or alchemical potion.
2 Average:
-A human to horse-sized item14)
-A short pillow-book.
-A small lean-to or tiny room.
-A solo performance up to an hour long or a fifteen minutes performance with up to a dozen performers.
-A feast for up to five people, normal meals for several dozen people, or snacks for hundreds of people.
-Fifteen doses of antidote, poison or alchemical potion.
3 Sizeable:
-A horse-sized to elephant-sized item.15)
-A structure a few people can fit inside.16)
-A lengthy pillow-book or short treatise.
-A several hour solo performance, an hour long performance with up to a dozen performers. a fifteen minute performance by dozens of performers.
-A feast for dozens of people, normal meals for thousands of people.
-## doses of a poison or alchemical compound.
4 Huge:
-A structure possible to walk around inside.17)
-A lengthy treatise.
-A several hour performance with up to a dozen performers. or a fifteen minute performance with dozens of performers.
-A feast for hundreds of people, normal meals or snacks for thousands of people.
5 Epic:
-A structure possible to get lost inside.18)
-A Multi-volume treatise
-A several hour performance with dozens of performers or an hour long performance with upwards of a hundred performers.

Batches

Some simple items are able to be produced with greater efficiency when done in batches. as written a single arrow takes 3 hours to craft. in cases like this it can be assumed that multiple copies are being produced. Furthermore, by willingly raising the Scale of the project significantly more copies can be produced. Glory (see below) is only earned once per project, not once per item.

Batches are done 1 at base Scale, 4 at +1, 16 at +2 and +3 gives 64.

Only mass produced objects can be made this way, only a poor poet churns out thoughtless haiku and no classy samurai want to wear the same kimono as everyone else. Most crafted items are works of art and signs of status that become meaningless when multiple copies exist.

Splitting up a large project

Sometimes several people will want to work on the same project, sometimes the TN is just too daunting, and sometimes it is just more convenient to split one large project into several smaller ones and fit them together. Like a Reverse batching actually. Rather than raise the scale to get more of the same, you lower the scale to make only part of it at a time. This of course comes at a cost. First, if it was not planed well (With Blue prints or a work plan made with the skill you will use to create the project) you will automatically get a flaw on the finished product. Secondly, each piece becomes it's own crafting project and so may take up it's own FBA, meaning you'd possibly spend 4-5 FBA's on a project, rather than one. The scale goes -1 scale is 4 separate projects. -2 scale is 16 separate projects. -3 is 64 separate projects. If this brings the time of the pieces down to 4 days or less you can try to make more than one piece in a week. Up to the full weeks time worth of projects. (Max 10 rolls still apply per FBA) The cost of a project is still it's Original cost based on scale. Only split up. You can only split a project over the season and the following break.

Labour Shortages

Small projects can feasibly be undertaken by a single person, other are normally completed with the aid or service of apprentices or labourers; large projects, however, call for a larger workforce, and are difficult or impossible to complete alone. You may undertake a project with a workforce smaller than recommended, but for each level of difference between the workforce available to you and that recommended, the Complexity of the project increases by 1 (this may raise complexity beyond 5).

Scale Workforce Scale Workforce
0-2 Alone - Five 3 Six - Twelve
4 Dozens 5 Hundreds

Material

The project's Material is chosen using the most time consuming or difficult to work with material in the project. A naginata may be mostly wood but it’s the metal blade that’s taking the most effort to produce. Count only those items that are a major concern of the project; a kobune is considered Wood despite employing metal nails.

Some Material just take more or less time to work with, The Time Rating (TR) of a Material is used to determine how long a project will take.

Tier Material TR
0 Ink19) -2
0 Performance20) -3
0 Wood21) 0
0 Writing22) -4
1 Cloth23) -1
1 Earth24) +1
1 Paper25) -5
1 Plant26) -2
2 Alchemy27) -2
2 Stone28) +1
3 Glass +1
3 Metal29) +4
5 Sacred30) +2

Atypical Materials

Some projects may employ an atypical material, whether to get around a shortage, to achieve a specific effect such as lighter weight, or simply to show off. In these cases, Rokugani crafting techniques must be adapted to the purpose with thought and effort; use the new Material and increase the Complexity by 2 (this may bring complexity over 5).

Multiple Materials

There are some cases where a single material cannot be easily decided upon 31) use the higher of each materials CR values and subtract 1 if the difference between between the pair is two or greater. repeat with the TR values.

Target Number

To find the TN of the project multiply the Crafting Rating by 5. So in our examples, a paper crane and katana would be TN 5 and 35 respectively. You may lower the TN by 5 taking an applicable Flaw (subject to GM approval) prior to rolling.

Raises

Raises may be called to add Features to benefit the project , or to shorten the crafting time.

Failure

On a failed roll, the PC has three options:

  1. Produce a flawed project: If you failed the roll by 5 or less, then your failure is not complete: you have produced the desired item, it is only… imperfect. If you accept this option, a GM will select Flaws from the table below, sufficient to retroactively reduce the TN to a point where your roll will succeed (one Flaw taken after the fact will reduce the TN by 3, 2 will reduce it by 5). The crafting roll is considered a success. Note, if you chose this option all your features stay, you only get a flaw in addition.
  2. Abandon the project: Lose all time invested in the project and half the resources. You may start over from the beginning at no penalty (aside from the need to replace the lost resources), or you may do something else, as you wish. (Remember we don't track resources for scale 2 or less)
  3. You went over budget or over time: No one scraps a house or a road over small flaws, small mistakes and the like. Instead more work and time, or more resources gets thrown at the project till it is finished. Your project lose all the features you had called raises for and on top of that you must add either 25% more resources, or 25% more time to finish it.

Crafting Time

The crafting time is determined by the Time Rating. For a physical item, it represents the time needed to create it; for a performance, it represents the time needed to rehearse it (and compose or write it, if it is an original work). The Time Rating is the Projects Complexity Rating*3 + Scale Rating*2 + Material TR modifier

This will give the crafting time, as shown in the Crafting Time table.

You may call Raises to reduce the crafting time of a physical item; each Raises reduces the time needed by 10%. You may not lower the crafting time to less than 40% of the original total (requiring 6 Raises).

For a performance, you may call Raises to perform impromptu, without needing rehearsal. Once you have rehearsed a particular performance, you may repeat it as often as you wish in the same season (or the next season, if the rehearsal was during a seasonal break) without the need for further rehearsal; however, repetition quickly dulls the lustre of even the best showing, and repeated performances yield progressively less Glory (see below).

While undertaking a project lasting longer than a week, you may take the time for smaller side projects. You may take no more time than TR - 6 of from such a project, or your main project will be delayed with the same amount of time as the extra projects.

Crafting Time
TR Time TR Time TR Time TR Time
-8 N/A 3 3 Hours 14 6 Weeks 25 6 Years
-7 1 Second 4 4 Hours 15 2 Months 26 10 Years
-6 10 Seconds 5 6 Hours 16 3 Months 27 15 Years
-5 30 Seconds 6 1 Day 17 4 Months 28 20 Years
-4 1 Minute 7 2 Days 18 6 Months 29 25 Years
-3 5 Minutes 8 3 Days 19 9 Months 30 50 Years
-2 10 Minutes 9 4 Days 20 1 Year 31 100 Years
-1 15 Minutes 10 1 Week 21 18 Months 32 200 Years
0 30 Minutes 11 2 Weeks 22 2 Years 33 500 Years
1 1 Hour 12 3 Weeks 23 3 Years
2 2 Hours 13 1 Month 24 4 Years

Glory

Particularly spectacular examples of an art or craft may win renown, if publicly used or displayed (it will be assumed that this happens unless you specify that you are deliberately keeping your work hidden). The Glory Rating of any project is equal to the Craft Rating, plus one for every two Raises allocated to Features, minus 3 if the relevant skill is High or 5 if it is a Merchant Skill32). On completing a project with any skill not marked as Low, gain this many points of Glory, to a minimum of 0. (See the Here for more on gaining Glory in FRO8.)

Example: Kaiu Katherine is making a katana for her lord. This is a Craft Rating 7 project (Complexity 3, Scale 1, Material 3), so the Glory Rating is 7 - 4 = 3, and completing it will earn her 3 points of Glory. If she calls 2 Raises to add a Feature, the Glory Rating will go to 4, and she will gain 4 Glory - she has made a better-than-average katana, which is more notable. If she also has access to a Free Raise from some source, and uses it to add another Feature, she will instead gain 5 Glory; if, however, she uses it to lower the TN or reduce the crafting time, she will still gain 4 Glory.

Shoddy workmanship, however, is much frowned upon in Rokugan, especially from a member of the samurai caste. If you publicly acknowledge a project with Flaws, such as using it or presenting it you lose 2 points of Glory per Flaw. It will be assumed that you are not doing so unless the nature of the project precludes it (e.g. a house or other publicly-visible structure) or unless you specifically say otherwise.

Low Crafting Skills never produce Glory; if you become known to have created an item with a Low skill, calculate its Glory rating as though it were a High skill, but gain that much Infamy instead.

Features & Flaws

Raises may be spent to add Features to a project. Each Feature costs 1 Raise unless stated otherwise. A feature can only be added to a project once unless it is tagged as Scalable

There are two types of bonus: persistent and situational. A persistent bonus is one that will apply to all rolls the item is used for. A situational bonus is one that will require certain conditions to apply, have a limited number of uses or applies to rolls that the user does not initiate themselves.

Features

  • Beautiful [Scalable] (Any): Whether through well-executed ostentation, elegant grace, striking minimalism, touching poignancy, witty humour, or some other approach, the item or performance is more aesthetically pleasing than usual. Every 2 Raises called for this Feature (rounded down) count as three for the purpose of gaining Glory.
  • Bespoke (Armour/Clothing): The item is superbly fitted to the recipient. Bespoke armour takes 25% less time to don or remove; bespoke clothing takes 50% less time. Looks swanky too!
  • Breathes [Scalable, 2/level] (Armour/Clothing): The item has been cunningly made to perform its usual functions while keeping the wearer cool and dry (or cooler and dryer, at any rate) in the heat and humidity that afflict the colony. Every level grants +1k0 to rolls to resist heat sickness. 33)
  • Calming [Scalable] (Locations34)): +1 per level to Meditation rolls within it.
  • Distinct [Scalable, Max: Complexity] (Any Wearable): The item is unique and memorable, making it much easier to recognise you (and to identify the item’s creator). For each level in this Feature, others gain a +2 bonus to any rolls to recognise the owner or the maker of the item.
  • Grip [Scalable (special)] (Weapons, Tools): This item has an especially well-fitted grip, making it easy to keep hold of. Gain +2 per level to any roll to avoid dropping this item (including rolls against Disarm attempts). If the item is made with more than 1 level in this Feature, it must be custom-made for a specific person’s grip, and the bonus does not apply for anyone else.
  • Hidden Pocket/Compartment (Clothing, Furniture):
  • Informative [Scalable] (Books):
  • Pointed (Writing, Acting, Poetry, Oratory, Storytelling):
  • Ready [Cost 2] (weapon):
  • Sailor’s Dream [Scalable] (ships):
  • Seaworthy [Scalable] (ships):
  • Great materials [Scalable] 2 called raises on the production of a part of a project (either dyes or the cloth for a kimono and so on) gives one FR for a feature chosen at the time the material is created. (yes this makes the material it’s own crafting project with TN and time used that doesn’t at all help on the later project beyond the feature given). Only one set of great materials will work for any project and if it’s batched up for several alike items Only 2 raises may be called.
    • Dry! (Housing, clothing, Containers) this object is better at keeping its contents free from the ever present damp of the colony's summer and safe from the torrential downpour of the monsoon season. This could be stilts keeping the floor above water level or the material being better at repelling water than normal so those using/staying in it get less wet and grumpy. It only protects the contents/wearers/inhabitants while they are fully insides. So a scroll taken out of the case will get damp, or wet. (3 Raises for Water tight. Not recommended for housing.. or clothes)
    • Excellent Blueprints/Exellent work plans [scalable] (Blueprints/work plans). Call 2 raises on the planning, and gain one free raise to the project. The raise has to be assigned to the feature it will be used for, when the blueprints are being designed. If one is making several exactly alike projects in the same close area, the same blueprints may be used for each. If not one has to make one for each thing.
    • Efficiency [Scalable, Max: 3] (Specific Structures?): Through thorough planning and foresight, you found ways to include materials people would normally have scrapped. Each rank of this feature reduces the materials used in 'construction' by 5%.
    • Informative [Scalable] (Books) Every raise on this book permits someone to learn the topic taught insides it at one week less time. The number of raises determine up to what skill level anyone can benefit from it. 1 skill rank per raise called on the books making. Max raises assigned to this feature is the writers skill.
    • Instructive (Writing/drawings)  2 raises on this book may let someone that has the book on hand at all times while doing the roll roll as if they have 1 in the skill rather than 0. If they have the skill already +2 to the roll. (no crafting or social rolls while on the spot)

Flaws

  • Awkward (Armour, Clothing): If this item would not inflict armour penalties, it inflicts penalties as though it were Light Armour. Light Armour inflicts penalties as though it were Heavy Armour. Heavy Armour penalties are increased by +3.
  • Banal [Scalable] (Writing, Performance): Your work isn’t offensive, or anything, it’s just… boring. No-one wants to know the creator of this. Lose a point of Glory for each level taken in this Flaw.
  • Fragile [Scalable] (Weapons):
  • Lemon [Scalable] (Ships, large structures): This item performs its function, but the it's demands for maintenance and upkeep are truly nightmarish. Your effective Lifestyle is reduced by 1 per level so long as you possess this item; if you ever choose to stop paying this cost, it will soon fall apart into uselessness.
  • Shoddy [Scalable] (Ships, tools, weapons): This item just does not like to be used. Weapons and tools slip, brushes smudge, ropes fray and sails break loose… when making a roll using this item, at level 1 the user suffers +2 to the TN. At level 2, the user must call a Raise to no effect, or the roll fails automatically.
  • Stifling [Scalable] (Armour/Clothing): Having to function in the punishing heat and humidity of the colony is bad enough without having to deal with this. At level 1, all heat sickness rolls made wearing this are at +2; at level 2, they are at +5.
  • Stuck (Weapons): This weapon is poorly balanced, or always seems to get stuck in its sheath. It take an additional Simple Action to Ready, regardless of mastery abilities.
  • Ugly [Scalable] (Any Tangible): his item is perfectly functional, but dear kami it is an eyesore. The bearer suffers a penalty to social rolls while displaying it (+2 TN at level 1, +5 TN at level 2). Presenting this item as a gift is a clear insult. Putting an ugly item on extended public display (e.g. an Ugly house) may have further social consequences.
  • Unclear: (Intangible)
  • Vulgar [Scalable] (Art/Performance): The project breaches hallowed artistic convention, contains unintentional (or intentional) innuendo, or otherwise has themes not appropriate for polite society. Presenting or displaying it in front of others is a Breach of Etiquette; Minor at level 1, Major at level 2. This may entail additional consequences depending on location.

Making Your Own Features & Flaws

  1. NO DIRECT COMBAT BONUSES (Initiative, ATN, Reduction, Weapon skills, Stances, Maneuvers, etc.)
  2. No direct bonuses to Iaijutsu, Social or Crafting skills.
  3. No replicating effects of advantages or techniques.
  4. Bonuses to skills may be had at +1 per level for Persistent bonuses, +2 per level for Situational bonuses.
  5. The Scalable tag indicates that the Feature may be purchased multiple times (Max. 5 unless stated otherwise) on a single project.
  6. Scalable Flaws may be taken twice and add +2 to TNs for the first level and +5 on the second

Skill / Attribute Pairs

Artisan Attribute Perform Attribute Craft Attribute
Bonsai Awareness Biwa Agility Alchemy Intelligence
Gardening Awareness Dance Agility Armorsmithing Fire
Ikebana (Flower Arranging) Awareness Drums Agility Blacksmithing Water
Origami (Paper Folding) Awareness Flute Agility Bowyer Agility
Painting Awareness Oratory Awareness Brewing Perception
Playwright Awareness Puppeteer Agility Carpentry Fire
Poetry Awareness Samisen Agility Cartography Intelligence
Prose Awareness Song Awareness Cobbling Agility
Sculpture Awareness Storytelling Awareness Cooking Perception
Tattooing Awareness Kite Flying Reflexes Engineering Intelligence
Kite Decorating Awareness Others. Varies Forgery Agility
Others Awareness Glass Fire
Kite Building Intelligence
Mask Making Awareness
Masonry Intelligence
Musical Instruments Agility
Poison* Intelligence
Pottery Stamina
Shipbuilding Intelligence
Tailoring Agility/Awareness35)
Washi (Paper Making) Perception
Weaponsmithing Fire
Weaving Agility
Others Varies

Skill Notes

Artisan: Bonsai Bonsai takes months or years to cultivate, but most of that time is spent with it growing, rather than requiring constant attention.

Artisan: Poetry This can be used to write poetry or to perform it; in the latter case, it functions as a Perform skill.

Craft: Brewing Chemical reactions take time, no matter what scale or skill you are working on; any brewing project takes at least three months to complete. The crafting time given by the Time Rating represents the time required for active labour, as opposed to waiting while the brew ferments.

Forgery Forging a document or a personal chop have the same Complexity and Scale as the original document or chop themselves, so long as the forger has access to the original chop or to samples of the handwriting, correct document format, etc. Without these, increase the Complexity of the forgery by 1. Record the forger’s roll for this skill; this is the TN for Investigation (Notice)/Perception to see through the forgery.

Craft: Alchemy Covers: Inks, Make up, Hair dyes and bleaches, Herbal medicines and antidotes that don’t require a medicine roll to administer. (Or gives a bonus to the roll) (May use Medicine at a lower complexity), Poisons (complexity of at least 4) (may use craft Poisons at a lower complexity), Creating New Poisons (Complexity of at least 4), Analysing stuff to make Cures for the new poisons and diseases (May use medicine Diseases emphasis or Medicines Herbalism at lower complexity), Colours for dying cloth (much the same as hair dyes.) Hanabi for cool fireworks displays. (It is NOT Gajin pepper and cannot be used for explosives), Incense, Varnishes and paints, Lacquers, oils, Heavy duty glues. Greases and other things.

Kagaku, on page 52 of Book of Fire. These things are not magic, only advanced mundane stuff created with the Alchemy skill. Anyone of the Agasha, Tamori or Kitsuki families, or trained in the Tamori or Agasha schools can make these things. Or that has otherwise learned it IC (This is about as honorable and easy as picking up school techniques) (Liquid smoke under review still) Flash Paper (Moeagaru) This is a type of thin paper with is treated with special alchemical solutions. It catches on fire from any friction (such as someone rubbing his fingers along it), burning up in a bright instantaneous flame. Flash paper is sometimes used to write messages which might need to be destroyed, but its favoured usage is to ignite it in front of an opponent’s eyes, momentarily blinding him. The target must roll Reflexes at TN 20 or be considered Blind until the Reactions stage of the next Round. (user must roll reflexes tn 5 to not get blinded too) Complexity 3, Scale 0 (you get 2-3 small pages). Materials 2

Kitsuki Powder– Developed by the Agasha to assist their Kitsuki cousins, this soft grey powder has a peculiar affinity for both human footprints and human blood. If it is scattered over an area, it will adhere to any footprints or bloodstains made in the last 24 hours, even if they were wiped up or otherwise obscured. Complexity 3, Scale 0 or 1 (each “batch” must be used in one go, it just determines how large an area you can fill) Materials 2

Liquid Smoke (Ekitai Kemuri) – This is a gummy liquid that can be set on fire. It emits a thick black smokes that burns the eyes and throat; victims are considered to be Dazed, but can make the normal Earth roll to shake it off. Liquid Smoke burns for ten minutes per dose. Complexity 3, Scale 0-3 (Depending on the area you want the smoke to cover (each “batch” must be used in one go)), Materials 2

Sleeping Fire (Hinemuri)– A thin clear liquid that is highly sensitive to changes in temperature and ignites when exposed to such changes (such as a warm foot stepping in it). Sleeping Fire burns quickly and thus generally causes only mild injuries (1k1 damage), but the sudden burst of heat can easily set a building alight. Complexity 3 , Scale 0-2(depending on area to be covered. Must be used in one go. Will catch on fire prematurely if you try to split up the batch in any way) . Materials 2

House Rules

Blueprints and Work plans

  1. Making Blue prints is it’s own FBA. It is a crafting project taking one week IF the full project takes a month or more to finish. If it takes LESS than a month, you can make TWO blue prints/plans in the same FBA.
  2. Blueprints TN’s are calculated the same way as the project with the same Complexity and Scale of the finished building/project. The material is writing. AND you get a -10 to that TN. They are made either by engineering or the skill you will use for creating the project. (No you can’t use engineering to plan an opera performance.)
  3. Blueprints are cool to have if you want to convince someone you should be allowed to make the building. It shows what it will have of cool stuff and how it will look when it’s done. Your DH will like this and it’ll be easier to talk them into letting you run off with the clan engineering people and/or a huge pile of building materials that could be spent on the DH’s palace instead.
  4. Blue prints allow you to “split up” a large project without gaining an automatic flaw.
  5. Calling raises for the Excellent blue prints feature lets you add free raises to the thing you are building or planning. Read the feature for the details. For a project to be able receive this benefit it has to be PC built. (NPC crafters don’t have time for new fancy stuff and PC crafters get the cool stuff somewhere.)

Skills

The Farming, Fishing and Mining skills are no longer Craft Skills. They are now separate Merchant skills in their own right and follow the rules of ordinary skill rolls. Farming uses Stamina as its trait to personally perform the labour and Intelligence as its trait to oversee a farm, Fishing uses Reflexes for river pole fishing, Agility for spearfishing and Stamina for deep sea pole fishing or net fishing. Mining uses Water as its attribute for prospecting and Stamina for mining.

Advantages

Water Hammer Citizen
  • Replace with:CC Only, Gain one rank in a Craft Skill of your choice. This rank is applied before XP purchase. The Time Rating of any project you undertake using the Craft macro-skill is reduced by 2.

Schools

Kaiu Engineer

R3: The Path of the Shell
  • Replace with: When crafting any set of armor, you may increase the project’s Complexity Rating by 1 and call 1 (one) raise for no other effect, in order to add your School Rank to the armor’s Reduction value and add half your School Rank (rounding up) to the armor’s Armor TN bonus.

Tsi Smith

R1: Tools of the Fortunes
  • Replace with: All Craft Skills are considered School Skills for you for the purposes of effects that target School Skills. When making a Craft skill roll, you may call Raises to add Features after seeing the results of the roll, rather than before.
R3: A Crafter's Dedication
  • Replace with: When using a Craft skill to create any item, the time required is reduced by half.
1) Walking stick, thoughtless bouquet, a toga
2) Here are five syllables. / Then seven, then five again. / Look, it’s a haiku!
3) simple weapons and tools, basic raft of structure, ordinary clothing
4) Basic calligraphy, a sketch or statue with generic facial features, Everyday food
5) A Map or Artwork noting major feature, rich and elaborate food or drink
6) Folded steel, a seagoing ship, composite bow, multistory or fortified structure
7) Siege weaponry, puzzle boxes,shapeshifting kites
8) wind up music box or karakuri puppet
9) heavy fortification
10) Atakobune, extremely heavy fortification
11) Maps accurate down to minor bushes, rocks and currents
12) Rings, Small weapons, hand-sized tattoo or painting
13) Medium weapons, light armour, most clothing, wall scrolls
14) Heavy armour, a mural, a tiny garden
15) Siege weapons, Statues
16) Boats, Gardens, Houses
17) Smal Yashiki, Larger boats such as a kobune, an orchard or garden
18) a great estate or mansion, large yashiki, a vast garden
19) Calligraphy, Painting, Tattooing, Cartography, Forgery
20) Choreography, Event Planning, Improv
21) Sculpture, Armoursmithing, Bowyer, Carpentry, Cobbling, Shipbuilding, Weaponsmithing
22) Engineering Blueprints, Manuscript for a speech or performance, Poetry, Sheet Music
23) Tailoring, Kite-Building, Mask-Making
24) Masonry, Pottery, Gardening
25) Origami
26) Bonsai, Ikebana, Washi, Weaving
27) This includes Cooking! and Poisons!
28) Sculpture, Engineering, Masonry
29) Sculpture, Armoursmithing, Blacksmithing, Engineering, Mask-Making, Weaponsmithing
30) Crystal, Jade, Obsidian
31) for example a spear's wooden haft an metal tip, a garden might take just as much landscaping as it does planting and some houses use just as much Wood and they do Stone
32) It is the nature of Rokugani society to esteem artistic pursuits above such inglorious practicalities. Craftsmen are left to console themselves with their possession of useful items that they have just created.
33) With study of the new conditions prevailing upon the island, it may be possible to develop a more efficient version of this Feature.
34) Rooms, buildings, gardens
35) Awareness is used to design new clothing, while Agility it used to physically create it.
house_rules/crafting.txt · Last modified: 2017/03/15 20:40 by Helle