Crafting

On San Francisco by Night, crafting has been broken down into several different types of, well, crafting. It was too broad to simply make people choose a type of crafting specialty at dots 4 and 5, so we decided to break down the typical "crafting" section of the sheet into different types which are each tracked separately. Crafting can be either a knowledge OR a talent at creation, at ST discretion, for the purpose of base dot allocation.

Crafting types are measured on a scale of 1-5 dots, which denote how advanced you are in the area of crafting. Mechanically, these dots are added to dice pools which are rolled using your downtime hours to craft weapons, vehicles, and all manner of items.

Schematics are a type of augmentation or unusual item that has some requirements for you to learn, and then apply or create. It's basically just a way for us to keep track of basic augmentations, such as adding +1 damage capabilities to weapons, or perhaps making your car breathe fire. Each crafting type has some example schematics below, but these are by no means a complete accounting of all the stuff you can do. If you come up with a cool augmentation you want to add or create, contact and ST and we'll help write up a schematic for you!

Crafting level -> basic thing you can do

Schematics -> additional fancy stuff you can add on. have a required dot level in a type of crafting and required dot level in certain knowledge type (sometimes)

# **Weapons Smithing**

Weapons smithing is a type of crafting dedicated too, well, smithing weapons! However, don't let the mental image of a blacksmith and forge throw you off. A weapon smith can be anything from the traditional forge smith, to a young Berkeley scientist and their 3-D printer, to a kid in their yard taping and nailing together all manner of fearsome mauls.

## **Basic Information**

Level
 1
 2
 3
 4
 5
Giant clubs
Giant axes
Think darksouls style shit

**Reading the Table**

**Weapon Smithing Level:**

This is the number of dots you have in the Weapon Smithing Skill

**Weapon Type Access:**

This represents the types of weapons your dot level allows you to craft. E.g. a person with 1 dot in weapon smithing literally would have no idea how to craft, say, a greatsword (a dot 5 weapon). But someone with dot 5 in weapon smithing could easily make a basic knife (a dot 1 weapon).

### **Crafting a Weapon**

When crafting a weapon, you then roll **Weapon Smithing** + dex/wits/int base diff 6 (raised by weapon dot level)

Each roll will consume downtime hours (since you use downtime for crafting) and each weapon has a required number of successes to create, which is determined by the weapon level (and sometimes other factors)

Successes required to create the weapon are determined by its level, though the STs may increase or decrease the suxx required depending on circumstance. The following table is the general suxx required to create a weapon as per its level;

 2
 3
 4
 5

e.g. bob the Brujah wants to craft a pocketknife (which is a weapon you can craft at dot 1 of crafts). So, it will take him 10 downtime hours to craft a basic pocketknife.

# **Mechanic**

Mechanic is crafting dedicated to vehicle mechanical work, repair, creation, and augmentation. This can be anything from some kid tuning up his car, to a dedicated hobbyist, to a scientist dedicated to the study of aerodynamics or improving fuel usage.

## **Basic Information**

**Reading the Table**

**Mechanic Level:**

This is the number of dots you have in the Mechanic Skill

**Vehicle Type Access:**

This represents the vehicle type your dot level allows you to be more skilled at repairing/upgrading.

**Motorcycles**

Motorcycles are similar enough to where they fall under the Mechanics crafting specialty! Motorcycle types are listed under the Vehicle Type Access column. Repair access is the same as with cars.

### **Upgrading**

You can only upgrade/modify vehicles that you have access to. E.g. if you’re dot level 3, you can’t repair/modify dot level 5 vehicles such as prototype cars. The upgrades you have access to are determined by your mechanics ‘paths’. Any car mechanic can repair cars, but it takes specialized knowledge and training to create new augmentations.

### **Repairing**

If you want to try to repair a car that is above your dot level, you may do so but with an increased difficulty. Difficulty is the base diff for the car type +1 for every level above your current Mechanic level.

Example:

Bob wants to repair his friend Glob’s Sports Car (dot level 3, +2 to base). Bob has 1 dot in Mechanics. The difficulty to repair Glob’s Model T will be:

6 (base diff) + 1 (dot lvl 2 vehicle) + 1 (vehicle is 1 dot above current level) = diff 8

# **Schematics**

**Schematics are built of the following:**

**Requirements:** attribute/ability and crafting dot required to learn the schematic, and sometimes any previous schematics you need to know to learn it

**Pool Used:** The dice pool used when rolling downtime for the schematic

**Suxx Required:** Required successes through downtime crafting rolls for the schematic to be made/applied

**Materials:** Materials used, both basic and unusual, marking out any materials that may require downtime or purchasing to acquire along with the cost of materials to create

**Effects/Notes:** What the schematic does and any notes about it

### **Stacking Schematics**

Some schematics stack or can be applied more than once to a weapon or item or can be applied along side other schematics. We try to put a rough guide of what can and can't be stacked but, in the end, it's down to ST discretion. We may let you stack things because it makes sense, or cut you off from making some ridiculously OP skyrim level enchanted sword

## **Mechanic Schematics**

### **Reduce Drag (Mechanic •, Intelligence ••)**

*[]*

**Pool:** Intelligence + Mechanics+ Path diff 6 (raised by vehicle dot level)

**Effects/Notes:**

You have learned how to streamline vehicles to remove excess weight and drag, which makes your vehicles speedier over all.

Increases the *maximum speed* of a vehicle as per the following table;

 20

**NOTE: Reduce drag does not stack with other max speed increase schematics. You cannot apply this schematic twice to the same vehicle.**

**Materials:**

Basic mechanical tools, but since you’re just reducing drag, you only need stuff to patch up any holes you make. $25 overall for materials.

### **Charged System (Mechanic ••, Intelligence ••)**

*[Reduce Drag]*

**Pool:** Intelligence + Mechanics diff 4 (raised by vehicle dot level)

**Effects/Notes:**

Through some rather dubious tinkering, you’ve learned to supercharge a car’s engine to increase the *maximum speed* of a car even further. However, just because the car can *technically* go faster, doesn’t mean your duct tape augmentations are exactly *safe*.

Note; the diff is lower for this augmentation to reflect the unstable nature of the augmentation. It takes more time and thought to carefully remove excess drag, than it does to slap together a supercharged system. You’re sacrificing the safety of a more reliable augmentation for the increase in speed.

Increase the maximum speed of a vehicle as per the following table;

 40
 50
 60

Vehicles with this schematic applied to them will have the following drawbacks:

* +1 difficulty to driving checks on sharp turns, slopes, or anything that'll possibly increase your speed
* On a failed driving check, the car will rapidly accelerate to max speed
* On a botched driving check, the car will rapidly accelerate and speed related systems may break

**NOTE: Charged System does not stack with other max speed increase schematics. You cannot apply this schematic twice to the same vehicle.**

**Materials:**

Materials vary by how exactly you are going about the speed increase, the vehicle type, etc. materials and cost will, in the end, be determined by you and the ST. Crafting cost also determined by ST but it can range from $150 - $1,000

### **Safe Speed Increase I (Mechanics •••, Intelligence ••)**

*[]*

**Pool:** Intelligence + Mechanics diff 7

**Effects/Notes:**

Increase the safe speed of a vehicle through careful mechanics work and such. You may increase the safe speed of a vehicle up to 5 mph minus its Maximum Speed. You cannot increase past this limit or above its maximum speed.

Increase the safe speed of a vehicle as per the following table;

 25
 30

**NOTE: You cannot apply this schematic twice to the same vehicle.**

**Materials:**

Materials vary by how exactly you are going about the safe speed increase, the vehicle type, etc. materials and cost will, in the end, be determined by you and the ST. Crafting cost also determined by ST but it can range from $100 - $800

### **Safe Speed Increase II (Mechanics ••••, Intelligence •••)**

*[Safe Speed Increase I]*

**Pool:** Intelligence + Mechanics diff 8

**Effects/Notes:**

Basically the same as Safe Speed Increase I, but for larger increases. The only reason this is a different schematic than safe speed increase I is that the ST squad felt that larger safe speed increases required a higher diff and more mechanical knowledge.

Increase the safe speed of a vehicle as per the following table;

 60
 80

**NOTE: You cannot apply this schematic twice to the same vehicle.**

**Materials:**

Materials vary by how exactly you are going about the safe speed increase, the vehicle type, etc. materials and cost will, in the end, be determined by you and the ST. Crafting cost also determined by ST but it can range from $400- $1,500

## **Weapon Smithing Schematics**

### **Material: Cold Iron (Weapon Smithing •••, Occult ••••, Fae Lore •••)**

*[ ]*

**Pool:** pool to smith weapon is set to Weapon Smithing + Occult base diff 8 (increased by weapon dot level to a max diff of 10)

**Effects/Notes:**

You have learned that cold iron harms fae and have sought out the process to create true cold iron. Now, you can craft weapons out of cold iron. This schematic is NOT applied after the initial smithing process, and instead simply adds a difficulty to the smithing process, and sets your smithing pool to weapons smithing + occult

**Materials and Equipment:**

"Cold iron forge" (e.g. a forge rig capable of smithing at the unusually cold temperature required for cold iron) -> $2,000 for a separate cold iron forge or +$800 to retrofit an existing forge for cold iron. Note that once it's retrofitted, you'll have to pay the same amount to re-fit it for normal forging.

Iron (high quality/purity) -> just your basic iron, but you need the highest purity you can get. Cost for this is normal iron cost x1.5

Cold coals or fuels -> specially prepared fuels with occult rituals designed to make the fuels burn at an unusually low temperature, yet still melt the iron. It is this strange property of cold iron weapons that has kept the average kine weapon smith from creating such weapons, and relegated their creation to the realms of the supernatural and the odd court wizard. Approx. $50 for fuel per 10 hours of forging. You'll need to calculate the cost of fuel before forging, so make sure you buy up extra just in case. "Fuel Cost" represents the cost for all strange components for rituals to create cold iron fuel. Said components can be bought from appropriate occult merchants or via occult downtime acquisitions. You may also buy pre-made cold iron fuel from players or NPCs, or pay players or NPCs to acquire the required components for you.

### **Material: Damascus/Tempered Steel (Weapon Smithing •••)**

*[]*

**Pool:** pool to smith Damascus/Tempered weapons is set to Weapon Smithing + Dexterity base diff 7 (increased by weapon dot level to a max diff of 10)

**Effects/Notes:**

You can forge Damascus steel, tempered steel, and other hardened and sturdy weapons. Mechanically, Damascus/Tempered weapons will not shatter on a botch. This schematic is applied DURING the smithing process and simply adds to the difficulty and sets your dice pool to smithing + dex.

Smithing a Damascus or tempered weapon adds on additional suxx required for the overall forging process of the weapon, indicated by the chart below;

 +20
 +30
 +40
 +50

**Materials:**

Steel/iron -> generally normal cost

Do your research and the ST will help you find the prices of unusual Damascus or tempering weapon materials.

### **Silvering (Weapon Smithing •••, Occult •••)**

*[ ]*

**Pool:** pool to smith weapon is set to Weapon Smithing + dexterity base diff 7 (increased by weapon dot level to a max diff of 10)

**Effects/Notes:**

You have learned to apply silver to weapons so that they can harm Garou. This schematic is applied AFTER the weapon's original forging process or to an already created weapon. Silvering does not last in long term, and weapons must be re-silvered after extensive use.

The following table indicates the successes required for silvering weapons by their dot level;

 20
 30
 40
 50

The silvering on weapons does not last forever, and must be reapplied every few battles. One large battle or a series of smaller skirmishes will require the weapon to be re-silvered. Re-silvering the weapon requires only half the suxx of the weapon's initial silvering requirement. E.g. if bob the brujah wants to re-silver his dot 1 pocket knife, he only needs to get 5 suxx to do so.

**Materials and Equipment:**

Silver -> enough silver for the weapon, determined by the weapon type. The purer the silver, the better. Silver alloys are not as reliable.