Wednesday, 23 February 2011

Fantastic Science and Inspired Crafts

Houserule [EDITED]


As you may well know, one of the characters in my group plays a bomb-maker/gun-smith/mad inventor. He's constantly wanting to create some (often outlandish) contraption. This I have no problem with -- it's very setting-relevant, besides, it's good fun -- but the rules are at best hazy where building and creating something is concerned. This has been bugging me for more than a year now, and it's about bloody time I address this issue.  

As with all such posts, concider this a draft, and what is presented herein may be changed according to feedback and play-testing.


This is also posted for discussion in the White Wolf forum.

 
SYSTEM
The player makes the appropriate extended roll. Time per roll equals hours times the number of successes needed, modified by task complexity (Reproduction, Invention, or Creation). To determine the number of successes needed to construct a given item, see the tables below. Table 1 covers the item's base complexity, and table 2 its size. Add the numbers from both tables to get the required successes. Tools, instructions and the like can modify this roll, as per table 3.

Assistants may assist, as per canon.



If the object the craftsman wants to build is composed of multiple complex constructions or mechanisms, e.g. a sailboat, a grain-mill, or a steam-powered wagon, calculate and roll for each major component.

1: SUCCESSES AND BASE COMPLEXITY*
Simple (knife, axe, boots)..............................................1
Composite (cross-bow, sword, gunpowder)...................2
Complex (musket, saddle, water-wheel)........................3
Elaborate (steam-engine, clockwork)...........................4
Advanced (combustion-engine, electric mechanism)....5

* The Storyteller has final say on which category an item falls under, and whether it is possible at all.

2: SUCCESSES AND SIZE*
Size
1 - 3...........................1
4 - 6..........................2
7 - 10........................3
11 - 13......................4
14 - 16......................5

* If the craftsman wishes to create multiple items, multiply size-modifiers by the required amount.

3: DICE POOL MODIFIERS
Item available.................................+ 1
Relevant scientific texts available...+1
Blueprint/instructions available.....+ 2
Superb workshop...........................+1 - 3
Superb tools...................................+1 - 2
Improvised workshop.....................-2
Improvised tools............................-3

TASK COMPLEXITY
Task complexity is devided into three tiers: Reproduction, Invention, and Quantum Leap. Reproduction encompasses all tasks where the craftsman sets out to build something which he is familiar with, e.g. a gunsmith wants to make a musket. Invention covers all tasks where the craftsman sets out to create something new, although covered by the ruling paradigm, e.g. a 17th century gunsmith wishes to make a breach-loading rifle. Quantum Leap comes into play when the craftsman wishes to construct something that breaks with the established laws of science, e.g. the gunsmith wants to invent an automatic rifle.

Skill-level requirements, dice pools, time-modifiers, and results are all determined by task complexity.

Reproduction
Requirements: Crafts (appropriate speciality), tools and workshop, materials
Roll: Composure + Crafts
Time modifier: 0

RESULT:
Dramatic Failure: Material used is ruined, but may be salvaged for parts.
Failure: Item will be flawed, but may still function.
Success: Item will function as normal.
Exceptional Success: Item is concidered mastercrafted (increased value, hardness, or similar bonus).

Invention
Requirements: Crafts (appropriate speciality) 4, Science 3, tools and workshop, materials
Roll: Intelligence + Crafts
Time modifier: +2

RESULT
Dramatic Failure: Materials used are ruined, and some minor mishap occurs (fire, ruined tools, etc.).
Failure: Item will not work as intended, materials may be salvaged for parts.
Success: Item works as intended.
Exceptional Success: Item works as intended, but with some unforeseen function or effect.

Quantum Leap
Requirements: Crafts (appropriate speciality) 5, Science (appropriate speciality) 4, tools and workshop, material
Roll: Intelligence + Crafts
Time modifier: +4

RESULT
Dramatic Failure: Disaster strikes (explosion, voilent fire, et al.), and all materials are lost.
Failure: Item will not work, some materials may be salvaged for parts.
Success: It works! A new breakthrough has been made.
Exceptional Success: Item works as intended, but with some unforseen advantage.





A word on Magic and Crafts
While magic allows for marvellous feats, the mage still has to understand what he is creating. Someone who have never seen a watch may attempt to create one, but unless he has the appropriate skill ranks, he would not know where to begin. In most cases, magic can be used to aid in two ways, either to provide bonuses to the roll (e.g. Craftsman's Eye, et al.), and/or to supply materials and bypass tool- and workshop-needs. Here normal rules apply. Creative thaumaturgy can of course influence the process in other ways as well.




[Picture source: Wikimedia Commons]

6 comments:

  1. So, this question comes from my own ignorance, but what made you choose Composure, a stat that would seem to me to govern resistance to social pressure, rather than Intelligence or Wits? I totally get using Resolve to establish the cap on the number of times the player can roll.

    I'm about to start running a Mage game of my own, and I'm interested in becoming more comfortable with rules adaptations and kitbashing the system. I strongly suspect that one or more of my players will want to do something generally in this vein.

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  2. That same point was raised over at the White Wolf forum, along with a few other. I'll edit this post shortly, and the Composure-rolls will be changed -- at least for Invention and Creation.

    As for house-ruling my first question would be, how familiar are you with the nWoD system? If you feel you are fairly proficiant, then you should just go ahead and make the changes you see fit. If not, then I'd recommend you wait a little, and look for adequate rules in the canon.

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  3. I have run one nWoD chronicle before - also Mage - and played in one short-run chronicle that was open to all supernatural types. I'd say I'm approaching being able to call myself proficient, but I'm not there yet. Running a biweekly game should get me there in a hurry.

    There aren't a lot of areas that I feel need more rules, but your post above is something I hadn't even realized I was missing. I look forward to looting further inspiration from your blog. =)

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  4. FYI: The post has been edited.

    That's the thing about GMing. All of a sudden you realise you need a rule you can't find. In my experience, writing up a house-rule is the best fix, as it provides consistency. It also gives the players something to work with.

    Then again, as was mentioned on the WW-forum, sometimes the RAW is enough. In this case, I'd liketo give the player in question something to work with, without having to pull target numbers out of my ass everytime he wants to build a doomsday-machine.

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  5. I find the label CREATION somewhat misleading as it suggest mearly creating something. I do appreciate that you build upon the terms used in the magic system where creating something new out of nothing ranks as the highest form of mastery - but still it rings wrong for me.

    Might I suggest "Quantum leap" instead?

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