Crafting Rules

Rules for using documents and making technological items

About making items yourself:

You can make items or repair them. You must know how to make the item and be trained in the relevant SkillSkill技能A learned ability. Attribute + Skill makes most dice pools.. If the workspace needed exists in reality or can be achieved, you can materialize it in your own room. If making the item needs tools and facilities that don't exist in reality, or that real technology can't achieve (such as a brainwave reader or a nanoscale autonomous bipedal robot), you must exchangeexchange兑换Buying resources from the Overseer with Reward Points and Ranks. for them in the Overseer's Spacethe Overseer's Space主神空间Where Reincarnators rest between Films: a white platform in endless darkness, ringed by 20 doors to personal rooms. Called 'the Space' for short..
You must exchange for materials in the Overseer's Space. Materials with a special price count as listed; materials with no special price count as included in the basic needs of making the item.

PCs can make items marked [Technological EssenceTechnological Essence科技本质The Essence of things made by science and technology. Vulnerable to a Film's tech suppression.] themselves; such items can't be used in [technology doesn't work] FilmsFilm影片A mission world the Overseer sends Reincarnators into, usually based on a movie, novel, or game.. (For EssencesEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous., see the relevant content in the last chapter.)
With certain special abilities, PCs can make items marked [Magical EssenceMagical Essence魔幻本质The Essence of magic and fantastic powers.] themselves.
PCs can't make [Anomalous EssenceAnomalous Essence特异本质Supernatural Essence that is neither magical nor technological, such as psychic powers.] items themselves, unless stated otherwise.

When the item to be made is UnrankedUnranked无支线The lowest power grade, below D-Rank. Talents, flaws, and basic combat effects count as Unranked., its RankRank支线The power grade of abilities and rewards: Unranked, D, C, B, A, S. Prices combine Ranks and Reward Points, e.g. DD+1200 = two D-Ranks and 1,200 points. counts as a D-Rank item's for working out the blueprint-reading and crafting DCsdifficulty难度The number of successes a roll needs; DC for short..

Steps for making and repairing items:

1. Get a blueprint.

Players must first get a blueprint before they can read it. In general, the game offers two ways to get blueprints: 1. Find it through adventure in a horror film, such as the T-virus synthesis files in Resident Evil, or the dinosaur gene synthesis files in Jurassic World. 2. Exchange for it with the Overseerthe Overseer主神The giant sphere of light at the center of the Overseer's Space. It summons Reincarnators, sells upgrades, heals and revives, and erases those who break its rules.; you can only get blueprints from the Overseer for items the Overseer allows you to exchange for. The price is [item's Rank x pointsReward Points奖励点数The most common currency of the setting, spent to exchange resources and upgrades from the Overseer. / 100] Reward Points, with no Rank needed, rounded up.

2. Read the blueprint.

Action: this is an extended rollroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. with an interval of one hour, which means you are sure to succeed as long as you keep studying.

Use: reading scientific blueprints and studying the information in documents.

This takes an INTIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. + ScienceScience科学Physics, chemistry, biology, geology, and how to apply them. (matching SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls.) roll. Also, during the roll, for every hour you study, you must make a RESResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks. roll at DC 2. On a failure, each point you missed by costs you 1 DP on your later reading rolls, and the DC rises by 1 for each hour you keep studying in a row. Clearing the penalty and DC takes 8 hours of rest.
The DC to read a blueprint is the higher of [the item's blueprint price] or [the item's Rank x 5 (rounded up)].
You only need to read the documents for an item once.

Reading the documents also requires you to meet certain prerequisites. Here are some:

Blueprint levelAttributeAttribute属性A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer. requirementSkill requirementKey Specialty requirement
UnrankedIntelligence 5Science 41 matching key Specialty
D-RankIntelligence 7Science 62 matching key Specialties
C-RankIntelligence 10Science 84 matching key Specialties
B-RankIntelligence 14Science 106 matching key Specialties
A-RankIntelligence 19Science 138 matching key Specialties
S-RankCan't be madeCan't be madeCan't be made

Note: a double-Rank blueprint counts as its level + 0.5.

Here are some key Specialties related to Science; the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. can add or change them to suit the situation:
Classical Physics: also called Physics. Required for reading blueprints.
Optics: specific spectroscopy.
Mechanics: specific mechanics, including buoyancy, weight, gravitation, and so on.
Quantum Physics: the physics of the microscopic.
Chemistry: the study of what substances are made of, their structure, changes, uses, and so on.
Biology: the study of the kinds, structures, behavior, functions, origins, and so on of living things.
Mathematics: the study of concepts such as quantity, structure, and change.
Blueprint Reading: see the "Reading blueprints" Specialty.

Once learned, these science Specialties also help on the matching knowledge rolls.
In general, we suggest requiring certain Specialties based on what the item can do. For example:
If an item can deal force damageforce damage力场伤害Damage from force fields. or provide force defense, reading its blueprint requires the "Force Fields" Specialty.
If an item can deal energy damageenergy damage能量伤害Damage from non-physical energy. Damage reduction doesn't apply, but energy resistance does. or has energy resistanceenergy resistance能量抗力An ability that cancels a type of energy damage., reading its blueprint requires "Energetics".
If an item is made of metal, reading its blueprint requires "Metallurgy".
The ST rules on the specifics, and this rule only applies to Technological Essence creations.

Note: if the target is of the Magical Essence, replace "Science" in the rules above with "OccultOccult神秘学Knowledge of curses, magic, legends, and the dark world; also used for spellcasting rolls.". For key Skills related to Occult, see the "Occult" Skill description.

Note: finishing reading a blueprint is also called analyzing it.

3. Prepare the machine tools.

All repair and manufacturing needs the matching support equipment (tools). Items originally of Rank C or higher need extra processing and assembly equipment to make. This processing equipment counts as fully equipped support gear, such as a nanobot swarm or high-performance CNC machine tools; it works for making all items of the same level, is also of the Technological Essence, and higher-level support gear is backward compatible with lower-level gear.

Support equipment for making and repairing D-Rank items is free in the Overseer's Space; it needs only Unranked tools.
Support equipment for making and repairing C-Rank items costs D + 500 points to exchange for.
Support equipment for making and repairing B-Rank items costs C + 1,000 points to exchange for.
Support equipment for making and repairing A-Rank items costs B + 2,000 points to exchange for.
Special: this support equipment can also be made.

But the Magical Essence and the Technological Essence need two separate sets of equipment. That is, if you want to make Technological Essence items, you need one set, and if you then want to make Magical Essence items, you need another set of the Magical Essence; the two can't be mixed.

4. Buy parts and materials.

If you exchange for parts in the Overseer's Space to make something, the price is 1/3 of the original, and the Rank requirement drops one level (for a D-Rank item, split it into an E-Rank that doesn't really exist; E-Rank can only be used to exchange for materials for D-Rank items). For example, a Gauss pistol needs E + 33 points of materials, and an electromagnetic shield needs E + 500 points of materials.

If you exchange for parts in the Overseer's Space to repair something, no Rank is needed: divide its points by the vehicle's Structure, rounding up. Each point of Structure repaired uses up that many points.

5. Make and repair.

Making:
You must assemble the finished product from the main parts the Overseer provides plus some parts you make yourself.
This step takes an INT + relevant CraftsCrafts手艺A trade, craft, or art, split into separate sub-skills such as Crafts - Smithing. roll. It is an extended rollextended action延续动作An action that takes several rolls, adding up successes until it's done. with an interval of one day. The DC is Rank x points / 100, rounded up.
You must have the matching Crafts Specialty to make the roll; otherwise you can't roll at all. For the Crafts Specialty needed to make each kind of item, see the "Crafts" Skill description.

Unranked items with a DC below 1 can be made several at a time in one day, adding up the total points needed until the DC reaches 1.

Repairing:

You must use the main parts the Overseer provides plus some parts you make yourself to repair an item.

This step takes an INT + relevant Crafts roll. It is an extended roll with an interval of 1 hour. Each time your successessuccesses成功数The number of dice showing 8 or higher in a roll. reach the item's HardnessHardness硬度How much damage an object ignores., it recovers 1 point of Structure.

Also, you must already have read the blueprint of the item you are repairing, and meet the Attribute and Skill conditions for making it.

Elixir crafting and immortal artifice

The alchemy rules only apply to items in the category: elixirs. All double-Rank elixirs count as single-Rank except when buying blueprints and materials.
The immortal artifice rules only apply to items in the category: magic treasures. All double-Rank magic treasures count as single-Rank except when buying blueprints and materials.

The prerequisites for elixir crafting and immortal artifice are the same as for "magical creations", and the Occult Specialty must include "Taoist Arts".
The Crafts sub-skills for elixir crafting and immortal artifice must be "Crafts - Elixir Crafting" and "Crafts - Immortal Artifice".
These two Crafts sub-skills can only be gained through certain special abilities.

Elixir crafting and immortal artifice take this long to refine: Unranked: 3 days; D-Rank: 7 days; C-Rank: 18 days; B-Rank: 36 days; A-Rank: 47 days; S-Rank: 81 days.
Note that elixir crafting and immortal artifice must reach the required crafting DC in successes within the set time; if the time runs out before the successes do, it fails, and the materials and time put in aren't returned.
Also, a unit that starts refining from the condensing stage can't leave the furnace, or the condensing stage fails outright.

Elixir crafting and artifice also need machine tools (furnaces, cauldrons, and the like), with the same requirements as technological creations.
These machine tools are the same as those needed for magical creations, which means that if you have already bought machine tools for magical creations, you don't need to buy them again for elixir crafting and artifice, and vice versa.

Elixir crafting has these steps: comprehension, condensing, tempering, and harvest.
Comprehension and lighting the furnace take no time; condensing takes up all the time. If the refining time is an odd number of days, tempering takes the last day on its own.

Comprehension: as with technological creations, elixir crafting and artifice need you to know how the elixir or magic treasure is put together and what it is made of. So you must buy the matching blueprint, following the same rules as technological creations, with Science replaced by Occult and the Science Specialties replaced by the matching Occult Specialties.

Condensing: as with technological creations, with the matching Crafts Specialty becoming Crafts - Elixir Crafting or Crafts - Immortal Artifice.
Note that unlike technological creations, elixir crafting and artifice must be finished within the set time.
Note that if elixir crafting or artifice fails as a technological creation would, roll 1D10. On a 1, the furnace explodes: you lose the matching machine tools for good, and the explosion deals area lethal damagelethal damage致命伤害Serious damage, written L: blades and bullets. of 5 + (the furnace's Rank x 5) in a radius of (the furnace's Rank x 10) meters; Reflex saveReflex save反射豁免The save to avoid area attacks and similar effects..

Harvest: as with technological creations, you get the matching elixir or magic treasure.