Hello, and welcome to the wonderful world of item crafting. Crafting is a thing you can do in Origins in which you use time, effort, XP, and your imagination in order to create useful and fun items for your characters (and others) to use. First, let's go over the different types of items.
The three types of items a player can create boil down to:
- Stat Items - Items that give a bonus to a certain stat. Harder to make, but with well-defined and reliable benefits.
- Use Items - Items that have a particular useful effect, but do not change the value of rolls. Can be used to make very interesting situations, and are of medium creation difficulty, as a whole.
- Flavor Items - Items that do not have any particular, or at least notable, effect or use, but add interest to either an action, character, location, or other thing. The easiest and cheapest of items, generally.
Crafting as a general activity consists of five basic stages:
- Deciding - The Player decides what to make, and the GM approves it.
- Researching - The Player gathers information regarding the Item.
- Planning - The Player devises a Plan to create the item.
- Gathering - The Player obtains the Materials necessary to create the Item.
- Building - The Player engages in RP to create the final product.
These steps are not necessarily self-defining, so let's take a look at each process in detail.
This part of the process consists of the Player deciding what Item they would like to have their Character make, and the GM approving it. To do so, a player (or Players) writes a Proposal for an Item for a character (or characters) to make, and its theoretical uses. The GM would consider the item, and the role it would have for both the Character and the Story. In doing so, the GM would obviously need to consider whether the Character will be able to afford the Item, but that is discussed below in the section on Cost. Once the GM has decided a proposal is satisfactory, the Player will be given the go-ahead to start at the next stage in the process.
Due to the different stat distributions of Characters, as well as the different preferences of Players, we've developed several different methods of researching Items to be created. The three methods we've come up with are:
- Experience - This consists of the Player drawing on the back-story and the recent events in the Character's life, be it in runs or otherwise, to provide their Character with the needed knowledge to create the desired item. The interaction in this step would be made up of a written description of the events and the knowledge, provided to the GM for evaluation.
- Research - This consists primarily of Academics, Science, Engineering, or other rolls for the Character to determine the knowledge gained. The amount of research needed depends on the scale of the Item to be created, and the amount of information gathered would be determined by the rolls and the GM interpretation thereof.
- Observation - This consists of the Character observing some process, anomaly, or other thing in order to gain an understanding of it, thus allowing them the information needed to create the Item. This involves GM-led RP of the observation, with rolls and outcomes being decided by the presiding GM.
The information gathered during this step determines the extent of what can be done in the next step, Planning.
In this phase of the process the Player is tasked with showing their creativity. They create a written description of the Item, as well as its intended properties, and the events needed to create it, and submit these for GM approval. The GM assesses these based on the success of the Character in the previous steps. In doing this, the GM also decides on and informs the Player of the Materials needed in order to create the Item.
This is a a highly variable step, consisting primarily of GM-led RP, in which the Character acts in order to acquire the Materials needed to create the Item. Basically, the more common and less valuable or outlandish the Material, the easier it is be to acquire. It might be as simple as submitting a form. But, for more rare or valuable Materials, this may require particular actions or during Runs or GM-led events. It is possible that a player would go into this step already having some or all of the Materials needed, as oftentimes Items are created based on particular gathered Materials. Once the Character has acquired all the needed Materials, the Player proceeds to the final step.
In this step, the Player engages in relatively soft RP in which their character acts in order to create the Item based on their Plan and the Materials gathered. This consists of a low variable roll (something like 2df+X), or several, over a period of time to be determined by the presiding GM based on the details of the Plan. After the rolls have been made, and all actions taken, the GM decides the degree of success, states the final effects or properties of the Item created, charges any required XP, and rewards the Item.
Broken down by item type:
- Stat Items - These cost slightly less than it would cost to increase the player's stat in that category normally. This may vary based on the exact type of Item.
- Use Items - These cost variably depending on their usefulness, with especially Run-useful Items costing more and soft-RP centric Items costing much less. Usually less than stat-boosting items, but not always.
- Flavor Items - These generally don't cost much at all (they might even be free), or cost only a small amount, if they're especially flavorful.
If you want to craft something with multiple people, or want to craft something that is especially large or complicated, it likely falls under Advanced Crafting.
That's about it, for now. If you have any questions, comments, or concerns, let us know in either the discussion page, a wikidot PM, or in the IRC. Thanks!