Rule: Crafting
Whenever you attempt to use your Crafting Discipline to make, repair or modify an object.
Your Lvl and Crafting Discipline determine what type of items you are able to make, Repair and Customize.
- Crafting Cost: Making Gear requires that you spend half its value in gold with the required Specialist Kit.
- If you want to Craft an item, or do a Custom Customization that is not listed, then propose your design to your GM for consideration.
- Basic Items: Objects you can Make, Repair and Customize at any Lvl.
- Usualy most Mundane gear are Basic Items.
- Required a Specialist Kit.
- Advanced Items: Objects you can Make, Repair and Customize at Lvl 5 and above.
- Usualy most Magical gear are Advanced Items.
- Required to own a Workshop or rent one via the Workshop rental service.
Make your Crafting roll
Requires a Check :
Based on the Aptitude specified by the Crafting Discipline.
Based on the Aptitude specified by the Crafting Discipline.
- If you are Lvl 5, or higher, you automatically succeed when Making, Repairing or Customizing Basic Items associated with your Crafting Discipline.
- You can also attempt to Make Basic Items without the required tools, but this will require a Crafting roll.
Success :
Your item is complete. All materials and costs used are spent.
Your item is complete. All materials and costs used are spent.
Failure :
See what went wrong on the Crafting Mishap Table below. Crafting Mishap Table :
See what went wrong on the Crafting Mishap Table below. Crafting Mishap Table :
- (1-10) Aborted Attempt
Noticing a major flaw in the unfinished item, you decide to stop and salvage what you can.- Only half the Materials were expended. You managed to save what’s left.
- (11-20) Flawed Creation
The type of flaw is dependent on the type of item/crafting your were trying to make.- Weapons or Tools: You suffer Disadvantage on rolls to use the item.
- Armor or Shields: The item take an extra Inventory Slot.
- Potion: You get the potion of the lowest sum instead of the highest sum.
- Consumables: It's poisoned, when used, roll on the Elemental Injury Table.
- Chemicals: Has 50% chance to explode upon use (Light Injury Table).
- Enchanting: The enchant come with a Curse, defined by the GM.
Crafting disciplines
Crafting Disciplines are granted by Abilities. Your discipline determines the items you are able to craft and the tools that are required to do so.
Alchemy
With the right ingredients, an alchemist can concoct glues, poisons, acids, and potent explosives.
Cooking
Forging
Tailoring
Engineering
The most skilled engineer build and maintain Mechanoid frames, using Solarite, Naethrite, or Solnaeth to power engines that grant autonomy, force, or precision.
Enchanting
These gems can store magical effects and spells, which are then embedded into weapons, armor, or shields. Skilled enchanters can even transfer an enchantment directly from a gem into the item itself, allowing multiple enchantments to be combined on a single piece of gear.
Alchemy
A practical science with many applications for the creation of useful substances.With the right ingredients, an alchemist can concoct glues, poisons, acids, and potent explosives.
Dexterity or Insight Check.
Multi-crafting :Basic Items
You can make many unit of the same Combustible & Chemicals or Potion, but must say it before rolling the Crafting roll.You can also make many different Combustible & Chemicals or Potion per crafting session, but doing so require a Workshop.
- For each unit made, expend one extra use of your Specialist Kit and the required ingredients.
- Common Potion (sum of 1-30) and Uncommon Potion (sum of 31-50).
- Simple Combustible & Chemicals substances like oil, acid and poison.
- Classic beer (restore 1 Psy, but can make you Ailment (Fatigued))
- Rare Potion (sum of 51-60).
- Complex Combustible & Chemicals like grenade and bomb.
- Other kinds of alcohol than Classic beer.
Brewing Potion
To understand which Potion a recipe will brew, follow the steps for brewing below:- Select three Potions Ingredients.
- Find the sum of the 3 combat scores, 3 utility scores, and 3 whimsy scores for the Potions Ingredients.
At the end of this step you should have 3 sum numbers, each associated with one attribute. - Determine which of these 3 attribute scores has the highest number associated with it. The winning attribute determines the list the potion comes from, and the number determines which potion on that list the recipe will create. If there is a tie between attribute scores, the potion brewer can choose between the two winning attributes.
Cooking
A skilled chef can not only make standard rations more palatable but they can also conjure meals that bestow the consumer with wondrous side effects.
Dexterity or Insight Check.
Meal prep :Basic Items
You can make many unit of the crafted meal, but must say it before rolling the Crafting roll.
- For each unit made, expend one extra use of your Specialist Kit.
- Simple food, like Ration.
- Treats (offered in Negotiations can provide a Minor Bonus (+2)).
- Healthy/Energetic Drink (restore 1 Heart or Psy).
- Classic beer (restore 1 Psy, but can make you Ailment (Fatigued))
- Booster Cake (offered in Negotiations can provide a Major Bonus (+4))
(You gain a +2 bonus to an Aptitude for a day, but suffer Ailments (Fatigued) after that day). - Other kinds of alcohol than Classic beer.
- Arcane Meal that bestow a magical effect on the consumer.
For exemple, a magical Sleepy Soup might make those that eat it overwhelmingly tired. - When ingested, Arcane Meal take effect immediately.
- Arcane Meal that boost your performance or alter your mind or body will typically last an hours.
- The properties of a new Arcane Meal must be agreed with your GM.
Forging
A practical but demanding discipline which involves the heating, shaping and cooling of metal to create weapons, armor, and other robust metal tools.
Strength or Constitution Check.
Forging a new Weapon, Armor or Shield always requires a Workshop.Basic Items
- All Weapons, except for the Small and Large Mechanical, and their Customizing gear options.
- Heavy and Superheavy Armors and their Customizing gear options.
- All Shields and their Customizing gear options.
- Simple tools that are considered Adventuring Gear, Common rural and urban goods.
- The same Gear as the Basic Items crafting, but in their Magical gear version.
Tailoring
Beginners can create basic clothing and lighter armor, while skilled tailors can customize garments for specific uses and convert one outfit into another.
Dexterity or Aura Check.
Tailoring a new Armor or Outfit always requires a Workshop.Basic Items
- Light and Medium Armors and their Customizing gear options.
- All Outfits.
- Simple fabric constructions such as tents, sails, etc.
- The same Gear as the Basic Items crafting, but in their Magical gear version.
- Add Customizing gear options into an Outfits when logical and plausible.
- Convert an existing Outfits into another (reduce the cost by recycling the used one, but failure turn it into a Tattered Outfit) (dosn't requires a Workshop!).
Engineering
Focuses on creating mechanisms, from object like compasses, collapsible ladders, mechanical weapons, etc, to complex mechanisms with moving parts.The most skilled engineer build and maintain Mechanoid frames, using Solarite, Naethrite, or Solnaeth to power engines that grant autonomy, force, or precision.
Dexterity or Insight Check.
Engineering a new Weapon always requires a Workshop.Basic Items
- Small and Large Mechanical Weapons and their Customizing gear options.
- Unpowered or simple mechanical devices like compasses, small Vehicles and other similar inventions.
- Treatment for Injuries from Mechanoids.
- Advanced Treatment for Injuries from Mechanoids.
- Creating or installing a Prosthetic replacements.
- Using Technologie (Solarite, Naethrite, Solnaeth) wich are used to make engines to power creation and Mechanoids.
- Sophisticated machines such as powered automatons or precision instruments.
Enchanting
Most enchanters rely on enchantment gems to focus the flow of Psy energy.These gems can store magical effects and spells, which are then embedded into weapons, armor, or shields. Skilled enchanters can even transfer an enchantment directly from a gem into the item itself, allowing multiple enchantments to be combined on a single piece of gear.
Insight Check.
Cost: 2 Psy.
- To Enchant a spell instead of an effect require someone else (or the enchanter himself) around that have acces to the spell (he's not required to take this Downtime Activity, as this require a few minute only before starting the Enchant).
- It's possible to Enchant an Enchantment Gem that is already embedded into an object.
- (1/10) Enchantment Gem (require 10/10 to be a fully made Enchantment Gem).
- Enchanting an Enchantment Gem.
- Inserting an Enchantment Gem into a Weapon, Armor or Shield.
- Enchanting a Spell scroll of Rank 0 or 1 (require paper and extra cost of Psy as if casting the spell).
- (2/10) Enchantment Gem (require 10/10 to be a fully made Enchantment Gem).
- Removing an Enchantment Gem from a Weapon, Armor or Shield.
- Destroy an Enchantment Gem to transfer its Enchant directly into any Magical gear (not limited Weapon, Armor or Shield).
- Enchanting a Spell scroll of Rank 2 (require paper and extra cost of Psy as if casting the spell).
