Often referred to simply as “Crafting”, equipment crafting refers to the creation and/or manufacturing of weapons, armor, and other items, either by PCs (using associated Secondary Skills) or NPCs (via Shops and Equipment Vendors). It is often In many cases this adds some kind of additional effects, properties, or modifiers to the equipment.
Crafting’s are represented by a ‘Prefix’ before the item name (i.e. Dwarven Plate Bracers or Angelic Arming Sword). These prefixes can only be added at the time that the equipment is initially crafted.
Some crafting’s can be quite elaborate and require in-depth explanation. Details are available for the following Crafting’s:
Equipment Crafting is divided into several different categories:
- Primitive or Simple Crafting (Tier 0 Crafting)
- Standard Crafting ( Tier 1 Crafting)
- Advanced Crafting ( Tier 2-4 Crafting)
- Rune Crafting (Tier 2-4 Crafting)
- Dragonscale Crafting ( Tier 5 Crafting)
Regardless of the type of crafting, there is a unified approach to equipment crafting that utilizes a system of crafting units.
Before any attempt to generate crafting units can be made, the crafter must gather the necessary raw materials and/or components.
Primitive craftings are typically made from naturally occurring materials and therefore don’t carry much if any cost beyond some basic foraging.
Unless otherwise stated, the raw materials required for simple, standard or advanced crafting projects are 25% of the regular market value of that finished item. This can be reduced at the GMs discretion if the crafter is provided with some portion of foraged, salvaged or looted materials.
In addition to this, for Rune Crafting and Dragonscale Crafting there are other specific materials required as well, as outlined in their own sections.
In all cases, an appropriate schematic/recipe is also required if the crafter does not have prior knowledge or experience with that particular crafting.
Standard crafting, also referred to as Tier 1 crafting, requires the presence of a PC or NPC at least Rank1 in a crafting Secondary Skill such as Blacksmith, Leatherworker, Tailor, or Craftsman.
Other types of Crafting typically also require specific secondary skills, but these are addressed in their own sections.
All crafting and repairing in Realm of Strife utilizes a standardized system of crafting units. Crafting units are typically produced by a PC or NPC with a crafting skill such as Blacksmith, Leatherworker, Tailor, or Craftsman. In some cases crafting units can be produced by unskilled or untrained person.
Required Crafting Units
The required number of crafting units to complete a crafting or repairing job is typically based on its size and is equivalent to 1 unit per “item slot”
|Item Size||Required Crafting Units|
|Small (or less)||1|
|Extra Large+||equal to total number of “slots”|
Producing Crafting Units
Producing crafting units can be attempted at a rate dependent on the Rank of the associated Crafting skill, measured in units per day. It also requires appropriate crafting tools and a suitable workspace (i.e. a smithy, a tanners hut, a tailoring shop, etc…).
Untrained or unskilled crafting is possible for certain items (such as Primitive or Simple Crafting), and is always produced at a base rate of 1 crafting unit per day.
To produce a crafting unit requires a successful stat roll. The Stat used depends on the task at hand, but typical stats are as follows:
- Agility: for fine or intricate work
- Strength: for heavy shaping and molding of materials
- Wisdom: for work requiring a high degree of practiced experience
- Intellect: for a highly technical procedure that requires significant study
- Initiative: for procedures which require precise timing and accuracy
For particularly complex or unusual crafting projects, additional disadvantage may be applied to the stat roll. Environmental effects could also further increase disadvantage (i.e., crafting in an active warzone, crafting in hellscape or frozen tundra, etc…).
For larger projects, multiple craftsman can contribute crafting units to the project to speed up the process, though GMs should ensure practical restrictions to this (i.e., even a million stone masons couldn’t build a castle in a single day).
Crafting becomes easier as a PC or NPC ranks up with in the associated skill. Modifiers applied to stat rolls for crafting units are applied based on the skill rank as follows:
|Novice||-4 Disadvantage||-8 Disadvantage||-12 Disadvantage||-16 Disadvantage|
|Apprentice||No modifier||-4 Disadvantage||-8 Disadvantage||-12 Disadvantage|
|Journeyman||+2 Advantage||No modifier||-4 Disadvantage||-8 Disadvantage|
|Artisan||+4 Advantage||+2 Advantage||No Modifier||-4 Disadvantage|
|Master||+6 Advantage||+4 Advantage||+2 Advantage||No modifier|
Failed Crafting Rolls
If failing a crafting roll, no crafting unit is produced. The first failed crafting unit attempt for a given item simply delays the process, however a second failed attempt results in a complete failure and loss of all materials used.
At a GMs discretion, if an attempt was close to a success but still failed, could instead result in an “Inferior” weapon, armor piece, or item (see Inferior Crafting)