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Crafting and Repairing

Realm of Strife™ > Equipment  > Crafting and Enchanting > Crafting and Repairing

Crafting


Crafting Units

All crafting and repairing in Realm of Strife utilizes a standardized system of crafting units. Crafting units are produced by a PC or NPC with the a crafting skill such as Blacksmith, Leatherworker, Tailor, or Craftsman.

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
Medium 2
Large 4
Extra Large 8
Extra Large+ equal to total number of “slots”

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…).

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 metal work
  • Strength: for heavy shaping and molding of metals
  • Wisdom: for metal work requiring a high degree of practiced experience
  • Intellect: for a highly technical procedure that requires significant study

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).

Standard 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. The following additional rules apply to Standard Crafting:

  • Raw materials required for a standard crafting attempt are 25% of the regular market value of that finished item
  • 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 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)
  • An appropriate schematic/recipe is required if the crafter does not have prior knowledge experience with that particular crafting

Standard 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:

  Small Medium Large Extra Large+
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

Repairing

Crafting skills like Blacksmith, Leatherworker, Tailors and Craftsman typically also have the ability to repair damaged weapons, armor or items of their craft (see each appropriate secondary skill for details). The following additional rules apply to repairing:

  • Repair costs vary depending on the damaged item effects and value they have in their damaged state, based as a percentage of the full market price of the item (see table under the Damaged Equipment section)
  • A failed crafting unit attempt for a given item simply delays the repairing process, however two consecutive failures attempt results in a complete failure and the item is considered destroyed, with all materials lost.

Repairing uses the same method of stat rolls as crafting does to produce successful crafting units, however repairing is typical slightly easier and uses the following modifiers:

  Small Medium Large Extra Large+
Novice No modifier -4 Disadvantage -8 Disadvantage -12 Disadvantage
Apprentice +2 Advantage No modifier -4 Disadvantage -8 Disadvantage
Journeyman +4 Advantage +2 Advantage No Modifier -4 Disadvantage
Artisan +6 Advantage +4 Advantage +2 Advantage No modifier
Master +8 Advantage +6 Advantage +4 Advantage +2 Advantage

Damaged Equipment


There are many ways in which weapons, armor and other items can become damaged. Adventuring is dangerous work and when equipment is not properly maintained or is misused, damage is inevitable. Likewise, if weapons or armor are left exposed to environmental effects for too long, they may become damaged, as if often the case when looting ancient crypts.

Typically weapons, armor and other gear that has a Tier2 or higher Crafting or Enchant does not become damaged through conventional means or the passage of time.

There are many prefixes that could be added to equipment to denote damage. The lists below give some common examples, and regardless of the particular prefix, the effects are the same.

Damaged Prefix Weapon Description Repair Cost
cracked, weakened, broken weapon, armor or item 1/2 damage or armor value, 1/2 effectiveness of any beneficial weapon attributes (i.e. parry), and gain the clumsy weapon attribute at -5 per weapon size 50% of market value
rusted, corroded, dull, chipped, weathered (stackable) weapon -1 to hit, -1 damage, and -1 beneficial effect (i.e. parry) for every stack of the effect (if damage is reduced below 1/2 of max, weapon is broken)  10% of market value, per stack
rotten, corroded, tattered, torn (stackable) armor (cloth) -1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed) 50% of market value, per stack
rotten, corroded, weathered, cracked (Stackable) armor (leather) -1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed) 25% of market value, per stack
rusted, corroded, tattered, torn (stackable) armor (mail) -1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed) 20% of market value, per stack
rusted, corroded, dented, battered (stackable) armor (plate) -1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed) 15% of market value, per stack
shattered, destroyed, ruined weapon or armor non-functional or in pieces; may be possible to re-forge or repair, but costly to do so without it becoming inferior 120% of market value