Craft Ranked Skill
Some items can be crafted. Crafting is a way a player can further interact with their environment and attain loot aside from general goodies one gets from adventuring. But to craft, a player must have the following things: 1) they must have the materials needed to craft the item; 2) the player character needs to have a high enough Craft Skill to meet the rank. Because of both of these barriers to entry, a check is not made to craft an item.
A player character should feel able to break down any and all items, however, it should be noted that this is not profitable. When an item is broken down, only one material is received. For example, a Rank 1 item required 2 Plant to make, but when it is broken down, it only gives the player character 1 Plant back. In another example, a rank 3 item is made up of 1 Information, 2 Synthetic, and 2 Catalyst; the material received back is the most common material, always--in this case, this would be the information.
Materials
Materials are used to craft all most general equipment, base rank weapons and armors, and to upgrade weapons and armors. There are 10 different kinds of materials, listed from most common to least common: List of Material Types- Animal. This is fur, skin, meat, bone--resources that come from animals.
- Plant. This is leaf, bark, sap, amber, wood--resources that come from plants.
- Metal. This is brass, copper, silver, gold, iron--resources that come from metal.
- Mineral. This is salt, fluorite, diamond, and other such minerals. This category also includes some rocks, gemstones, and mineraloids for ease of classification, however scientifically inaccurate.
- Textile. This is cloth, anything made out of natural or even synthetic fibers.
- Information. This is anything that can be derived by studying a thing, or data downloaded from the consciousness of a mechanical being.
- Arcane. This is moonstone, cursed or blessed artifacts, scrolls--physical resources that channel and hold magical power.
- Synthetic. This is anything man-made--synthetic fibers that are not a textile, formulated medicine, processed oils, etc.
- Electronics. This is wire, circuitry, gears, non-arcane generators--anything can powers or shapes the physiology of machinery.
- Catalyst. This is any item that causes an item to change. These can be considered tools, chemicals, or even labor.
SYSTEM DISCLAIMER:
The way I have these Materials set up right now is in an abstract sense, but it does allow players to endlessly mine for gemstones, but then use those "gemstones" in crafting a bag of sand, as though ruby is as absorbent as sand--and as far as I know it isn't. Therefore, feel free to modify this system, or, what I recommend, is to not take the materials specifically and literally. Always keep them general so they can be widely applicable.
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