Crafting System

I welcome you, New Soul. You have stumbled across the rules and regulations about an integral part of this world. Crafting. Everything there is to know is written here, and for even more, you know who to contact. May the wheel of fate forever turn in your favour.
— Your Gamemaster

A Clockworkers System

The Crafting System you will operate under is the Clockwork System. This system creates an incremental way of making items and allows for a useable and readeable progress visual.

Inner Workings

Every item you will try crafting will be asserted a number of Clocks. One clock is comprised of eight sections which will be filled out during the crafting process. Every two hours of spent time working on the item, you may roll a d6 to determine the progress. Depending on your roll, you may color in the corresponding number of sections.
Roll # of Sections
1-3 one
4-5 two
6 three
Crafting Clock
Additionally, material and tools needed to craft the item have to be in posession and useable.
Once all the clocks of a given item are filled out, roll one last d20 to determine the overall grade of the item.

Additional Rules

Should your d20 result in a 1 or 2, you failed to assemble the item and an additional number of clocks and materials are added to the items crafting process.
Should your d20 result in a 19 or 20, you greatly succeeded in assembling the item, granting it either buffs, more monetary value or other additionals at the DMs discretion.
Should your d20 result in anythin other than these numbers, no major buffs or losses will occur.
Optionally, you may add one clock to your crafting process to roll the final d20 with advantage. One d20 may be subtracted from the process (with a minimum of one clock remaining) to finish the product early and roll the final d20 with disadvantage.
Disclaimer: Should a multi-component or complex item be crafted, each component within this item could get its own clockwork system, specifics to be determined in person.

Daily Crafting Time

Exhaustion

Should you be affected by up to three stacks of Exhaustion, you may still work on your item for two hours that day (incl. elves and other 4h resting races). You will however not lose one stack upon completing your long rest. Any Exhaustion stacks above three will require the player to not work and use the time to rest.

Downtime Day

A downtime day is a day where no major travelling, no fighting and no other big events (such as balls, meets, preparations or the like) occur. It is a day where the majority of the time, the player will have time to do nothing. On these days, the player may choose to spend up to six hours working on their item.

Passive Travelling & Minor Roleplay Day

A Passive Travelling Day is a day where the only activity the group does, is travel. The Passive Travelling Day turns into an Active Day if, for example, an encounter would intercept the party. A Minor Roleplay Day is a day where the party is experiencing minor roleplay moments between NPCs and PCs. The Minor Roleplay Day turns into an Active Day, should the Roleplay be interrupted by a scuffle or be the central event of the day. A maximum of four hours can be spent to work on your craft during a passive travelling / minor roleplay day.

Active Day

An Active Day is a day where the player was active. The player was out and about for a long time, fought or was otherwise busy. On An Active Day, the two hours available to a player in the 8h long rest may be used to further your craft. This should all happen within reason. Crafting may also not be possible if the entire day was packed with fights or other hour long very exhausting tasks.

Tl;Dr

Each item that you craft will have a number of clocks asserted that can be filled out every two working hours using a d6. when completed, roll one d20 to determine the grade.

Comments

Please Login in order to comment!