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The Crafting Process

Characters may craft almost anything, from swords and crossbows to ships and siege weaponry, given sufficient time, resources, and skill. Although fletching, blacksmithing, and tannery are very different trades, for simplicity most crafting uses the Crafting skill (replacing Mechanics). All crafting follows the same basic guidelines, although the process your character undertakes witihin the narrative may vary greatly. Of course, your GM might modify these rules based on the situation and the specific item, and might impose additional requirements.

  Creating items first requires that the PC knowns how to craft the item in question. The GM can determine how exactly this must be discovered, whether during play, buying blueprints, or some other method. Once the PC knows how to craft the item, they can begin work on the item, with the time and resources required determined by the difficulty of the item.

  The difficulty of the check is generally half the rarity of the item, rounded up. For instance, an item with a Rarity 1 or 2 would be an Easy (d) check, while an item with Rarity 9 or 10 would be a Formidable (ddddd) check. The check can be effected by other circumstances, adding b or upgrading the difficulty of the check. (The GM is recommended to upgrade the difficulty of crafting magical items.)

  To craft an item, your character must have appropriate tools and components. For instance, to craft a sword, your character must have access to a forge, craftsman's tools, and a supply of iron equal to half the cost of the item. Typically, the cost of raw materials to craft an item is equal to half the cost of the item. These materials are consumed in the process, whether the crafting check succeeds or fails.

  To craft an item, your character must have appropriate tools and components. For instance, to craft a sword, your character must have access to a forge, craftsman's tools, and a supply of iron equal to half the cost of the item. Typically, the cost of raw materials to craft an item is equal to half the cost of the item. These materials are consumed in the process, whether the crafting check succeeds or fails.

  The process of crafting an item takes one day, plus a number of days equal to the rarity of the item. This does not include any time spent gathering tools or supplies. Your GM may decide that some items take significantly more or less time, depending on the nature of the item and its construction.

  If the crafting check is successful, your character creates the item. Additionally, you and the GM may spend dice symbols for additional effects, as shown in Table 2-1: Spending a, h, t, d on Crafting Checks. Of course, these effects are only examples, and you and the GM might come up with additional results.

 
Spending Advantage while Crafting
  Alwaus is a world filled with magical items, from Rings of Power and scrying mirrors to talking purses and buttons that fasten themselves. Some of them are items both great and terrible, while others are silly things that do little other than amuse the user. In such a world, it makes sense that we would want rules for how to craft these mystical objects.

  Like all other equipment, magical items are created with a Crafting check, the time and resources required to complete the check and the difficulty of the check being determined by the rarity of the item. With magical items however, another check is also required. To know how to craft a certain type of magical item, make a Knowledge (Lore) check.

 
Spending Advantage while Crafting Magical Items

Roughing It

Your Game Master may allow characters to use the Survival skill to craft certain simple items, such as crude spears and traps. This follows the normal rules for crafting, but such items are not made to last, and generally wear out quickly. The GM may spend d on any check involving an item crafted using Survival to cause the item to break and become unusable.


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