There are five types of creation:
Jewelery: | Creating and enchanting magical jewelry, such as rings, bracelets, and necklaces. |
Tailoring: | Creating non-metal armor and clothing. |
Smithing: | Creating metal armor, weapons, and items that are not jewelry. |
Alchemy: | Creation of magical potions |
Fletching: | Creation of wooden items, such as staves, bows, arrows, and crossbows. |
To create a special item, you need to have raw materials. You can buy raw materials at the potion shop, or smithy, or find them on enemies sometimes. To successfully create an item you have to have the required parts and a DM present.
All crafting/enchanting of weapons, items, and armor MUST be done with
an DM present. Even DMs have to have another official as witness to their own
attempt at crafting.
The Pattern System is a way to take the calculations and insanity that the old system required, and simplify it. Instead of simply buying parts and creating the item, they also must buy a Pattern for the item. Some special weapons require special Patterns.*
Example:
Shortsword Mold | BCR: 25 ; Medium Ignot + Mold |
Shirt Pattern | BCR: 25 ; Medium Cloth Patch + Pattern |
Simple Ring Plan | BCR: 25 ; Small Metal Band + Plan |
Shortbow Plan | BCR: 25 ; Small Wooden Rod + Plan |
*Potions are special; only non-spellcasters (And spellcasters without the enchantment school) use up their patterns (called scrolls) when making; those with can get near-unlimited use from their scrolls.
There are five Types of Item Creation: Tailoring, Smithing, Jewelry, Alchemy, and Fletching. The important ability scores for them are:
Skill
|
Important Ability
|
Alchemy
|
Wisdom
|
Fletching
|
Dexterity
|
Jewelry
|
Intelligence
|
Smithing
|
Strength
|
Tailoring
|
Charisma
|
Skills have levels depending on how much you use them (or if you have special abilities). The more you use them, if you succeed, you gain multiplicative bonuses to your BCR roll.
Attempts
|
Bonus
|
0
|
x1
|
10
|
x2
|
20
|
x3
|
35
|
x4
|
50
|
x5
|
80
|
x6
|
115
|
x7
|
Raw materials also have different sizes, and different prices per size. There
are 4 size categories: Tiny, Small, Average, and Large:
Tiny | Small | Average | Large | |
Forge Metal | Tiny Ingot | Small Ingot | Ingot | Large Ingot |
Gems | Gem Shard | Rough Gem | Smooth Gem | Pristine Gem |
Cloth | Cloth Scrap | Small Patch | Patch | Large Patch |
Jewelry Band | Tiny Band | Small Band | Band | Large Band |
Wood | Dowel | Small Rod | Rod | Large Rod |
Alchemy Reagents | Scruple | Dram | Ounce | Pound |
Default item parts, that have no special qualities, have a BRM (Base Roll Modifier) of +0. Thus, if you use a Pattern with standard parts that you buy from the merchant's guild, the BCR will be the same as what is given on the Pattern. However, if you have item parts that grant bonuses to the item, such as an enchanted gem, or mystic metals, or rare cloths, the BRM from that item is added to the BCR of creating the item. BRM stacks, so a blade with two gems has to add the BRM of both gems to the BCR of the item. Only 3 gems max can be added to any item.
Example:
Kitz wants to make a Ring of Regeneration +1, but also add a quartz crystal which gives +2 to intelligence. The BCR of the Ring itself is 30, and the Quartz has a BRM of +2. Therefore, she has to roll a 32 or higher to craft the item.
The basic roll for creating an item is:
Craft Roll = 1d30 + (<Important Ability's Mod>/2) x Craft Level
To craft an item, you need the correct Crafting Kit. Basic kits cost 20 gold, and you can buy advanced crafters kits, which can lower the BCR, but these will cost more. In creating the item, everything, including the pattern is used up, except for the kit. Most kits have limited uses as well. If you fail the roll, the items and pattern are still lost. If you roll the minimum roll, the kit is also destroyed.
Multiple Crafters
When you craft in a group, your bonus to crafting is immidiately
halved, however, the more crafters, the better chances of success. In a Group
Craft, your normal roll is 1d30 + (normal bonus / 2). If you fail, another person
in the group can attempt it, they roll 1d30 + (normal bonus / 2) + 2. The BCR
continues to go up by 2 with each individual that tries, and fails. If you run
out of people that have tried, you fail in crafting the item and all things
are lost. If anyone
fails critically, their kit is destroyed. If there were 5 consecutive failures,
the entire attempt fails.
Note: You must declare to your witness that you are attempting a group craft BEFORE rolling.
Refining items is a cool new feature of this system. Sometimes, you may have a pattern which requires an Ingot, but all you have is two Small Ingots. Don't fret! You can combine the two Small Ingots to create an Ingot! When you combine two items, the bonuses do not stack (except for Gems, see below). When you combine items, they must be of the same type, so two Small Crystal Ingots can be forged into one Crystal Ingot, but a Small Crystal Ingot and a Small Iron Ingot cannot be combined at all. The formula for combining is such:
1 Large = 2 Average = 4 Small = 8 Tiny
You can only combine two items at a time, so from 4 Tiny items, you have to combine them into 2 Small items, and then combine those into an Average item. You can also split items in the same way. The BCR to combine, or split items is 25 + the BRM of the item type. Wood cannot be combined, only split.
Gems are universal item additions. As before, all gems have natural enchantments, and therefore have BRMs attached to them.
Example:
Rough Agate is +2 Intelligence; and has a BRM of +4.
Gems can be added to any of the types of crafting to grant magical stat boosts. Alchemy requires gems to be powdered before use. This is described below.
Mages with the Enchantment school can try to enchant their own
gems.
The BCR to add a gem to an item, is the BCR of the item + the
gems BRM. To remove a gem from the weapon, it is the BCR of the item - the BCR
of the gem. If you fail adding or removing a gem from an item, the gem is destroyed.
Unlike other items, Gem bonuses stack as the item size increases.
Example:
An Agate Shard natural enchantment is +1 intelligence. Therefore,
Rough Agate is +2 intelligence, Smooth Agate is +4 intelligence, and Pristine
Agate is +8 intelligence.
The BRM also doubles as they are combined. So, the Agate shard is +2, Rough
Agate is +4, Smooth Agate is +8, and Pristine Agate is +16.
Powdering Gems
When you powder a Gem, its size category decreases by one, so a Pristine Gem's powder makes an Ounce, a smooth Gem makes a Dram, and a Rough Gem makes a Scruple. Gem Shards cannot be powdered.
Enchanting a Gem or Item requires a Mage, Cleric or Druid with the Enchantment school. There are 5 steps to enchanting an Gem or Item.
Re-enchanting an Item
If an item already has an enchantment on it, It is considered to have a BRM of + 9 + whatever BRM the item has normally.
Enchantments of the same type cannot be stacked. So if you have an Gem of +2 Intelligence, you cannot reenchant it so that it gives +4 Intelligence. You have to clear the enchantment first, and then enchant the +4 on its own. You can however enchant the +2 Intelligence Gem with a +2 Con, for example, if the Gem can handle it.
Clearing an Enchantment
Follow steps as above, only the BCR for any item that you want to unenchant is 20 + the item's BRM.
Multiple Enchanters
Enchant bonuses stack with extra enchanters.
Example:
Kitz wants to enchant a Pristine Ruby she found as a +5 Focus item. The item already has an enchantment, and a BRM of 5. She needs a 20+5 = 25 to clear the enchantment. To enchant the item again, she must roll a 9 x 5 + 5 = 50 or greater. Not impossible, but not easy.
Some items don't give bonuses, but need special enchantments, such as Kitzibeth's
Satchel of Holding, or Rakuro's Bottomless Sleeves. For these items, the DM
will give the enchantment BCR after the item is crafted.