Creating and Improving Equipment

To make something, you need half of the selling price worth of materials and you must have access to an appropriate workshop or Tool Kit, Backpack.
If you lack tools, workshops are available in most towns for 3 Silver Pieces/week of access. Some towns/cities will have well equipped workshopes that can give you +1 on your skill rolls (not cumulative with good or fine quality tools if you have them) for 15 Silver Pieces/week. The highest quality workshops are difficult to find, but will give you a +2 (not cumulative like above) for 6 Gold Pieces/week.



General Equipment

Most General Equipment requires a regular crafting roll (Leatherworking for backpack, Smith for crowbar, etc.). Some items are effected by quality, those require you to keep track of your Margin of Success on your crafting roll. Use the table below to determine the Quality.
All general equipment takes 1 hour per Silver Piece to craft (a chest costs 20 Silver Pieces to buy, but only 10 Silver Pieces to craft) and access to a workshop or have an appropriate Tool Kit, Backpack.


Tool Kit Quality

  1. Poor Quality: -5 skill
  2. Basic Quality: +0 skill
  3. Fine Quality: +2 skill
  4. Very Fine Quality: +3 skill


Weapons

Metal weapons:
Each weapon takes about a week of work (8 hours/day, 5 days/week or 40 hours total) and a successful Armoury (Melee Weapons) roll.

Wooden Weapons:
Each weapon takes about 3 days of work (8 hours/day, 5 days/week for 40 hours total) and a successful Armoury (Melee Weapons or Missile Weapons) roll.

Intracate Contraptions:
This includes things like Crossbows and Firearms. These require about 3 weeks worth of work (8 hours/day, 5 days/week for 120 hours total) and a successful Armoury (Missile Weapons or Small Arms) roll.

Shields:
Each shield takes roughly 2 days of work (8 hours/day for 16 hours total) and a successful Armoury (Melee Weapons).


Clothes and Armor

Some people need armor, but everyone needs clothes! The Material Cost is half of the Buying Price of the item you are attempting to make (modified only by any Exotic Materials you decide to use).
     

Clothes and Cloth armor:
Each outfit/full 100% takes 2 days of work (8 hours/day for 16 hours total) and a successful Sewing roll.

Leather armor:
Each full 100% takes roughly 3 days of work (8 hours/day for 24 hours total) and a successful Leatherworking roll.

Scale armor:
Each full 100% takes roughly a week of work (8 hours/day, 5 days/week for 40 hours total) and a successful Armoury (Body Armor) roll.

Mail armor:
Each full 100% takes roughly 2 weeks of work (8 hours/day, 5 days/week for 80 hours total) and a successful Armoury (Body Armor) roll.

Plate armor:
Each full 100% takes roughly 3 days of work (8 hours/day for 24 hours total) and a successful Armoury (Body Armor) roll.


Optional Crafting Rules

Survival crafting
If you are needing to craft something but don't have access to a workshop, you can scavenge the materials that are readily available (rock, wood, plant fibers, etc.). You cannot craft anything that costs above $100(?) to craft. The crafting time includes you gathering the materials. If crafting this way, the equipment cannot be above cheap quality if its possible to have higher qualities.
For Leatherworking or Sewing equipment, you can make a successful Survival roll to spend a day hunting animals for skin, drying it, then make a hide which would then count as cheap quality leather or cloth.


Cheap Crafting
You can reduce the cost of materials to 40% of Material Cost if you decide to make any Weapon or Armor cheap and give yourself a +5 to your crafting roll, but you forfeit any quality modifiers due to rolling well.


Ornate Crafting
You may also attempt to make Ornate weapons and armor by increasing the Material Cost by the appropriate amount (200% Material Cost for +1 Reaction Bonus, 500% Material Cost for +2 Reaction Bonus, and 1,000% Material Cost for +3 Reaction Bonus) and apply a penalty (-3/-5/-7 respectively) to the crafting skill roll. Quality modifiers due to outcome of roll still apply. You may also attempt Cheap Crafting along with Ornate Crafting (the products would be flimsy ceremonial gear).


Artisanal Products

Requires days of work equal to every full $100 of materials (8 hours/day), minimum 1 day.


Improving Equipment

To improve equipment, you need the same tools it requires to create the item. The item is can be used during the improvement process. Upgrading a sword for a long time doesn't keep you from using the sword before it's finished. To gain a Tier 2 Improvement, the item must have a Tier 1 Improvement of the same name first. Same with Tier 3 and Tier 2. Every Tier 1 Improvement adds a -2 to future Improvements added or upgraded. Every Tier 2 Improvement adds a -4 to future Improvements added or upgraded. And every Tier 3 Improvement adds a -6 to future Improvements added or upgraded.
If an Improvement roll fails, add 10% of the original Improvement Time added per margin of failure. Critically Failing or failing by 10+ only resets your progress, it will never remove any improvements.


Melee Weapon and Shield Improvements



Ranged Weapon Improvements



Armor Improvements



Shield Improvements



Random Boon

If you beat you improvement roll by 10 or more or you critically succeeded on the roll, you may roll randomly on the table below and apply the Boon to the equipment. If you beat the roll by 10 or more and critically succeeded, you may choose the Boon applied.
                                               



Roll Weapons/Armor/Shields General Equipment Quality Artistic
Failed by +4 or Critical Failure Unsalvageagble Scrap Unsalvageagble Scrap Wasted Materials
Failed by 3 or less Cheap Quality, the rest of the materials are unsalvageable Scrap, but you may try again using the same scrap. Can use this scrap as Improvised Equipment (-2 (5?) to relevant skill rolls) in a pinch It's...somewhat appealing, sells for 50% material cost
Success by 5 or less Good Quality Basic Quality Equipment An attractive piece of art, sells for 200% material cost.
Success by 6-10 Good Quality Basic Quality Equipment An beautiful piece of art, sells for 250% material cost.
Success by 11-15 Fine quality armor. Weapons can either be Fine or Balanced. Shields can get a free Modifier (Not Dragonhide). Good Quality Equipment (+1 to relevant skill rolls). 5x Price An exquisite work! Sells for 300% material cost.
Success by 16+
  • Armor is Fine and Expertly Tailored, Thieves, or add an additional level of Ornate
  • Shields are Fine and have an additional Modifier (Not Dragonhide), or an additional level of Ornate
  • Weapons are Very Fine, or are Fine and have Balanced, or another level of Ornate.
Fine Quality Equipment (+2 to relevant skill rolls). 20x Price A Masterpiece! People will be traveling for miles to see this Legendary work. sells for 500% material cost.
Success by 16+ and Critically Succeeded
  • Armor is Fine quality, Expertly Tailored and Thieves or an additional level of Ornate
  • Weapons are of Highest Quality and Balanced
  • Shields are Fine, Balanced and get a free Modifier (Not Dragonhide) or extra level of Ornate.
Very Fine Quality Equipment (+3 to relevant skill rolls). 100x Price A legendary work of art! Sells for 1,000% material cost.
(Critical Success increases the success by one step further than the roll would normally give. Example: Success by 6-10 becomes a Success by 11-15)