Crafting Dark Gear in Dawn of Others | World Anvil

Crafting Dark Gear

A character who has the time, the money, the needed tools and the proper materials can use downtime to craft armor, weapons, clothing, or other kinds of Dark gear. In order to craft Dark Gear, you must have proficiency in Arcana or have received the ability through a renown perk. You must have access to an appropriate labroatory or shop within which to perform your crafting without interruptions.   Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. The DM will use their judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.   For purposes of crafting items: a week is 7 days and a work week is 5 days. For a day to count towards the week a character must spend at least 8 hours of the day performing the crafting tasks. An additional 8 hours can spent each day (for a total of 16 hours of work time) to gain an additional work day towards the count of the required number of days. 

Crafting Dark Gear

Note: Potions, Dark consumables and spell scrolls are exceptions to the following rules. For more information, see "Brewing Potions", “Dark Consumables” and the “Scribing a Spell Scroll” later in this section.   This section of the rules cover creating non-consumable Dark Gear which includes the armor, weapons and machines as listed in the Dark Gear section of the Ultra Modern Redux source book. Additionally, any item that is TL 5 can be created as a Dark Gear item using these crafting rules. All items crafted in this manner count as Dark Gear and their abilities are functions of the Dark rather then techonology. If the item requires a battery to function it will instead require Dark to be spent from the characters vessel in order to function. If the item is a weapon that uses a battery cell for its ammunition, the item will instead cost 1 Dark for each ammunition use. This means if a character ability allows them to gain an additional shot from the weapon and an additional ammunition is fired, it will cost an additional Dark to use this ability.

Required Tools

A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. The DM will make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.  

Dark Gear Ingredients

In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. These items are not usually readily available. It often requires one or more adventures to track down rare materials and the lore needed to create the item.   To start with, a character needs a formula for a Dark item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item. An item invariably requires an exotic material to complete it. These exotic materials are generally harvested from Zombies or other Dark imbued creatures (The Others or The Awakened). Finding that material should take place as part of an adventure or as a shopping downtime activity.   The Dark Gear Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Items can be given freely to the character or harvested from a living specimen. Additionally, the creature might guard a location or a resource that the characters need access to.  

Credit Cost

In addition to facing a specific creature, creating an item comes with a credit cost covering other materials, tools, and so on. The credit cost is half the item's purchase price as listed in the Ultra Modern Redux source book.

Required Time

Use the following table to determine how many workweeks it takes to create an item.  

Complications

Most of the complications involved in creating something, especially a Dark Gear item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there’s a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.  
  These complications might involve a rival that the character has as a contact.

Brewing Potions

Potions fall into a special category for item crafting, separate from other Dark Gear.

Herbalism Kit

A character who has proficiency with the herbalism kit can create all potions listed in the 5e D&D magic items. The times and costs for doing so are summarized on the Potion Creation table.  

Potion Ingredients

In addition to the appropriate time and cost as described above, a character needs raw materials worth half of the potion’s crafting cost. These ingredients are not usually readily available. It often requires one or more adventures to track down rare materials and the lore needed to create the item.   To start with, a character needs a formula for a dark item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item. An item invariably requires an exotic material to complete it. These exotic materials are generally harvested from Zombies or other Dark imbued creatures (The Others or The Awakened). Finding that material should take place as part of an adventure or as a shopping downtime activity or by using the Herbalism Kit to scavange for supplies. See Scavenging Rules.   The Potion Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for a potion. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Items can be given freely to the character or harvested from a living specimen. Additionally, the creature might guard a location or a resource that the characters need access to.  

Resolution

If all the above requirements are met, the result of the process is a Dark Gear item of the desired sort.

Alchemist’s Supplies or Drug Kit

A character who has proficiency with the Alchemist’s Supplies or Drug Kit can create all potions listed in the 5e D&D equipment list as well as all the Consumables listed under Dark Gear in the Ultra Modern Redux source book.   In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many days it takes to create an item, divide its selling price by 50. Any result that is less than 1 requires 1 day to create.

Drug Ingredients

In addition to the appropriate time and cost as described above, a character needs raw materials worth half of the tems’s crafting cost. These ingredients are not usually readily available. It often requires one or more adventures to track down rare materials and the lore needed to create the item.   To start with, a character needs a formula for a dark item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item. An item invariably requires an exotic material to complete it. These exotic materials are generally harvested from Zombies or other Dark imbued creatures (The Others or The Awakened). Finding that material should take place as part of an adventure or as a shopping downtime activity or by using the Alchemist’s Supplies or Drug Kit to scavange for supplies. See Scavenging Rules.   The Drug Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Items can be given freely to the character or harvested from a living specimen. Additionally, the creature might guard a location or a resource that the characters need access to.  

Resolution

If all the above requirements are met, the result of the process is a Dark Gear item of the desired sort.

Spell Scrolls

Using Spell Scrolls

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without providing any material components or spending the Casting Charge of the spell. Casting the spell by reading the scroll requires the spell’s normal casting time. Any sacrifice cost of the spell still applies. Any additional Dark costs described in the spell can be spent for the additional listed benefits. A spell can still be boosted as per the spell's description, using the usual Induce Skill check and suffering the usual damage associated with boosting a spell. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.   If the spell is not on your spell list but within a Dark Sequence path that you have paid the Path Cost for, you must make an Induce Skill check to determine whether you cast it successfully. See the DC for Scroll Use table below for the DC of this check. On a failed check, the spell disappears from the scroll and a scroll mishaps occurs. See the Scroll Mishap table below. On a successful check, the spell is cast from the scroll as described above. If the casting is interrupted, the scroll is not lost, but requires another check to make another attempt.   If the spell is not on your spell list nor within a Dark Sequence path that you have paid the Path Cost for, but is within a Synergy Path that you have paid the Path Cost for, you must make an Induce Skill check with disadvantage to determine whether you cast it successfully. See the DC for Scroll Use table below for the DC of this check. On a failed check, the spell disappears from the scroll and a scroll mishaps occurs. See the Scroll Mishap table below. On a successful check, the spell is cast from the scroll as described above. If the casting is interrupted, the scroll is not lost, but requires another check to make another attempt.   If the spell is not on your spell list nor within a Dark Sequence path that you have paid the Path Cost for nor is within a Synergy Path that you have paid the Path Cost for the scroll is unintelligible and you cannot cast it.  
 

Scribing a Scroll

With time and patience, a spellcaster can transfer a spell on their spell list to a scroll, creating a spell scroll. The spell caster must be profiecient with Calligrapher’s Supplies.

Resources

Scribing a spell scroll takes an amount of time and money related to the tier of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell among the character’s known spells, in order to scribe a scroll of that spell.  

Complications

Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table.  

Resolution

If all the above requirements are met, the result of the process is a Dark Gear item of the desired sort.

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