Quirk Rules

Unlike standard ability checks, succeeding or failing a crafting check doesn’t mean that you do or don’t make the item. Instead, the item can end up having quirks; properties that affect the item in favorable or detrimental ways. Unhelpful quirks are known as flaws, while advantageous ones are referred to as boons. When you make a crafting check, subtract the crafting DC from the check’s result, and consult the Quirks Gained table to determine the number of quirks the item gains. Then, roll on the relevant table to determine flaws or boons. It is up to the GM to determine when or even if the player learns of these additional properties.

Quirks Gained

Crafting Check Result Minus Crafting DC Number of Quirks Gained
-13 or less Total Failure, Item Destroyed
-12 to -9 Three Flaws
-8 to -5 Two Flaws
-4 to -1 One Flaw
0 to 4 Nothing
5 to 8 One Boon
9 to 12 Two Boons
13 or above Three Boons

Example

Let’s take a longsword as an example. A longsword is a martial weapon giving it a manufacturing check DC of 17. If you rolled a 9 on your manufacturing check, the difference between your result and the DC is -8. Consulting the table above, you can see that this means the item gains two flaws. Roll on the relevant table to determine the quirks.

Enchanted Quirks

Boons or flaws gained from enchanting are more complicated. If the item is attuneable, then the boon or flaw is only applied to a creature while it is attuned to the item. If the item is consumable (e.g., a potion, food, or scroll), then the quirk is present for the duration of the item’s effect or, if the item has no duration (like a potion of healing), 1 hour. If the item is neither attuneable nor consumable, then the quirk is active while the item is in the creature’s possession, whether it is being held, carried, or worn. The list of possible enchanting quirks can be found in the tables below. The number of enchantment boons a magic item can sustain depends on the power of the essence used to craft the item. When rolling for enchanting quirks and flaws the GM will roll the dice to determine the flaw(s) or boon(s). Unless the effect is immediately obvious the player may attune to the item if it is attunable or cast identify on it to learn what other abilities it may possess.

Essence and Enchanting Boons

Essence Used Item Rarity Maximum Number of Enchanting Boons
None Common 0
Frail Uncommon 1
Robust Rare 2
Potent Very Rare 3
Mythic Legendary 3
Deific Artifact 3

Manufactured Quirks

Flaws and boons generated by manufacturing checks are mundane. They are always active whenever the item is being used. The list of possible manufacturing quirks can be found in the tables below.

Removing Quirks

Quirks are properties that the item possesses. They can only be removed by redoing the crafting check used in their creation. Redoing a manufacturing check takes the same tools required to craft the item. Redoing an enchanting check requires a fresh essence of the same level for the item’s rarity. When the crafting check is made, the old flaws and boons are removed, and new ones are applied based on the result of the check.

Quirks & Costs

Things that are well or poorly crafted cost more or less, respectively. For each boon or flaw an item has, additively increase or decrease its value by 10%, respectively. A flame tongue longsword with 3 manufacturing boons (+30%) and 2 enchanting flaws (-20%) would cost 10% more, overall. Note: commissioning an item is a gamble; the cost a character pays doesn’t change if the item ends up with quirks. However, a blacksmith that makes an exquisite suit of armor outside of a commission can price it as they wish.

Quirk Tables

This section contains all the tables needed to determine which quirks to apply to a crafted item and any random factors those quirks might require. If an enchanting quirk calls for a saving throw, the DC depends on the item’s rarity (under misc. crafting tables).

Repeated Results

In general, quirks don’t stack; if the crafter rolls the same quirk for an item more than once, they roll again until they get a unique result. The exceptions for this are manufacturing flaws with results of 1-10: Handiwork, Fragile, and Unwieldy. If the Handiwork flaw is rolled more than once, the effects are cumulative (-1/-2/-3 penalty). If the Fragile or Unwieldy flaws are rolled more than once, the number on the d20 required to trigger the associated effect increases by 1 for each subsequent iteration of the flaw. For example, a longsword with 3 Fragile flaws would break on an attack roll of 1, 2, or 3.

Manufacturing Flaws Table

Manufacturing Boons Table

Enchanting Flaws Table

Enchanting Boons Table

 

Misc. Crafting Tables

Item Save DCs Table

Random Non-Physical Damage Type Table

Random Skill Table

Random Creature Type Table


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