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Being incredibly important for surviving in any location, Crafting is a diverse and important category that all adventurers will perform once, even without knowing the ins-and-outs of Crafting itself. Crafting is done by Specialists in the category, usually requiring multiple kinds of materials, equipment and other goods to create items effectively. Most adventurers tend to tweak their items for their specific combat styles. Items age with the wielder, and tinkering or tweaking is one of the most sure-fire ways to get the most out of your gear.

A crafted item, or a modified, tinkered or tweaked item is always better then an item found or purchased.

Item Creation

Making an item is a simple enough process that requires a recipe of some kind, usually a cost from material groups from resources that have been salvaged, and enough time to make said item.

Each item group has their own requirements for crafting, such as tools, required materials, and the amount of time that is required to be spent to completely craft an item.

To completely craft something, you need to perform the craft for the given timeframe, you may stop performing this task at any time without losing any progress at the stage of the craft. Each time you begin the craft, a Craft action is rolled. At the end of the Craft, two Craft actions are rolled, one determines the success level, while the other determines the MK Rank of the item (if any).

Requirements for Crafting

Crafting normally requires a space to perform the Craft, this space is usually 1m3 infront of the person performing the craft (the Crafter), but may require larger sizes based on the item. Once the space is available, the Crafter begins the craft, as long as they have the materials available.

Having a valid material count for the recipe is important, but you do not need to use the Material Groups to create an item. As long as you have a valid amount of a material that is also in the material group, you may substitute the Material Group that is required wiith your item, granting a benefit and changing the item entirely, what benefit this grants is listed in Special Materials of this section.

Tools

Tools are normally required for higher quality crafts, mainly giving a benefit to the Craft action itself, tools are very important to carry around and use to make items. They can reduce the crafting times, add special modifiers and benefits to items you make, or even produce a higher quality product.

Crafting DC and Times

Each item or category has it’s own DC and times required normally to craft the item that you are trying to make. You do not need to always be working on the item for it to craft successfully and can leave the craft whenever you can, jumping back to it whenever you are able to.

Multiple people may work on the craft at once, using the added modifiers of others to increase the modifier required to create the item.

MK Rank

An item has a chance of getting a MK Rank based on the level of the Crafter and the required feat for the Craft action. When finishing a Craft action, another roll is made to determine the quality of an item using the same Craft modifier. Use the table below to determine MK Rank of an item.

Table: MK Upgrades        
MK Rank No Feats Tier 1 Feat Tier 2 Feat Tier 3 Feat
1 1% every Level 5% every level 10% every level 15% every level
2 0% + 1% every 5 levels 1% every level 5% every level 10% every level
3 0% + 1% every 10 levels 0% + 1% every 5 levels 1% every level 5% every level
4 0% + 1% every 15 levels 0% + 1% every 10 levels 0% + 1% every 5 levels 1% every level
5 0% + 1% every 20 levels 0% + 1% every 15 levels 0% + 1% every 10 levels 0% + 1% every 5 levels

Alternatives to Crafting

Instead of directly crafting, there are multiple methods you can do to craft an item. For example, if you have abilities such as Equivalent Exchange which allow you to convert material into an item, you may use the rules of that to create an item of your choice, should you have the prerequisite materials. Multiple abilities exist which allow the user to craft outside of the base crafting mechanics. This is typically known as “Value Crafting”, using the value of the item to create it into existence. You typically cannot get a MK Rank with an item using Value Crafting, but you may find abilities that do grant a MK Rank to items.

If you know of a better way to create an item or craft an item in real life e.g. a Bow, do not be afraid to discuss it with your GM to implement those rules instead. The Crafting Mechanics in this system are designed to be simple and easy to follow, but if you have a better way to implement your idea to focus more heavy on certain crafts, it is recommended to use those instead of this system with GM approval.

List of Material Groups

  • Food
  • Rigids
  • Electronics
  • Fibres
  • Chemicals

Repairing

Repairing, upkeep, and maintaining your items is highly important, items get damaged and break over time with constant use and demand. Ensuring that they are always in the best condition allows them to be more consistent and reliable.

Repairing an item uses the item’s Craft action to repair it and requires one of each of the materials needed to craft the item. You repair an item by 25 HP every 5 minutes you spend repairing the item, spending the cost each time you repair the item.

Maintenance

Items that are used in a day lose 50 HP each day they are used, this HP goes through all Passive DT and Damage Reduction. Making sure to maintain those items is extremely important.

Once an item reaches 0 HP, it is broken, it can still be used, however each time it is used, a Luck roll is rolled, if the wielder receives a critical failure on this roll, the item is destroyed. All actions and modifiers made with this item are reduced by -50%.

Item Health & Durability

Tinkering

Tinkering is the process of directly modifying a weapon to perform differently and have a different focus in comparison to the weapon’s standard. To perform a Tinker, the person performs a Craft action, to successfully tinker the item, they must pass the Craft DC of the category of weapon, and work on these adjustments for 1 hour for every 3 tinker points spent.

Analysis

Analysis is extremely important for making a judgement on what the material is, it’s quality and how useful the material will be to you when crafting. Using a Study action, you can analyse a material to gain multiple different attributes and understandings of what the item is.

There are normally three states to know when you’ve successfully analysed something, the Elemental State, the Quality and the Tier. This section will go in depth to explain the importance of each descriptor.

Elemental State

The Elemental State is normally the physical properties of the item, usually Solid, Liquid, Gas or Plasma. This can normally be deciphered pretty much immediately upon looking upon it, but in conversation or without the actual item, it might be a bit harder to understand.

There’s four main properties to look out for in regards to Elemental State. When crafting, you must use the elemental state of the material required to make it e.g. You cannot use liquid materials as a replacement for solid materials and vice versa.

Quality

The quality of the material can influence how much material you would need to craft and create an item and how effective the material’s effects are. Without any tools, harvesting any materials always results in either a mediocre or low quality material gain.

Some recipes require certain quality materials to be used.

  • Mediocre
  • Low
  • Average
  • High
  • Perfect

Tier

Material Tiers are used as an indicator of what materials can become through Equivalent Exchange and similar abilities, and generally indicates the general power of a metal. Some recipes may require certain tiers of metals to be used, but generally tiers do not play a role in many recipes themselves. Tiers count up as roman numerals, ranging from I onwards.

Gathering

Gathering is the sole way you can gain materials and other resources to create items and tools. There are two main ways of gaining new materials, either through Foraging or Salvaging. Each require their own forms of equipment and tools to take advantage of reliably and to gather the highest quality of resources.

Foraging

Foraging is the act of gathering resources from the environment around you. Foraging is a simple task that relies on the senses to locate various nods and understand the qualities of them. Once you’ve located and analysed a node, you can begin harvesting the node itself to gain materials from a material group of your choice. If a node has special materials, you can choose to gain the special materials instead.

Foraging Tools

When foraging, it is important to use the correct tools for the job. You must use the correct tools when foraging and gathering goods, for example, using an axe to cut down a tree or wooden material, a pickaxe to mine stone and other ores, or a knife/shears to cut down plant matter or softer fabrics.

Salvaging

Salvaging usually is what is known as disassembling already existing objects, turning them back into workable and usable materials to use for other projects. Salvaging is very useful on cheaper equipment that is found on the field, usually being able to disassemble it and turn it into something more useful.

Salvaging is a simpler process, performed by performing a Craft Action (DC item’s Craft DC), on success, the person salvaging receives 10% of the crafting recipe’s components, each decimal point rounded up.

Resource Nodes

Resource Nodes are some of the most important things to find and use when foraging, usually containing a wealth of materials that can be repurposed for other means. Resource Nodes should be one of your main ways of gaining multiple materials to use for crafting purposes.

Farming

A more complicated strategy of gathering, Farming is incredibly important, and usually comes from seeds of plants or other items. Being essential to long-term survival in a location, Farming grants the ability to receive and cultivate resources for your own purposes. Most Farming strategies require the use of Food to create more Food or other goods.

Fishing

Fishing typically requires a Fishing Rod, some Food, and a lot of patience. When beginning your fishing through any means, the GM rolls a Luck action + 10% for each Bait added (DC 100), on success, you manage to catch a single fish, which can be harvested like an Animal Corpse resource node. The GM rolls this every 30 minutes you spend fishing.

You may only fish near bodies of water that could possibly contain fish e.g. River, Lakes, Ocean, etc.

Husbandry

You may raise animals and feed them everyday, requiring an Animal Friendship action (DC 100 for animals that are domesticated, and DC 150 for animals that are not). On success, you can tame the animal.

Vegetation

To use the vegetation around you for farming, you must extract seeds from various plants and food. You can create 1 seed from 2 Food. When planting a seed, the GM rolls a d4, on a 1-3, the seed planted is a Plant Resource Node, and on a 4, the seed planted is a Tree Resource Node.

Material Properties

Special Materials

Making Magi-Tech Items

Magi-Tech Items are incredibly powerful items created with the use of magical power, granting powerful abilities and effects to those attuned to them. Creating them is a relatively simple process to understand, but hard to input into practice. All Magi-Tech Items require two additional components to create an item, usually an MP cost, and a Power associated with the item to imbue the effect of the magi-tech item into the item itself.

MP Cost

An MP cost is normally required to add an effect to an item. You are not required to have all of the MP immediately, but the item can only be crafted after storing that MP into the Magi-Tech item itself, usually requiring a minimum of 1,000 MP minimum into the item itself, but this may change based on the item itself. This MP can be added through granting yourself additional MP, or through any other items that may have MP stored.

Power Requirements

All Magi-Tech items normally require having a power that the item is related to. You must have access to this item through either an item that has the ability or another person having the power and assisting make the item.

Crafting Unique Items