^
Rising Legends: Crafting and Customizing
Crafting and Customizing
Gear can be modified in many ways to get the perfect function for the task.
Craft Craft Tier (Varies | Manipulation Limb)
Crafting allows you to turn raw materials into finished objects by applying time and skill. All materials and Souls needed for the project must be provided before you begin Crafting. As you craft, make progress towards completing the object. Crafting can only be Aided by a single creature at a time, and they must have their own tools.
Crafting is DL 3 + the Craft Tier of the object to gain progress equal 1 + the amount you exceed the DL. An object is completed after your progress reaches an amount based on the object. Any number of creatures can work on the same object to contribute progress at once as long as there is space for them to reach the object. If your progress exceeds the amount needed to complete the object, you can apply remaining progress to another identical object.
  • You can make Craft Tier 0 objects if you have Tools Tier 1.
  • You can make Craft Tier 1 objects if you have an ability that specifies the type of object to be crafted. If you do not have the correct Profession Gear, suffer -3 on your roll.
  • You can make Craft Tier 2 and higher objects if you have an ability that specifies the type of object to be crafted. You must have the correct Profession Gear.
  • To craft an object you are not familiar with, you must first roll for knowledge or obtain blueprints.
Non-Magical Gear (1 Hour - Tools)
Crafting non-magical gear consumes material of the object's craft material equal to 150% the weight of the object. The Progress required is 12 x weight x Craft Tier x Material's Craft Modifier. Craft Tier 0 objects count as 1/2 for the Craft Tier.
Magical Gear (1 Hour - Magic)
Crafting magical gear consumes Souls equal to 80% of the objects cost and you must provide an object to be enchanted or container to store liquid objects. The Progress required is equal to the Soul cost of the object. Each roll costs 1 Energy.
You can provide harvested materials in place of Souls for crafting magical gear. 0.1 pounds of herbs can replace 1 Soul for an Alchemical object. You can replace 5 Souls of other magical objects with 1 pound of creature components that specify they can be used for the object being crafted.
Blueprints (1 Hour - Tools)
Crafting blueprints is DL equal to the Craft Tier of the object + triple the bonus they grant. The progress required to Craft blueprints is 50 x (the Craft Tier of the object squared) x (the bonus squared). Craft Tier 0 objects count as 1/2 for the Craft Tier.
Changing Materials
Any object can be made from a different material to change its properties. If an object is changed between a material that is flexible and not flexible, the object loses its function.
Some materials apply additional effects when applied to non-magical weapons as shown in their details. Ammunition grants its material effects to attacks when launched. Attacks from ranged weapons that have Load are not modified from changed materials.
Fitting Users of Different Sizes
Objects presented are for size 0 creatures. When using an object made for a creature of a different size than you, take a penalty on rolls to use it and Guard value equal to the size difference. When targeting an object, you can target a specific part of the object to have it count as the size of that part and only affect that part.
For each size larger than 0 an object is made for:
  • Increase the cost of non-magical objects, weight, and the amount of weight that can be carried in an object by 50% from the previous size.
  • Increase physical damage of weapons by 1 from the previous size.
  • Increase Extend and range by 0.5 from the previous size.
For each size smaller than 0 an object is made for:
  • Reduce the cost of non-magical objects, weight, and the amount of weight that can be carried in an object by 25% from the previous size.
  • Reduce physical damage of weapons by 1 from the previous size. This cannot reduce damage below 0.
  • Reduce Extend and range by 0.5 from the previous size.
Exceptional
Additional features may be added to objects by crafters with the right abilities. Each feature increases the Craft Tier of the object by the listed amount, increasing the cost and other connected aspects. When applied to non-magical objects, also increase the cost by the total Craft Tier increased squared x 100. Any number of features may be added as long as the crafter is capable enough, and most may be added more than once.
General Features
These features are applicable to all forms of gear.
FeatureCraft Tier IncreaseEffect
Increased Durability1 eachThe object gains 1 durability for each application.
Increased Reduction1 eachThe object gains 2 Physical Reduction for each application.
Increased Limit2 eachThe object gains 1 Inlay Limit for each application.
Improved Usage2 eachGain +1 on rolls to use the object for each application when not attacking.
Weapon Features
These features are only applicable to weapons. Some features may not be applied to magical weapons.
FeatureCraft Tier IncreaseEffectApplies to Magical
Increased Damage3 eachThe weapon deals +1 physical damage for each application.Yes
Increased Ailment2 eachThe weapon increases the value of each Ailment property it has by 1 for each application.Yes
Increased Range1 eachThe weapons gains 25% of its base range for each application.Yes
Added Property3 eachChoose either Accurate or Devastate and the weapon gains the chosen Property.Yes
Added Strike Type2 eachChoose Bashing, Chopping, or Stabbing and the weapon gains the chosen Strike TypeNo
Attachable1The Lightweight weapon can be attached to or removed from any other non-Lightweight weapon as a Major Action. While attached to a Gripped object, it also counts as Gripped.No
Carrier1A single vial can be attached to or removed from the weapon. When an attack with the weapon succeeds, the vial breaks on the target. If the vial contained a thrown alchemical effect, apply the effect to the target. Cannot apply to magical ranged weapons or weapons that launch ammunition.No
Slitted18 ounces of liquid can be stored in the weapon. Flicking a small switch as a Minor Action will open or close a container on the weapon. While open, the weapon releases 1 ounce the fluid into a slit in the weapon each round. Oil gives the sword the Burning property. Poison applies the poison to the weapon. Other liquids can offer other effects as permitted by the Soulweaver. Can only be applied to non-magical weapons made of materials with at least 2 Physical Reduction.No
Armor Features
These features are applicable only to armor.
FeatureCraft Tier IncreaseEffect
Improved Reduction5 eachIncrease Physical Reduction the armor grants by 1 for each application.
Bashing Reduction2 eachThe armor grants 1 Bashing Reduction for each application.
Chopping Reduction2 eachThe armor grants 1 Chopping Reduction for each application.
Stabbing Reduction2 eachThe armor grants 1 Stabbing Reduction for each application.
Poison Features
These features are applicable only to poisons.
FeatureCraft Tier IncreaseEffect
Improved Attack4 eachThe poison gains +1d12 on its attack for each application.
Reduced Onset2 eachReduce the onset of the poison by half for each application.
Delayed Recovery1 eachDouble the recovery delay of the poison for each application.
Reduced Repeat2 eachReduce the repeat of the poison by half for each application.
Added Exposure2 eachAdd 1 exposure type to the poison for each application.
Penetration2 eachDamage from the poison ignores 1 reduction against it for each application.
Increased Damage3 eachIncrease damage dealt by the poison by 1 for each application.




© 2026 - Grinning Demon Games. All rights reserved.