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Crafting and Customizing
Gear can be modified in many ways to get the perfect function for the task.
Craft
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.
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:
For each size smaller than 0 an object is made for:
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.
Weapon Features
These features are only applicable to weapons. Some features may not be applied to magical weapons.
Armor Features
These features are applicable only to armor.
Poison Features
These features are applicable only to poisons.
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