Crafting Weapons and Armor
Texto
If a character wants to make a new item, they must make a check using the appropriate skill, with the TN set by the GM. They must acquire the materials needed to make the item (which could be anything from a brush and ink to a forge and steel). They usually use the Invent or Adapt approach to create the first version of the item. Of course, they might then adapt and refine the item to improve it, restore it if it ever becomes damaged, and attune themself to it to gain greater insight into its use.
However, since weapons and armor have more detailed rules for use than most other items, there are some slightly more granular guidelines for making these items in the context of the game:
A character must acquire the raw materials needed for the item. This might be as simple as requesting them from one’s lord or as difficult as undertaking an epic quest to retrieve half of an ancestor’s blade from the hide of a particular oni in the Shadowlands.
As a downtime activity, a character begins with a Smithing (Fire) check (if they are starting with raw materials) or a Smithing (Water) check if they are transforming one item into another, such as refitting armor for a new wearer. The TN of this check is equal to the rarity of the item they wish to create, with a reduction to the difficulty based on the facilities available—the wondrous workshop used by the Kakita smiths would reduce the TN by 4, while a small town blacksmith’s facilities would provide a more modest reduction of 2.
If the character fails, they can always try again later. If they succeed, the character crafts the general shape of the item—it is a blade without a fitting, or armor without straps. It is not usable yet.
As another downtime activity, the character may make a Smithing (Air) check to take the unfinished product to its final state. The TN of this check is again equal to the rarity of the item, again reduced by the quality of the facilities.
If the character fails, they fail to make the item but can try again later. If they succeed, they complete the item, and it now possesses the profile found in the Equipment chapter (see page 228).
At the GM’s discretion, a character may spend + at any stage of this process to add an appropriate item quality (see page 240) to their creation— though their player must offer a reasonable explanation for how they are constructing it to accommodate this feature, and the GM should feel free to require additional for some options, require special materials for others, and simply decline any combinations that do not fit the tenor of the campaign.
Texto do livro
Core Rulebook · Chapter 3: Skills › Artisan Skill Group › Artisan Skills › Design · p. 145 p. 148
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If a character wants to make a new item, they must make a check using the appropriate skill, with the TN set by the GM. They must acquire the materials needed to make the item (which could be anything from a brush and ink to a forge and steel). They usually use the Invent or Adapt approach to create the first version of the item. Of course, they might then adapt and refine the item to improve it, restore it if it ever becomes damaged, and attune themself to it to gain greater insight into its use.
However, since weapons and armor have more detailed rules for use than most other items, there are some slightly more granular guidelines for making these items in the context of the game:
A character must acquire the raw materials needed for the item. This might be as simple as requesting them from one’s lord or as difficult as undertaking an epic quest to retrieve half of an ancestor’s blade from the hide of a particular oni in the Shadowlands.
As a downtime activity, a character begins with a Smithing (Fire) check (if they are starting with raw materials) or a Smithing (Water) check if they are transforming one item into another, such as refitting armor for a new wearer. The TN of this check is equal to the rarity of the item they wish to create, with a reduction to the difficulty based on the facilities available—the wondrous workshop used by the Kakita smiths would reduce the TN by 4, while a small town blacksmith’s facilities would provide a more modest reduction of 2.
If the character fails, they can always try again later. If they succeed, the character crafts the general shape of the item—it is a blade without a fitting, or armor without straps. It is not usable yet.
As another downtime activity, the character may make a Smithing (Air) check to take the unfinished product to its final state. The TN of this check is again equal to the rarity of the item, again reduced by the quality of the facilities.
If the character fails, they fail to make the item but can try again later. If they succeed, they complete the item, and it now possesses the profile found in the Equipment chapter (see page 228).
At the GM’s discretion, a character may spend + at any stage of this process to add an appropriate item quality (see page 240) to their creation— though their player must offer a reasonable explanation for how they are constructing it to accommodate this feature, and the GM should feel free to require additional for some options, require special materials for others, and simply decline any combinations that do not fit the tenor of the campaign.
