Crafting Examples
Included here are many examples to illustrate how the various crafting equations throughout this section are applied to a range of different items that could be crafted, purchased or commissioned.
Basic Crafting Examples
To craft basic items, weapons or armour, all you need to know is the final List Price of the item being crafted - from there, the Rule of Quarters can be used to calculate the material costs, overhead costs, crafting time and potential profit.
- Material Cost (minimum) = List Price x 0.25
- Overhead Cost (can be paid in labour) = List Price x 0.25
- Crafting Time (in hours) = (List Price x 0.25) / 7.5
- Profit = List Price x 0.25 (or x20% + 1% per point of success in skill roll)
Rule of Quarters:
Following are several examples of the application of the Rule of Quarters.
- Example: crafting a backpack
- List Price of a Backpack: $80
- Material Cost: $80 x 0.25 = $20
- Overhead Cost: $80 x 0.25 = $20
- Crafting Time: $80 x 0.25 / $7.5/hr = 2 hours 40 minutes
- Profit potential: $80 x (0.20% + 1% per point of success in skill roll)
- Example: crafting a bow while shipwrecked
- An archer who is also a bowyer/fletcher, finds herself shipwrecked and alone on a small island. With only a knife and some flotsam, she decides to craft a bow and arrows from found materials.
- List Price of a Short Bow: $300
- Material Cost: the cost is irrelevant, but the Director determines the available materials are shoddy - she will have -3 to her crafting skill roll
- Overhead Cost: the cost is irrelevant, but the director determines the tools and context are remarkably unfavorable and she will suffer an addtional -8 to her crafting skill roll
- Crafting Time: $300 x 0.25 / $7.5/hr = 10 hours
- Profit potential: irrelevant, she is not interested in selling her bow and has no one to sell it to in any case
- After gathering what materials she can find, the archer expends 2 points of Resolve and rolls a 21C using her Bowyer/Fletcher skill (16) at a penalty of -11. She rolls 14 for the Challenge, plus 4 for the Resolve. 16 + 14 + 4 - 11 = 23.
- She succeeds! But now she has a bow with no arrows....
- Example: crafting fancy shoes
- A cunning spy who is also a master cobbler plans to infiltrate an embassy party. He needs some fancy shoes that will look good, but whose treads will not be identifiable by the local constabulary if they find his footprints in the gardens after the mission. He decides to craft his own fancy shoes.
- List Price of Fancy Shoes: $120
- Material Cost: $120 x 0.25 = $30
- Because he is only making 1 pair of shoes, he will be stuck with excess material - the director decides this means his material cost is actually double ($60)
- Overhead Cost: $120 x 0.25 = $30
- Because he needs to be untraceable, he can't very well rent space from a local cobbler, so he decides to break in to cobbler's shop and do the work at night. If successful, his overhead cost will be $0.
- Crafting Time: $120 x 0.25 / $7.5/hr = 3 hours
- They play a short one-shot adventure to case an appropriate cobbler's shop, sneak past the city watch at night, break into the shop and use the cobbler's tools and facilities.
- After three hours working on the shoes, the player finally rolls a 21C using their Tailor(Cobbler) skill of 17 and rolls a 19 for a result of 36 - which is a minor critical.
- A minor critical in crafting grants an additional bonus of +1 to the item crafted. The clever spy decides to make these 'track resistant'; they will impose a penalty of -1 on anyone attempting to use the Tracking skill.
- Profit potential: irrevelvant - the spy plans to burn the shoes after infiltrating the embassy party to make sure there is no evidence.
Finely Crafted Item Prices
Calculating the price for a finely crafted item is straightforward, based on the List Price of a standard item and the bonus offered by fine crafting. The equation is as follows:
Finely Crafted Item Price = (List Price x Bonus) x 2^Bonus
Some examples of fine crafting applied to a range of different items:
- Example: Fine Fancy Shoes of Dancing +1
- List Price for Fancy Shoes = $120
- (120 x 1) x 2^1 = $240
- Cost for Fine Fancy Shoes of Dancing +1 = $240
- Example: Fine Riding Gear of Riding (Horse) +2
- List Price for Riding Gear = $600
- (600 x 2) x 2^2 = $4800
- Cost for Fine Riding Gear of Riding (Horse) +2 = $4800
- Example: Fine Violin of Music Instr (Violin) +3
- List Price for Violin = $1000
- (1000 x 3) x 2^3 = $24000
- Cost for Fine Violin of Music Instr (Violin) +3 = $24000
- Example: Fine Long Sword +3 Fast Attack
- List Price for Long Sword = $125
- (125 x 3) x 2^3 = $3000
- Cost for Fine Long Sword +3 Fast Attack = $3000
- Example: Fine Long Sword +1 Fast Attack, +1 Fast Damage, +1 Fast Block
- List Price for Long Sword = $125
- (125 x 3) x 2^3 = $3000
- Cost for Fine Long Sword +1 Fast Attack, +1 Fast Damage, +1 Fast Block = $3000
- Example: Fine Silvered Long Sword +3 Fast Attack
- List Price for Long Sword = $125
- Price for a silvered Long Sword = $250
- (250 x 3) x 2^3 = $6000
- Cost for Fine Silvered Long Sword +3 Fast Attack = $6000
Fine Crafting Examples
If players wish to commission specific finely crafted items, or to craft their own, all that is needed is to determine the ultimate price of the item using the equation for determining the price of finely crafted itams, and then apply the Rule of Quarters to determine the material and overhead costs and the time required.
- Example: crafting a Fine Silvered Long Sword +3 Fast Attack
- Cost for Fine Silvered Long Sword +3 Fast Attack = $6000 (from example above)
- Material Cost: $6000 x 0.25 = $1500
- Overhead Cost: $6000 x 0.25 = $1500
- Crafting Time: $6000 x 0.25 / $7.5/hr = 200 hours (25x 8 hour days of work)
- Profit potential: $6000 x (0.20% + 1% per point of success in skill roll)
- Example: a long sword for a starting adventurer
- A player character is a Companion in the Trades Skill Field and has a 13 Blacksmithing Skill
- Aspiring to leave the smithing life aside, they use their master's forge to craft a sword to begin adventuring with.
- They want to make a long sword with +1 Fast Damage and +1 Strong Damage, so this is a total bonus of +2
- List Price for Long Sword = $125
- Cost for a Long Sword +2 = (125 x 2) x 2^2 = $1000
- Material Cost: $1000 x 0.25 = $250
- Overhead Cost: $1000 x 0.25 = $250 (this is free, because they use their master's forge).
- Crafting Time: $1000 x 0.25 / $7.5/hr = 33 hours (about four 8 hour days of work)
- Profit potential: $1000 x (0.20% + 1% per point of success in skill roll)
- After taking advantage of their access to their master's forge and investing 4 days of work and $250 in materials, the aspiring adventurer rolls a 21C using their Blacksmithing skill. They roll a 9 for a result of 22, which is a success.
- Example: improved armour
- A spy planning a dangerous infiltration wants more protection.
- They commission an extremely expensive suit of leather armour with +1 Protection, +1 Fast Dodge, +1 Strong Dodge
- The total bonus for this armour is +4 (the +1 Protection counts as +2 bonus), and the Spy will need to commission a Master in the Trades Skill Field with at least a 12 Leatherworking skill (the highest individual property they need is the +2 bonus which grants +1 to Protection)
- List Price for Leather Armour = $2000
- Cost for a Leather Armour +4 = (2000 x 4) x 2^4 = $128,000
- Crafting Time: $128,000 x 0.25 / $7.5/hr = 4,267 hours
- This would represent about 2 years of work for a single individual, but the Master has a workshop with several Apprentices, and would be happy to see the money sooner.
- By assigning four Apprentices and himself to the task, he reports he can complete the work in 853 hours, which is 107 days.
- The spy agrees - shelling out $128,000 and delaying her plans to wait for the armour that might save her life.
- Example: a rapier without equal
- A man seeks revenge against a Count who murdered his father over an exquisite rapier that the Count commissioned - it must be very expensive to kill for.
- The rapier offers +4 to Fast Attacks, +2 Fast Block and +2 Strong Block - truly a blade without equal.
- The total bonus for this weapon is +8; the man's father must have been a Grandmaster.
- List Price for a Rapier = $175
- Cost for a Rapier +8 = (175 x 8) x 2^8 = $358,400
- Material Cost: $358,400 x 0.25 = $89,600
- Overhead Cost: $358,400 x 0.25 = $89,600
- Crafting Time: $358,400 x 0.25 / $7.5/hr = 11,946 hours (about 1,500 days of work)
- Profit potential: $358,400 x (0.20% + 1% per point of success in skill roll)
Alchemical Crafting Examples
When crafting potions or other alchemical mixtures, players will often want to craft batches, which greatly increases the value of the work, but also adds significant risk.
- Example: four Fortified Aqua Fulmia (4d6) Splash Potions
- List Price for Fortified Aqua Fulmia (4d6) Splash Potion = $1200
- Material Cost: $1200 x 0.25 x 4 potions = $1200
- Overhead Cost: $1200 x 0.25 = $300
- Crafting Time: $1200 x 0.25 / $7.5/hr = 40 hours
- Starter Cost: 1 Fortified Aqua Fulmia (4d6) Splash Potion = $1200
- At the 40 hour mark, the alchemist pours the starter into the matrix and rolls a 21C using their Alchemy skill of 18, at a penalty of -5 (for 5 total potions).
- They roll a 13. 13 + 18 - 5 = 26. They succeed.
- Following 40 hours of work and an investment of $2700, the alchemist now has five Fortified Aqua Fulmia (4d6) Splash Potions (four plus the starter).
- Example: eight Standard Recover Health (3d6) Potions
- List Price for Standard Recover Health (3d6) Potions = $500
- Material Cost: $500 x 0.25 x 8 potions = $1000
- Overhead Cost: $500 x 0.25 = $125
- Crafting Time: $500 x 0.25 / $7.5/hr = 16 hours 40 minutes
- Starter Cost: 1 Standard Recover Health (3d6) Potion = $500
- At the 16h40m mark, the alchemist pours the starter into the matrix and rolls a 21C using their Alchemy skill of 20, adding 3 points of Resolve, and rolling at a penalty of -34 (for 9 total potions).
- They roll a 14 + 1, 3 and 4 for their Resolve for a total of 20 + 11 + 1 + 3 + 4 - 34 = 5.
- They miss the 21C by more than 15, resulting in a Minor Catastrophe.
- The Director rolls 3d4, and gets a result of 8, so the alchemist takes 8 points of damage. The Director also rolls 2d4+2 and get a 6, and multiplies the result by $500, determining $3000 damage is done to the laboratory. Also, the $1625 invested in the batch is lost.
- Example: three Far Sense Potions
- A shaman with an 18 Alchemy skill and a 17 Far Sense spell skill wants to make some Far Sense potions.
- List Price for a Power 3 Divination Spell potion (Far Sense) = $400
- Material Cost: $400 x 0.25 x 3 potions = $300
- Overhead Cost: $400 x 0.25 = $100
- Crafting Time: $400 x 0.25 / $7.5/hr = 13 hours 20 minutes
- At the 13h20m mark, the shaman rolls a 21C to cast Far Sense. She rolls an 11 for a result of 28, successfully binding her spell to the matrix.
- Next, she rolls a 21C using her 18 Alchemy skill at a penalty of -2 (for 3 total potions). She rolls an 8 for a result of 18 + 8 - 2 = 24, resulting in a success.
- The result of 24 caps the result of the spell when the potion is consumed.
- The after investing 13h20m, $400 and 3 points of Concentration, the shaman now has three Far Sense (24) potions.
- Example: six Cure Potions
- An alchemist is desperate to make as many Cure potions as possible available in a region overrun with plague. He acquires a Cure (21) scroll from a travelling vendor for an exhorbitant fee of $5000.
- List Price for a Power 4 Restoration Spell potion (Cure) = $800
- Material Cost: $800 x 0.25 x 6 potions = $1200
- Overhead Cost: $800 x 0.25 = $200
- Crafting Time: $800 x 0.25 / $7.5/hr = 26 hours 40 minutes
- At the 26h40m mark, the alchemist reads a Cure (21) scoll and spends the 5 Concentration. The spell automatically succeeds (as it comes from the scroll) and infuses the matrix, capping the potential quality of the Cure Potions at 21.
- Next, he rolls a 21C using his 20 Alchemy skill at a penalty of -8 (for 6 total potions), and he adds four points of Resolve. He rolls a 15 and 1,3,3 & 4 for his Resolve.
- The final result is 20 + 15 + 1 + 3 + 3 + 4 - 8 = 38, which is a Minor Critical, resulting in +50% more potions.
- After investing 26h40m, $6400 and 4 points of Resolve, the alchemist now has nine Cure (21) potions.
Illuminating Scrolls
Illuminating scrolls is among the simplest and most flexible of the special crafting processes, enabling spell casters to create scrolls with comparative ease and flexibility. These empower others to cast spells - even if they do not otherwise have the ability to do so.
- Example: successfully creating a Scroll of Lightning
- List Price for a Power 6 Destruction Spell (Lightning) = $4800
- Material Cost: $4800 x 0.25 = $1200
- Overhead Cost: $4800 x 0.25 = $1200
- Crafting Time: $4800 x 0.25 / $7.5/hr = 40 hours
- Profits = List Price x (20% + 1% per point of success in skill roll)
- After investing $2400 in materials and overhead and spending 40 hours illuminating her scroll, the caster/illuminator rolls a 21C using her Lightning skill of 16. She rolls 11, for a result of 27.
- To seal the scroll, the illuminator rolls a 21C using her Illumination skill of 17, and rolls a 6 for a result of 23, which succeeds.
- The illuminator now has a Scroll of Lightning (27)
- The profits for this scroll would be 26% of $4800 = $1248
- She could sell this scroll for $4848
- Example: critical success creating a Scroll of Climb
- List Price for a Power 2 Alteration Spell (Climb) = $300
- Material Cost: $300 x 0.25 = $75
- Overhead Cost: $300 x 0.25 = $75
- Crafting Time: $300 x 0.25 / $7.5/hr = 2 hours 30 minutes
- Profits = List Price x (20% + 1% per point of success in skill roll)
- After investing $150 in materials and overhead and spending 2h30m illuminating his scroll, the caster/illuminator rolls a 21C using his Climb skill of 17. He rolls a natural 20, for a result of 37 - meaning a Major Critical!
- To seal the scroll, the illuminator rolls a 21C using his Illumination skill of 15, and rolls a 9 for a result of 24, which succeeds.
- The illuminator now has a Scroll of Climb (37) (major critical)
- The person who reads this scroll casts the Climb spell for no casting cost, and the spell will last for 54 minutes.
- Example: critical failure creating a Scroll of Psychic Strike
- List Price for a Power 3 Evocation Spell (Psychic Strike) = $900
- Material Cost: $900 x 0.25 = $225
- Overhead Cost: $900 x 0.25 = $225
- Crafting Time: $900 x 0.25 / $7.5/hr = 30 hours
- Profits = List Price x (20% + 1% per point of success in skill roll)
- After investing $450 in materials and overhead and spending 30 hours illuminating his scroll, the caster/illuminator rolls a 21C using his Psychic Strike skill of 15. He rolls a natural 2, for a result of 17 - meaning a Minor Catastrophe.
- To spell immediately triggers. The caster/illuminator must pay 1.5x the casting cost (5 Concentration total) and the spell fizzles with a boom - the caster/illuminator is stunned for two turns and the scroll, and all the time and materials invested in it are wasted.
Enchanted Item Examples
Crafting enchanted items is significantly more complex and involved than crafting other items, and usually involves several steps. Making enchanted items is also generally more expensive than crafting other items, and powerful enchanted items can be prohibitively expensive and time consuming to make.
- Example: Enchanted Shoes of Sneaking +2
- A cobbler/enchanter wants to make a pair of Enchanted Shoes of Sneaking +2
- Prerequisites:
- a pair of finely crafted shoes with +2 bonus, unassigned
- Tailor(cobbler) skill
- Sneaking skill
- Enchanting skill
- List Price for shoes = $40
- Price for Finely Crafted Shoes with +2 Bonus, unassigned = ($40 x 2) x 2^2 = $320
- Material Cost: $320 x 0.25 = $80
- Overhead Cost: $320 x 0.25 = $80
- Crafting Time: $320 x 0.25 / $7.5/hr = 10 hours 40 minutes
- After 10h 40m, the cobbler/enchanter rolls a 21C using their Tailor(Cobbler) skill of 16, rolling a 12, for a result of 28. They now have a pair of Finely Crafted Shoes with +2 Bonus, unassigned
- The next step is: to inscribe the glyphs that will grant +2 to the Sneaking skill
- Time to Inscribe Glyphs: 10.66 hours x 0.25 x 2 = 5 hours 20 minutes
- After spending an additional 5h 20m inscribing glyphs, the cobbler/enchanter expends 2 Concentration and rolls a 21C using their Enchanting skill of 17, rolling a 14, for a result of 31. Success.
- The cobbler/enchanter spent $160, 16 hours of time, and 2 points of Concentration, and now has a pair of Enchanted Shoes of Sneaking +2
- Example: Enchanted War Hammer +4
- A smith/enchanter wants to make an Enchanted War Hammer with +2 Strong Attack, +2 Strong Damage
- Prerequisites:
- a finely crafted War Hammer with +4 bonus, unassigned
- Master of Trade skill field
- Blacksmith skill
- Two-Hand Weapon (War Hammer) skill
- Enchanting skill
- List Price for War Hammer = $250
- Price for Finely Crafted War Hammer with +4 Bonus, unassigned = ($250 x 4) x 2^8 = $16,000
- Material Cost: $16,000 x 0.25 = $4,000
- Overhead Cost: $16,000 x 0.25 = $4,000
- Crafting Time: $16,000 x 0.25 / $7.5/hr = 533 hours 20 minutes (67 days)
- After 67 days in the forge, the smith/enchanter rolls a 21C using their Blacksmithing skill of 18, rolling an 11, for a result of 29. They now have a Finely Crafted War Hammer with +4 bonus, unassigned
- The next step is: to inscribe the glyphs that will grant +2 Strong Attack and +2 Strong Damage
- Time to Inscribe Glyphs: 533.33 hours x 0.25 x 4 = 533.33 hours (also 67 days)
- After spending an additional 67 days inscribing glyphs, the smith/enchanter expends 5 Concentration and rolls a 21C using their Enchanting skill of 17, rolling a 15, for a result of 32. Success.
- The smith/enchanter spent $8000, 134 days, and 5 points of Concentration, and now has an Enchanted War Hammer with +2 Strong Attack, +2 Strong Damage
- Example: Cloak of Invisibility
- A tailor/enchanter wants to make a Cloak of Invisibility that will render the wearer permanently invisible
- Prerequisites:
- a finely crafted Cloak with +6 bonus, unassigned
- Grandmaster of Artisan skill field
- Tailor(Tailor) skill
- Invisibility spell
- Enchanting skill
- Focus Crystals that will provide 13 Concentration (Focus Crystal +8 and Focus Crystal +5)
- List Price for Cloak (outerwear) = $100
- Price for Finely Crafted Cloak with +6 Bonus, unassigned = ($100 x 6) x 2^6 = $38,400
- Material Cost: $38,400 x 0.25 = $9,600
- Overhead Cost: $38,400 x 0.25 = $9,600
- Crafting Time: $38,400 x 0.25 / $7.5/hr = 1280 hours (160 days)
- After 160 days working on a fine cloak, the tailor/enchanter rolls a 21C using their Tailor(Tailor) skill of 18, rolling an 14, for a result of 32. They now have a Finely Crafted Cloak with +6 Bonus, unassigned
- The next step is: to inscribe the Invisibility spell into the Cloak.
- List Price for a Power 6 Illusion Spell (Invisibility) = $3200
- Multiply the List Price by the Power of the spell: $3200 x 6 = $19,200
- Time to Inscribe Spell: List Price x Spell Power x 0.25 / $7.5/hr.
- Time to Inscribe Spell: $3200 x 6 x 0.25 / $7.5/hr = 640 hours (80 days)
- After 80 more days working to inscribe the spell, the tailor/enchanter rolls a 21C using their Invisibility spell skill of 15, rolling a 9, for a result of 24. They now have a Cloak of Invisibility that can cast Invisibility (21) for the casting cost of 13 Concentration.
- But, they want a Cloak of Invisibility that is always on.
- The next step is: to get Focus Crystals that will power the Invisbility spell. They need a total of 13 Concentration, so they require a Focus Crystal +8 and Focus Crystal +5.
- This tailor/enchanter is also a skilled Jeweller, so they will make their own Focus Crystals
- List Price of a Focus Crystal +8: $204,800
- Material Cost: $204,800 x 0.25 = $51,200
- Overhead Cost: $204,800 x 0.25 = $51,200
- Crafting Time: $204,800 x 0.25 / $7.5/hr = 853 days
- After 853 more days crafting a Fine Focus Crystal +8, the tailor/enchanter/jeweller rolls a 21C using their Jeweller skill of 16, rolling a 10, for a result of 26. They now have a Fine Focus Crystal with +8 bonus, unassigned.
- List Price of a Focus Crystal +5: $16,000
- Material Cost: $16,000 x 0.25 = $4,000
- Overhead Cost: $16,000 x 0.25 = $4,000
- Crafting Time: $16,000 x 0.25 / $7.5/hr = 133 hours (17 days)
- After 17 more days crafting a another Fine Focus Crystal (this time, +5), the tailor/enchanter/jeweller rolls a 21C using their Jeweller skill of 16, rolling an 18, for a result of 34. They now have a Fine Focus Crystal with +5 bonus, unassigned.
- The next step is: to enchant the Focus Crystals themselves
- The tailor/enchanter/jeweller spends 8 hours and 34 Concentration and rolls a 21C using their Enchanting skill of 19 to enchant the Focus Crystal +8. They roll a 6, for a result of 25, and succeed.
- After resting a couple of days to regain Concentration, the tailor/enchanter/jeweller spends 5 hours and 8 Concentration and rolls a 21C using their Enchanting skill of 19 to enchant the Focus Crystal +5. They roll a 12, for a result of 31, and succeed again.
- The final step is: to bind the Focus Crystals to the cloak to power the spell.
- To complete the Cloak of Invisibility, the tailor/enchanter/jeweller needs only to roll a 21C using their Tailor(Tailor) skill of 18 (they roll a 7 and succeed) and their Enchanting skill of 19 (they roll a 14 and succeed.
- Finally, after 1010 days of work (and one day of rest to regain Concentration) and $129,600 invested, the tailor/enchanter/jeweller now has a Cloak of Invisibility, which automatically makes the wearer Invisible simply by putting it on, with no roll necessary, for no Concentration cost and no Action cost.