Blade Sharpening
On a successful Moderate Craftsmanship Test with use of a Blacksmithing Kit a single bladed weapon (dagger, sword, axe) can be Sharpened. A Sharpened weapon will gain +1 Offence for the duration of the next combat it is used in. It will need to be Sharpened again before the next combat to gain this bonus again. It takes about and hour to Sharpen a weapon (or a Dozen Arrows).
Shield Reinforcing
On a successful Moderate Craftsmanship Test with use of a Blacksmithing Kit a single shield can be Reinforced. A Reinforced shield will gain +1 Defense for the duration of the next combat it is used in. It will need to be Reinforced again before the next combat to gain this bonus again. It takes about and hour to Reinforce a shield.
Crafting a Makeshift Weapon
Crafting a new weapon (metal) usually requires a fully equipped blacksmith forge. Or a woodworking station for wooden items.
This type of crafting is more focused on creating makeshift weapons wile out adventuring in the wilderness or dungeon.
Weapons like clubs, daggers, spears, knives,short bows, slings, staves, or even a pole-arm.
The Hero needs a Blacksmiths Kit or Woodcutters Kit or Leather-workers Kit (for slings) or at a pinch an improvised tool such as a weapon (like an axe, hammer, dagger or knife)
Makeshift Weapon Type
Club, staff or sling - Easy
Dagger, Spear or knife - Moderate
Short Bow or Pole-Arm - Difficult
Available Tools
No Tools - plus one level of difficulty
Improvised Tools - no modifier
Has appropriate Crafting Kit (Blacksmith, Woodworking etc.) - minus one level of difficulty
Available Materials
Plenty - minus one level of difficulty
Scant - plus one level of difficulty
Repairing a Damaged or Broken Weapon
To be added
Crafting Armour
To be added
There are three steps to crafting a Potion.
Locating and collecting the herbs to used in the potion (Wilderness Lore Test)
Brewing the potion (Craftsmanship Test)
Enchanting the potions with magical energy (Magic Test)
Combined Test = Average of the Hero's Wilderness Lore, Craftsmanship and Magic Skills. (Add together dive by 3 and round up)
Potion Quality (Difficulty)
Minor (Easy)
Lessor (Moderate)
Enhanced (Hard)
Greater (Very Hard)
Grand (Heroic)
Mana Potions
There are five types of Mana Potions that can be crafted.
Minor (3 Mana), Lessor (5 Mana), Greater (8 Mana), Enhanced (12 Mana) and Grand (20 Mana)
Health Potions
There are five types of Health Potions that can be crafted.
Minor (5 HP), Lessor (10 HP), Greater (20 HP), Enhanced (50 HP) and Grand (100 HP)
Boost Potions
These potions boost a Hero's stat for a period of time. (one combat encounter)
Strength, Speed, Toughness, Intellect.
Minor (+1 to Stat), Lessor (+2 to Stat), Greater (+3 to Stat), Enhanced (+4 to Stat) and Grand (+5 to Stat)
Blinding Powder, choking powder or itching powder -2 to rolls for 2d6 rounds
Sleeping Powder - Moderate Endurance check or unconscious for 2d6 rounds
Smoke or Flash Pellets - Moderate Awareness check to observe them escaping
Caltrops - Moderate Agility check or step on them - take d3 damage and 1/2 movement
Combined Test = Average of the Hero's Wilderness Lore and Craftsmanship Skills. (Add together dive by 2 and round up)
other possible skills - Roguery, Folklore
Combined Test = Average of the Hero's Wilderness Lore and Craftsmanship Skills. (Add together dive by 2 and round up)
other possible skills - Roguery, Folklore
Combined Test = Average of the Hero's Roguery and Craftsmanship Skills. (Add together dive by 2 and round up)
There are different types of Trap Kits a devious Hero can buy. Also sneaky Heroes may want to craft a makeshift Trap.
Moderate - Simple Traps - Pits, basic tripwires and concealed spikes
Difficult - Complex Traps - Springs, pulleys and levers
Very Difficult - Very Complex Traps - explosives, gears and mechanical
Favourable area conditions - minus one level of difficulty
Unfavourable area conditions - plus one level of difficulty
No tools - plus one level of difficulty
Improvised tools - no modifier
Appropriate tools (a Trap Kit or Trapspringers Kit) - minus one level of difficulty
Combined Test = Average of the Hero's Wilderness Lore, Healing and Craftsmanship Skills. (Add together dive by 3 and round up)
Minor Healing Tincture (1 HP) - Easy
Lessor Healing Balm (3 HP) - Moderate
Greater Healing Paste (5 HP) - Hard
Enhanced Healing Salve(10 HP) - Very Hard
Grand Healing Compress (20 HP) - Heroic
Any suggestions, spelling errors or ideas - email doombladerpg@gmail.com