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Characters are capable of crafting weapons and armour, building equipment, or at the more extreme scale of things, they can attempt to create other things by using alchemy or inventing. The Skills involved with such tasks are listed below:

Skills and Example Specialities
Craft: Armour Smithing, Weapon Smithing, Tanning
Profession: Armourer, Blacksmith, Tanner
Weapon Skill: None. Each Skill is considered a ‘Speciality’.

While Craft and Profession hold some overlap, the two Skills operate differently. The Craft skill governs knowledge of the work the character does: a character with Craft (Weapon Smith) may know how to craft a sword and use a smithy to make more swords, but someone with Profession (Weapon Smith) knows how to get materials for cheap, how to sell weapons, can recognize weapons from different lands, recognize the style of different weapon smiths, and run a shop specializing in the crafting and selling of weapons.

Cost of Crafting

The Base Cost of crafting an item is equal to the Base Cost of the item which would be crafted, minus either the character’s Profession Skill or half the character’s Craft Skill or Weapon Skill. Other factors may modify the Cost of the project, and once the Modified Cost has been determined that is the value used to determine the Minimum Cost. If the character can not meet the Minimum Cost of the project, the character can not roll – the project automatically fails.

Project Time

The base time to craft an item is a number of days equal to the Bulk or twice the Hardness of the item being Crafted, whichever is higher. The character can decrease this time a number of days equal to the character’s Craft Skill or Endurance Skill, or half the character’s Weapon Skill or Profession Skill (round up). Each day the character reduces the Craft Time increases the Difficulty of the final Craft Roll by +1. A character with the Tireless Power adds their Growth to their Endurance Skill to reduce Crafting Time.

Assistants and Tools

A character is capable of using assistants, which can be either retainers or hirelings, or other characters. For each assistant helping with the project, the character reduces the Craft Time by a base 5% (or at least two days). In addition, if the character has equipment, they can assist the character as well. The character gains a die bonus equal to the number of assistants and equipment used plus one. (A good forge, proper tools, a decent shop, and four assistants provides a +8d12 bonus). A character can not benefit from more assistants than their Craft Skill, or half their Weapon or Profession Skill (round up).

Multiple Copies

A character can produce multiples of the same item at the same time. For each additional item being crafted of the same time, the character increases the Difficulty and Craft Time by +1. A character can make a number of multiples of the same item equal to their Craft Skill or Profession Skill, or half their Weapon Skill (round up) on one roll.

Note: Additional copies of particularly large of complex crafting projects may have additional increases or complications, at staff discretion.

Multiple Projects

A character can produce multiple goods of the same time. The character can work on up to three projects in the same day, making rolls for each one individually. If the character chooses to do so, the Difficulty and Craft Time for each project is increased by +1 for each additional project the character is working on. This is assuming the character spends at least six hours on each project.

Increased Cost

For each point the character raises the Modified Cost, the character gains an additional +1d12 to the roll for the project.

Difficulty of Crafting

The Difficulty of crafting an item begins at 0, adjusted by the above modifiers and by making the project exceptional or poor quality.

The Craft Roll

Once the character has finished determining the Modified Cost and the final Difficulty, the character can now make a roll using Physical + (Chosen Skill). The character must have the appropriate Specialty if using the Profession or Craft Skill for the roll.

Each Success on the roll reduces the Resource Cost of the project by one, with a Minimum Cost dependant on the modified Cost of the project. If the character can not meet the final Cost, or the character fails on the crafting roll, the character must pay the Minimum Cost.

Exceptional Equipment

A character can choose to craft exceptional equipment. Exceptional equipment have Qualities, and a character can put a number of Qualities into a piece of exceptional equipment equal to either half their Craft Skill, or one third their Profession Skill (round up). A character using their Weapon Skill to Craft can not add exceptional qualities. Each Exceptional Quality increases the Difficulty for Crafting and the Time for Crafting by +2. This does not increase the Cost of the object to be Crafted, though the character may obviously choose to increase the Cost of selling the item.

Exceptional Qualities

  • +1d12 to a specific Skill involving the Object.
  • +1 to Soak (for Armour)
  • +1 to Defence (for Shields)
  • +1 to Damage (for Weapons)
  • –1 to Bulk
  • +1 to Hardness
  • Augmentative: The item can be used to augment the use of magic or to augment Miracles. This Quality can be taken multiple times. An item with the augment Quality can be used to improve a specific Form of Sorcery, or a specific School of magic. The benefits of this Quality are cumulative, thus, an item which can augment both Azure magic and Conjuring will work twice as well when used for Conjuring with the Azure School. When used, an item which has this Quality grants the character a +2 die bonus for the proper Form or School used. If used to augment Miracles, the item provides a +2 die bonus to Miracles of the appropriate Faith.

Each particular Exceptional Quality can only be taken once for an item (ie. one item may have multiple +1d12 to skill Qualities, but only if they apply to different skills).

Poor Equipment

It is possible to get equipment that is poorly made. The character can decrease the Difficulty of a Crafting roll by one for every Poor Quality that the character adds to the object being crafted. In addition, the character can add one additional Negative Quality to an item. Doing so allows the character to add one more Positive Quality to the item being crafted if they so desire, beyond the normal limitations from skill.

Poor Qualities

  • –1d12 to a specific Skill involving the Object.
  • –1 to Soak (for Armour)
  • –2 to Defence (for Shields)
  • –1 to Damage (for Weapons)
  • +1 to Bulk
  • –1 to Hardness
  • Disruptive: The item disrupts the use of magic or miracles and may be taken twice (once for each). An item with the disruptive Quality penalizes either all forms of Sorcery or active use of Miracles by the user, inflicting a +2 Difficulty to use of magic/miracles (as appropriate). If the character is using Wild Magic, then they instead find that any use of their Form inflicts a +1 Cost to their Form beyond what is normal.


A character may be interested in the hardness of various materials, or purchasing units of material for future projects. The list in Materials discusses doing such. When crafting an object and using Materials, the character can sacrifice the appropriate material to reduce the Cost of the project.

Alternate Materials

A character can choose to make items out of specific materials. These materials adjust the Cost of the item being Crafted, and may adjust the Difficulty as well depending on the hardness of the material versus the Hardness of the item normally. A number of special materials are offered for the character to use. Wooden items that is being replaced with metal gain an additional +1 to Cost and to Bulk. (See Alternate Materials).