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Rising Legends: Crafting and Customizing
Crafting and Customizing
Creating objects through crafting grants you access to tools that may otherwise be unavailable and allows you to profit beyond your rewards from adventuring. Crafting takes a great deal of time and effort. Gear can also be crafted with any number of modifications to get the perfect function for the task.
Craft Craft Tier (Varies | Manipulation Limb)
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.
Without a proper workshop, crafting can only be Aided by a single creature at a time, and they must have their own tools. Multiple creatures may work on the same project to add all progress together, but not at the same time.
To create the most powerful magical objects and complicated technology, there are often many assistants to get the job done. As it can be challenging to have more than a few aids to a single crafter, some assistants may Aid other assistants increasing the total amount of possible Aid.
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.
  • You can make Craft Tier 0 objects if you have Tools Tier 1.
  • You can make Craft Tier 1 objects if you have an ability that specifies the type of object to be crafted. If you do not use Profession Gear that can be used for the type of object to be crafted, suffer -3 on your roll.
  • You can make Craft Tier 2 and higher objects if you have an ability that specifies the type of object to be crafted. You must use Profession Gear that can be used for the type of object to be crafted.
  • To craft an object you are not familiar with, you must first roll for knowledge or obtain blueprints.
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).
Forgery
While crafting an object, you can attempt to craft the object as a replication of something you are familiar with. When complete, the creature who applied the most progress rolls Tools. Creatures familiar with the original, or parts of it, roll Observe to notice that the object is a forgery when interacting with the object, DL equal to your Craft roll. Observers gain up to a +3 bonus on their roll based on how familiar they are with the original.
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. When changing the material to one of a different density, divide the weight of the object by its original material's density, then multiply that by the new material's density to determine the new weight.
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 made using ammunition are only modified by the material of the ammunition.
Fitting Users of Different Sizes
Objects presented are the standard for size 0 creatures. Commonly, objects change to 1.5 the weight for each size the user is larger, or 0.75 the weight for each size smaller. For containers, the amount that can be stored is changed in the same way.
The damage a weapon deals is based on its weight. Weapons that weight under 1 pound deal 0 damage. At 1 pound, they deal 1 damage. Increasing the weight by 0.5 pounds increases the damage by 1. Each additional 1 damage increase requires 0.5 pounds more that the last increase.
The first several weight for damage values are 1 = 1, 1.5 = 2, 2.5 = 3, 4 = 4, 6 = 5, and 8.5 = 6.
For each 2 damage added, increase range and Reach of the weapon by 1. For each damage reduced, reduce range and Reach of the weapon by 1.
Creating Poisons
There are 3 ways to create poisons based on where the poison comes from.
  • Magical: Crafted as Alchemical objects.
  • Creature: Must be harvested from that creature and cost 5 Souls x attack dice of the poison x the rarity.
  • Plant: Use Arcane Flora as material and the Craft Tier is squared to determine the amount of progress needed.
You can add exceptional properties to an existing poison by Crafting as a new object, except reduce the progress needed and cost by the amounts of the current poison.
Exceptional
Additional features may be added to objects by crafters with the right abilities. Only 1 feature may be added to any object. 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.
FeatureCraft Tier IncreaseEffect
Increased Durability1 eachThe object gains 1 durability for each application.
Increased Reduction1 eachThe object gains 2 Physical Reduction for each application.
Increased Limit2 eachThe object gains 1 Inlay Limit for each application.
Improved Usage2 eachGain +1 on rolls to use the object for each application when not attacking.
Weapon Features
These features are only applicable to weapons.
FeatureCraft Tier IncreaseEffect
Increased Damage3 eachThe weapon deals +1 physical and mystical damage for each application.
Increased Ailment2 eachThe weapon increases the value of each Ailment property it has by 1 for each application.
Increased Range1 eachThe weapons gains 25% of its base range for each application.
Added Property3 eachChoose either Accurate or Devastate and the weapon gains the chosen Property.
Added Strike Type2 eachChoose Bashing, Chopping, or Stabbing and the weapon gains the chosen Strike Type
Attachable1The Lightweight weapon can be attached to or removed from any other non-Lightweight weapon as a Major Action. While attached to a Gripped object, it also counts as Gripped.
Carrier1A single vial can be attached to or removed from the weapon. When an attack with the weapon succeeds, the vial breaks on the target. If the vial contained a thrown alchemical effect, apply the effect to the target. Cannot apply to weapons that launch ammunition or magically crafted ranged weapons.
Slitted18 ounces of liquid can be stored in the weapon. Flicking a small switch as a Minor Action will open or close a container on the weapon. While open, the weapon releases 1 ounce the fluid into a slit in the weapon each round. Oil gives the sword Burning 2. Poison applies the poison to the weapon. Other liquids can offer other effects as permitted by the Soulweaver. Weapons that launch ammunition apply this to loaded ammunition. Cannot be applied to flexible materials or magically crafted ranged weapons.
Armor Features
These features are applicable only to armor.
FeatureCraft Tier IncreaseEffect
Improved Reduction3 eachIncrease Physical Reduction the armor grants by 1 for each application.
Bashing Reduction1 eachThe armor grants 1 Bashing Reduction for each application.
Chopping Reduction1 eachThe armor grants 1 Chopping Reduction for each application.
Stabbing Reduction1 eachThe armor grants 1 Stabbing Reduction for each application.
Poison Features
These features are applicable only to poisons.
FeatureCraft Tier IncreaseEffect
Improved Attack4 eachThe poison gains +1d12 on its attack for each application.
Reduced Onset2 eachReduce the onset of the poison by half for each application.
Delayed Recovery1 eachDouble the recovery delay of the poison for each application.
Reduced Repeat2 eachReduce the repeat of the poison by half for each application.
Added Exposure2 eachAdd 1 exposure type to the poison for each application.
Penetration2 eachDamage from the poison ignores 1 reduction against it for each application.
Increased Damage3 eachIncrease damage dealt by the poison by 1 for each application.




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