Crafting

## General Rules

Weapons and armor break and eventually need repairs. For that reason characters should find a person to help maintain their equipment. For the purposes of this document we will first define some terms.

A **Ruined** item cannot be repaired and must be replaced.

A **Broken** item cannot be used and must be repaired.

A **Worn** item takes debuffs (Armor AC is lowered by 1, Weapon damage is lowered by 1) until it is repaired.

There is no durability scale to keep track of. Instead, natural 1s made on attack rolls have a 1% change to ruin weapons and critical hits have a 1% chance to ruin armor. There is a 9% chance on a natural 1 for a weapon to be broken and a 9% chance for armor to be broken on a critical hit. Weapons become Worn on natural 1s on a 50% chance and armor becomes Worn on a 50% chance on each critical hit. Consult the chart below.

 2 - 10
 11 - 60

An important thing to note regarding worn weapons and armor is that it is **cumulative** rather than simply being worn again if another percentile dice is rolled. For example a weapon that is already Worn and gets the Worn result a second time has a -2 to damage rolls instead of -1. This applies to armor as well. A weapon that has a cumulative -3 to damage rolls, or an armor that has a cumulative -3 to its AC (or in the case of shields when their AC is reduced to 0) it is automatically considered Broken.

## Repairing Equipment

Repairing weapons and armor is fairly simple; it can be done with a whetstone (bladed weaponry), polish (blunt weaponry) or either (axes, for example) by taking one hour of time to perform the action. Bows, crossbows and other ranged weaponry must be polished. A character does not need proficiency to perform these tasks as they are common tasks. This can only be done if the item is Worn and not Broken or Ruined.

Repairing a broken item requires ingots equal to half the weight of the armor (for example a steel breastplate requires 10 pounds of metal and thus requires 5 ingots of metal to repair) of the appropriate metal (mithril cannot be repaired with steel) to repair and 1d4 hours of a smith’s time. Leather armor requires leather equal to half its weight. All armor requires one ‘leather straps’ item to be repaired. Repairing a broken weapon follows the same rules but require two leather strap items.

Any item which is being repaired from a Broken state requires proficiency in whatever skill is used to make the item (ie; blacksmithing for a sword) and the related skill check; DC 12.

## Maintenance

Any bladed weapon can be maintained with a whetstone. This includes all swords and axes. Any bludgeoning weapon must use polish to be maintained. If a weapon is not in the Worn condition using a whetstone or polish confers a +1 to all **damage** done with the weapon for the next 24 hours in-game (one day). This effect ends if the weapon becomes Worn. A maintained weapon does not become Worn and instead retains its original properties (instead of +1 damage it becomes a 'normal' sword instead of a -1 damage sword). A weapon under the effect of a whetstone or polish also takes one less level of breakage upon a natural 1. For example, if a natural 1 was rolled and the weapon would normally be Worn as a result it instead merely loses its +1 to damage as stated before. If it would have been ruined by the result it instead becomes Broken and a result of Broken instead becomes Worn. All bows may be repaired using wax and follows the same rules as above. This also applies to crossbows.

## Crafting

Alchemy

Carpentry

Jeweling

Leatherworking

Smithing

Scroll Making

Weaving

Woodcarving