For tools and equipment of different metals and appraising works of that metal. Crafting weapons or armor is at -3. The most common is smithing (Iron). A common profession.
The ability to build, modify, and repair a specific class of equipment. Specialize for each class. Requires a smithing for each type of metal worked with. Commonly: Armoury (Body armor), Armoury (Melee weapons) includes shields and thrown weapons.
Also used to fit armor to individuals, removing the -1 to DX and DR. Roll at +2, failure, nothing changes, crit fail, armor is destroyed.
working with precious metals, gems and identifying and appraising them and works including them. Used to add ornate to equipment.
The ability to understand different metals; uses and properties, and how to mine and refine them.
- Material cost equals 20% of the final products cost, that includes things like quality or ornate.
- The time to craft an item depends on the skill of the craftsman and the labor cost. Which is the cost of the item minus the material cost.
Each skill level contributes a dollar amount per hour towards this labor cost.
* laborers, skill 10 or less contribute $2/hour
* Skilled, skill between 11-14 contribute $4/hour
* Expert, skill above 14 contribute $8/hour
- Any number of people may work on an item at a time, but the crafting time can never be less than an Experts individual craft time.
- Once the Labor cost has been reached a skill roll is made with the craftsman’s skill who contributed the most labor cost to crafting, or the most skilled craftsman at -2. Whichever is higher. If the item is ornate than an additional roll for Jeweler is required following those same guidelines.
Failure on a roll produces a cheap item or nothing is achieved if a cheap item was the goal. Critical failure wastes materials and damages equipment.
Success produces the item as intended.
Critical success produces an item of finer quality then intended.