Crafting measures your ability to design, build, repair, and modify physical items using tools, raw materials, and applied knowledge. It represents practical experience, technical precision, and discipline within a chosen specialty—be it blacksmithing, woodworking, tailoring, brewing, or similar hands-on trades.
When you first select this skill, you must declare a specialty (e.g., Weaponsmithing, Carpentry, Leatherworking, Bowyer/Fletcher, etc.). Each specialty is tracked separately, and additional specialties can be gained through focused play and GM approval.
Characters who want to build traps, mechanical tools, or disabling devices—such as tripwires, snare traps, or sabotage rigs—do so through Crafting, not class abilities. If you’re playing a rogue-type character, this is your path to trapmaking. You’ll need an appropriate specialty (like Engineering, Tinkering, or Bowyer/Fletcher) and the materials to build. Alacrity leaves those tools open to anyone who trains the skill—not just one archetype.
Typical Uses:
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Forging weapons or repairing damaged armor
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Building furniture, tools, or temporary structures
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Constructing traps, barricades, or field fortifications
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Modifying existing gear for utility or customization
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Creating trade goods or artisanal items for barter or sale
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Tailoring specific gear for a character’s needs
Situational Modifiers:
Use the Difficulty Ladder to reflect time, tools, materials, and working conditions:
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Trivial (+50%): Repairing a cracked mug at a workbench
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Effortless (+40%): Sharpening a blade with proper tools
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Easy (+30%): Mending a torn cloak with full kit
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Routine (+20%): Building a simple trap with familiar parts
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Favorable (+10%): Working with decent materials and no pressure
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Everyday (0%): Standard conditions for a known project
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Challenging (–10%): Dim light, tight deadlines, or minimal tools
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Hard (–20%): Field conditions, improvised gear, unfamiliar design
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Very Hard (–30%): Missing components or crafting under stress
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Extreme (–40%): Creating a high-quality piece on a deadline
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Near-Impossible (–50%): Inventing something from scraps under duress
Working Without Training:
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Base chance is half Mind, rounded down
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One difficulty step harder than trained use
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Only the simplest repairs or crude improvisations are possible
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Complex construction, precise gear modification, or item forging requires training
Specialization Options:
Characters may gain additional specialties through focused downtime, roleplay, or training. Each specialty is tracked as a separate skill entry (e.g., Blacksmithing 60%, Leatherworking 25%). GMs may require time, access to materials, and narrative justification to expand crafting proficiencies.
Companion Skills:
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Engineering (for large structures, fortifications, or siege equipment)
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Arcana or Alchemy (for magical or chemical item crafting, if applicable)
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Lore (Craft) (for rare materials, cultural techniques, or legendary designs)
Narrative Examples:
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A dwarf smith reforges a shattered ancestral axe, restoring its deadly edge.
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A ranger lashes bone and vine into a snare trap deep in the jungle.
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A rogue adapts a clockwork mechanism to bypass a rival’s vault trap.
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A traveling tinker repairs a wagon wheel in exchange for a meal and dry shelter.
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File Created: 04/30/2025 Last Modified: 04/30/2025