The creation of equipment in Lithoterria involves a combination of balancing the original recipe and the choice of ingredients of the crafter in question. With a sprinkle of the crafter’s Finesse Skills, the piece of armor or weaponry is transformed into a masterpiece.
Step One: Succeed in the Crafting Process
First, you must gather the relevant ingredients requested by the many recipes available to your character. This includes access to any crafting stations mentioned in the instructions.
Secondarily, you must roll a 100 die and get a number equal to or higher than the recipe’s success check.
Novice recipes require one roll, intermediate recipes require two rolls, expert recipes require three rolls, and master recipes may require additional.
All rolls must succeed the success check consecutively or it will result in a loss of ingredients.
Step Two: Identify the Equipment
The type of armor, weaponry, or other style of equipment being created will greatly impact the application of how you set up your custom gear. Recipes will declare the specific “Base Rating,” but the following is a list of default Equipment Ratings.
Armor Type
Light Armor | 2 Base Rating
Medium Armor | 3 Base Rating
Heavy Armor | 4 Base Rating
Weapon Type
Tools (Including Small Blades) | 3 Base Rating
One Handed Bladed Weapon (Small Swords+) | 4 Base Rating
Two Handed Bladed Weapon | 5 Base Rating
One Handed Blunt Weapon | 4 Base Rating
Two Handed Blunt Weapons | 5 Base Rating
Slinger (Flintlock / Pistol Style) | 3 Base Rating
Slinger (Musket / Rifle Style ) | 4 Base Rating
Bow | 3 Base Rating
Longbow | 4 Base Rating
Crossbow | 4 Base Rating
Cheap Ammunition | 3
Decent Ammunition | 4
Good Quality Ammunition | 5
Small Shield | 3 Base Rating | One Block
Medium Shield | 4 Base Rating | Two Blocks
Large Shield | 5 Base Rating | Three Blocks
The following is the main ingredient of light leather armor: Leather.
Under the image, you'll find "Protection" in armor, the first (10) is for light armor, then (25) is medium, while the last (40) is for heavy armor made with this material.
It is used within this recipe for Leather Armor.
This is used to create this result:
This results in this set of armor.
Light armor reduces stamina action cost by -5, medium armor doesn't change, but heavy armor increases action cost by +5 stamina per action due to its weight.
High quality benefits are common, but this suit of armor offers an additional +10% to protection of the user if they overachieve within the crafting rolls.
Step Three: The Equipment Template
The following is the Lithoterria Equipment Template which must be filled out- and approved if the item is a new invention.
For Armor
Armor Type: Light, Medium, or Heavy
Rating: The base armor rating from above is added to the material rating.
Protection: This is determined by the main crafting material’s protection / damage defence stat. Light is the first shown, then medium, and lastly the heavy type. Some armor models come with additional protection benefits.
Breaking Point: Breaking point is how much damage the armor can handle in a singular attack without gaining a repair token. This is determined by the main crafting material.
Precision Break: This is determined by the recipe, or rather, the armor model itself. Breaking it will reduce the rating of the armor by one until fixed and give it a repair token.
Resilience: This is determined by the recipe, or rather, the armor model itself. Breaking it will restrict use for a certain time and give it a repair token.
Sound: This refers to how loud the item is, reducing success in stealth checks.
For Weapons
Weapon Type (Range): The weapon type refers to the categories listed above, but also the Weapon Proficiency talent your character uses with it. Max range of the weapon should be listed by category of melee, short, medium, long, and substantial.
Rating: The base rating from above, or the recipe, is added to the material rating.
Damage: Damage is determined by the main crafting material.
Breaking Point: Breaking Point is taken from the main crafting material. Simple weapons will immediately break and no longer be able to be used until repaired if exceeded in one blow- outputting or defending against.
Precision Break: Precision Breaks are present on gear that have weak points that may possibly break if struck causing one to gain a repair token. These are present on the recipe itself, but are not always required for weapons.
Resilience: Resilience is present on complex gear that have moving parts or magic. These are present on the recipe itself, but are not always required for weapons.
Sound: This refers to how loud the item is, reducing success in stealth checks.
Blank Equipment Template
You must fill in the respective template for each custom item your character creates.
For shields, please note that shields add to the overall “Breaking Point” of the armor in question, but do not reduce damage in the same way armor does. Instead, shields offer a certain amount of blocks per encounter that may not exceed the shield’s Breaking Point- or it will be knocked from the player’s hand and the remaining damage dealt.
Step Four: Customization & Finesse Skills
This is not intended to create entirely new inventions, but rather how to transform existing gear into a unique find made by your character. You can transform the mundane into something fascinating.
Finesse Skills are skills your character has within their Crafting Tenet. These skills are also created by you and allow one benefit to be added to the equipment being made.
You may only apply one Finesse Skill per roll that must be made.
Improvements through Finesse Skills may include:
Increasing the odds of success in crafting by +5 for one roll of synthesis.
Increasing range when logic doesn’t interfere.
Alternating the Equipment Type or offering an additional Equipment Type to use.
Increase Equipment Rating by 1-3 on a specific type of equipment.
Increase damage in increments of 10 on a specific type of equipment.
Increase Breaking Point maximum on a specific type of equipment.
Increase Precision Break minimum on a specific type of equipment.
Increase Resilience to tampering on a specific type of equipment.
Increasing blocks on shields by 1-3 or special abilities on equipment.
Muffle sound on a specific type of equipment.
Offer a unique attachment.
Temporary benefits per a singular turn, the start of a turn, the end of a turn, a few turns, an encounter, or multiple encounters.
Your edits through your Finesse Skills will be depicted in either the stats referenced above in the template or left in the Special Attributes portion of the template.
These serve as examples of what could be altered and may come with additional crafting costs, but final approval remains in the hand of the staff.
Afterwards, the item may be freely replicated and sold at in an in-game storefront.
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