Smithing

Smithing is the craft of taking raw metal and other components and converting them into usable weapons, armor and other goods. Smithing is mechanically divided into two categories. Smiths purchase Crafting Points (CP) which is the raw ability to create goods.  Smiths also purchase skill tiers which is their understanding of Smiths and ability to create increasingly complex substances.

These are bought independently of each other so it is entirely possible to have someone have a research specialist with Tier 5 Smithing but does not have enough production to make more than the most simple of substances.  It also allows for someone to have very high PP and low tier which would be more like a factory worker or commercial Smith who can turn out extremely high quantities of basic products.

  • All material costs must be paid fully and in advance to start a project.
  • If an attempt to craft an item has failed or is incomplete, the crafter will receive a “Work in Progress” tag.
  • Any other <em>Smith</em> can use “Work in Progress” tag to finish the project.

A Smith's Tale

“Alright, listen up!” Kuuma’s thick Calakmel accent rang through the smithing hall as she stood in front of a forge, glancing down at the apprentice smiths observing her. “Today we are going to talk about enchanting.” She put down her locking pliers and picked up a sword. While it looked relatively unremarkable from afar, at closer glance it seemed to pulse with a soft, red light.

“Tinkerers can augment weapons, and wizards can cast their magic, but a smith with the right knowledge can create an weapon that isn’t just enchanted by magic –” With a flick of her wrist she spun the sword in her hand. The blade exploded into flames, illuminating their tiny corner of the room. “– it IS magic.” She waited a moment, letting the whispers and muttering die down.

“You can’t just try and enchant any weapon. Let the Tinkerers augment them instead. We have to have a weapon with capability of being enchanted by a smith. Take this [[Tongue of Flame]], for example. It’s a sword with magic capabilities and is plenty strong on it’s own, but because it has it’s own magic, it has it’s OWN room to be expanded. We call this Elemental Source. For this sword, it’s Flame Source.” She pointed to the flames, as if to drive the point home. “Tongue of Flame can be set aflame so that you can see in the dark, it can produce fire during combat to burn enemies, and can resist breaking. Pretty handy. But we are fighting demons. The stronger we can make our weapons, the better. That’s where enchanting comes in.”

Kuuma held up two clawed fingers, scales jingling as her arm moved. “There are two types of enchants. Building and Consuming. If a weapon has a Source, then we use Building Enchants to add on to it. Think of it as giving it extra power. Stacking it. Consuming enchants, on the other hand, take away from the source.” The smith chuckled. “Those are the fun ones. They’re typically stronger because they’re consuming sources, but those typically give you some nasty benefits in combat.”

“If you have a Flame Source of 2, and a Building Enchant that adds 2 to your Source, then you have a Source of 4. Consuming Enchants pull from your Source. Putting a Consuming Enchant that takes away 2 source? Your new Source is 2 and you have a weapon with both enchants on it. As long as you keep the Source at 0 or above, you’re set.” Kuuma sat the weapon down on the table, extinguishing the illuminating flames before they touched the surface. “Your rank and skill as a smith is directly proportional to the number of enchants you can put on a weapon. The max a weapon can hold is 5. If you’re a journeyman smith, then you can put 2 enchants on with your skill. Artisans can do 4. If you’re a Grand Master, you can do all 5.”

Kuuma rotated a chalkboard full of smithing sketches over to a fresh side. “Speaking of ranks. Each enchant has a level 1 through 5. You can put a Tier 1 Enchant on easily. A Tier 2 Enchant requires at least one other enchant on it beforehand. Same goes for the rest of them, all the way up to 5.” The chalk squeaks as she writes some examples.

[1,1,2,3,5] [1,2,2,2,3] 
[1,1,1,1,5] [1,2,3,4,5] 
[1,1,1,3,3] [1,2,3,3,3]

“Any of these combinations, or any others that you can think of, will work so long as there is the correct number for the enchant level.” She dusts off her hands and wipes them on her pants, leaving dusty white smears among the soot stains. “Aaaaaaand last but not least, Upkeep. These things are powerful so it’s our jobs as smiths to make sure they’re kept well. Any upkeep you do on a weapon that has enchants will require the normal maintenance plus half of what it took to put the enchants in to begin with.”

A chorus of groans escaped the crowd. Kuuma waved it off. “Yeah, yeah. I hate upkeep too, but we gotta keep our gear in check. Just remember and keep on your clients about it as well, alright?” The smith gave them all a grin before clapping her hands together. “Perfect. Any questions?”

Cost Summary
TierXPTitleCP CostCP RangeDescription
15Apprentice2XP ea1-10Apprentice Smiths are capable of making all basic armor and weapons without restriction as long as they have production points and the materials to do so. All Apprentice Smiths will receive a list of general craft items that includes the materials needed and time cost to make them.
210Journeyman3XP ea11-20As magic has returned to the world, new metals and materials have begun to surface and make themselves available. Journeyman Smiths can experiment with the creation of items out of new materials to untold effects. All effects at this level are native to the type of metal you choose to work with.
315Master4XP ea21-30Master Smiths have learned to harden their items with the alloys of the new magical metals. The increase in cost creates more masterful pieces. Smiths can make armor and weapons that are much more difficult to break, capable of working as a focus for mages as well as a multitude of other effects. If one magical metal is good making alloys of them is even better.
420Artisan5XP ea31-40Smiths of the Artisan level have learned the secrets of binding magic into weapons and armor in a fashion that allows any user to activate it. In the old days magic was talked about as if it was a physical substance; forged directly into their metals. Mmagic when forged into a blade became like a heart and powered the creations to new life.
520Grand Master5XP ea41-50Weapons and armor are certainly more than lifeless metal in the hands of a Grand Master as the very same armor and weapons can take on an identity of their own. Grand Master Smiths in legends are most renown for the named armor and weapons they crafted and shaped. Master Smiths are said to negotiate and communicate with these items to teach them new abilities and shape their growth more like a parent raising a child rather than an artist creating a master piece.
Production Charts
Weapons
NameMUCP
Dagger11
Short Weapon122
Long Weapon132
Spear132
Great Weapon143
Bastard53
Halberd53
Staff22
Thrown Weapons (3)21
Long Bow & Quiver32
Blow Gun & Quiver32
Armor
NameMUCP
Light Armor22
Medium Armor42
Heavy Armor104
Encased Armor125
Buckler11
Small Shield21
Medium Shield42
Large Shield53
Tower Shield106
Expendables2
NameMUCPNotes
Patch Kit322With 1 minute of roleplay, grants a Repair effect to a broken or breached shield, armor or weapon of normal material.
Whetstone (3)31With 1 minute of roleplay, grants +1 damage to the next swing.
  • MU: The material cost of components and supplies in copper pieces.
  • CP: Crafting Points
  • 1 Axe, Sword, Club, Hammer, Bastard or Spear
  • 2 Consumed upon use
  • 3 Must posses Smithing 1 or higher to use
Repairs

A Smith may repair Smithed item 25% of the item’s CP and MU creation cost (Minimum 1 CP, 1 MU). The Smith needs access to a forge (and a Production Martial) to repair a the item. A Repair Kit (see above) can be made for Shields, Armor and Weapons as they are more likely to break than other items through the course of normal play.

Salvage

Items of Copper, Silver or Gold can be salvaged for  25% of the base MU (optional base MU). Other non-Destroyed item, Broken or not, can be salvaged for 50% of its base MU. This requires no CP to salvage. Tags that are Broken/Destroyed should be marked as such as soon as possible. A new tag will be issued for the salvaged resources.

Silvering

A Smith may make a silvered version of a normal weapon by paying the standard MU cost listed, but the MU must now be paid entirely in silver material units (alternatively 10 Silver coins equal 1 Silver MU).