Crafting

From NOPOTIONS Wiki
Jump to navigation Jump to search

Crafting turns raw stock into finished goods across four channels. Each channel is its own trade with its own governing skill, and a craft quotes like forge work: the difficulty, your modifiers, and the outcomes are all shown before you commit. See Forge for the roll model, and for reworking the affixes on gear you already own.

Channel Makes Governing skill
Crafting Gear, tools, repairs, and worked goods; salvaging items back into materials Crafting
Potions Draughts, remedies, tonics, and antidotes from real ingredients Potions
Cooking Meals and provisions Resting
Arcana Enchantments laid into an item that already exists Arcana

Enchanting is the split to remember: crafting a new item is Crafting's work, and laying magic into a finished piece is Arcana's. Arcana never casts on its own; the magic is bound into the item over time, at a workspace, and the item carries it from then on.

Workspaces

Working at a proper station grants advantage on that channel's craft rolls: two dice, keep the highest. A proper forge serves Crafting, an alchemist's bench Potions, a kitchen Cooking, and a sanctum Arcana. The station can be the place around you or something you carry; a portable forge or a camp stove counts the same as the room. When the advantage applies, the roll says so. There is no penalty for working rough: the station is a bonus, never a requirement, and a proper station also cancels out working conditions that would otherwise put the roll at a disadvantage.

Named work

A few rare materials name the legendary work they feed. Such a material serves only its named craft, and that craft demands its material: neither can be spent on anything else, and the material never feeds the forge as fuel. An item's card names what it forges into.

Items & Equipment
Items · Equipment · Affixes · Item effects · Forge · Crafting · Merchants