Metalwork has always been part of the advancement of culture and technology in many fantasy worlds. Tinkering collectively represents the widespread art of metalwork, regardless of type. While apprentice tinkers start with being able to create basic items and repair armor, Master Tinkers can create masterful items, oftentimes imbued with special properties making them highly sought after by adventurers.
The schematics in the chapter are those that are commonly known and understood. Anyone with the Apprentice Tinkering skill has access to and can perform any of the Apprentice Tinkering Schematics as long as they have a Tinker's Forge available. This is similarly true of all four ranks of Tinkering. The plot team and certain specific Roles or Advanced Classes may introduce additional schematics that are not commonly known and must be found through play but those will be uncommon and must be found through play.
This lists what Crafting Materials are required in order to make the Tinkered item successfully.
If the process creates more than one of a Tinkered item, then it will be shown here.
This will list the duration of the special effects of the tinkered item. The “Standard” duration for potency is either 12 months or eight weekend-long events, whichever is longer. When the item reaches the end of its duration, the item doesn't disintegrate or become useless, but the special properties will no longer function. For example, an Impervious Shield loses its special properties and becomes just a normal mundane shield.
This is the actual description of how the Tinkered item is created: the schematic itself. These procedures must be followed at a Tinker’s Forge, using the required tools, in order to prepare a Tinkered item. If any part of the crafting process is not followed, the process must either be immediately restarted, or it can be abandoned. If it is restarted, the Crafting Materials are not used up, but the process must start again immediately. If abandoned, all Crafting Materials that would have been used in the schematic are rendered useless and ruined and should be deposited in a nearby Ashbin.
If the crafter takes or deals damage, takes an Effect, leaves the general area of the crafting station, or completes a Rest, this is considered an interruption, and the crafting process must be restarted or abandoned.
Most of the crafting process will be per force role-played: if the schematic says to take the hot metal and hammer it into shape for approximately three turns of an hourglass, this should be mimed, rather than actually attempting to destroy the prop. If players wish to bring additional props to enhance their crafting roleplay, it is encouraged as long as the structure of the crafting process is followed.
While the intricacies of Tinkering are well known, and often plied with little fanfare, there are situations in which things can go… very wrong. Either by intent, accident, or circumstance, the Maelstrom of the Tempest seeks to wind its way into the dealings of mortals at every opportunity. Tinkering is somewhat vulnerable to this influence, as it crafts complex objects with often mystical threads of power.
This influence is known commonly as Dark Territory, and must be accounted for for each Schematic.
The description is the in-game view of the item. It may contain history, flavor text, or even physical descriptions of the item. The description says what the crafting character (rather than the player) knows about the item being made.
For items that require attunement, attunement to the item should not occur without a physical representation of the item.
This is where the exact mechanical effects of the item are explained.
In each game, there will usually be a designated game space set up as a Tinker’s Forge. This is where characters will craft all of their Tinkered items. The items that will be there and used in different schematics are the following:
Anvil - Used to shape hot metal
Awl - Used to punch holes
Bellows - For stoking the Forge
Bucket of Water - To quench metal
Buffing Cloth - To shine or clean materials
Crucible - For holding molten metal
Forge - For heating up metal objects
Hammer - For beating objects into shape
Hourglass (any description of a “turn” signifies one turn of the hourglass, or 1 minute)
Leather Gloves - To prevent burns
Knife - For cutting
Oil - To lubricate items
Small Tools - For intricate work such as screwdrivers, picks, wrenches
Tongs - For holding hot or heating metal
Whetstone - For sharpening edges
All tinkers have the ability to instruct others in how to fix their armor. This has to be done at the Tinker’s Forge using Supervise Armor Mending.
Crafting Materials Needed: None
Uses per Batch: N/A
Expiration: Never
Crafting Process:
The Tinker should look over each person’s armor and show them the type of tools needed to fix their type of armor. For plate mail it should be the hammer, pounding it back into shape. Chainmail armor should be fixed using pliers and wire, etc.
Description: The Tinker should give basic instructions. Armor should not have to be removed to be fixed.
Effect: After instructing up to six others on how to Mend their physical armor, the others can each spend one turn of the hourglass bringing one suit of physical armor up to its maximum Armor Points (this is a Mend Effect). Tinkers can always Mend any suit of physical armor to maximum points by spending one turn patching it up.
Crafting Materials Needed: 5 Ingots, 10 Hide, 8 Harvest, 2 Rare Minerals
Uses per Batch: Creates one Badge of Brilliance
Expiration: Standard
Requires Attunement
Crafting Process:
Slice each Harvest in half lengthwise, then take the Rare Minerals and sprinkle them over each half of each Harvest. Place the Harvest in the crucible along with the Ingots. Place the filled crucible in the forge and pump the bellows twenty times - the Ingots shall have melted with the Harvest pieces.
Pour out the liquified material onto the anvil and hammer into a badge shaped piece, about ten strikes of the hammer. Quench the workpiece in water. Then, heat the workpiece in the forge for another ten pumps of the bellows, remove, hammer again ten times.
Cut the Hide into strips and wrap around the badge as tight as possible. Place in the forge again for five pumps of the bellows, burning the hide off leaving its residue on the badge underneath. Finally, quench the finished workpiece to stabilize.
Description: A shiny badge, suited for a Bodyguard of means.
Effect: While the Bodyguard visibility wears the Badge of Brilliance, they instead gain three Barrier from the Socialite ability “Commission of Protection,” instead of the normal Effect.
Crafting Materials Needed: 2 Night Prizes, 6 Ingots, 7 Rare Minerals, 2 Hides, 3 Harvest
Uses per Batch: Creates one Basic Talisman
Expiration: Standard
Requires Attunement
Crafting Process:
Crush the Rare Minerals on the Anvil with the hammer. Collect the powder and save. Now place the six Ingots in the forge, pumping the bellows thirty times. Remove two Ingots and flatten it with a hammer on the anvil. Then add the powder from the Rare Minerals onto the flattened Ingots. Fold the Ingot and hammer it flat again. Put it to one side. Take out the other two Ingots and flatten it on the anvil with a hammer. Put the Hides down on the hot Ingot and then place the Harvest, as layers. Fold and hammer flat again. Take out the last Ingots and hammer flat. Add the Night Prizes, fold Ingot, and hammer flat.
All six Ingots go back in the forge for 30 pumps of the bellows. Pull back out with tongs, layer and hammer all six flat. Fold and hammer again. And a third time. Now put the result back in the forge for 30 pumps of the bellows. Pull out and shape. Work designs in with tools, including the caster-sigil. Leave to cool for two hours.
Description: This item differs for each caster and usually has some significance to them, tying into how and where they draw their power from. Many people craft intricate wooden objects with inlaid jewels at the end. Others use perfectly round metal orbs, polished to perfection, while others use specially enchanted musical instruments. Each one is attuned to the caster it is created for and can only be used by that one person. There is superstition about channeling magic within the land while carrying another's Talisman as it will call their spirit back to haunt you.
Effect: This allows a Tinker to create a special item called a Talisman which is usually either a rod, orb or wand. It can be other types of items with Plot approval. This Talisman allows the wielder to regain one Novice Spell Slot per Long Rest with a Focus Quick 100. This may be improved by a Tinker (at higher levels). The Talisman must be clearly marked with the caster-sigil of the character for whom it is created, and will be attuned only to that character. A Talisman can be held in a hand that would normally be empty for spell-casting.
Crafting Materials Needed: 4 Ingots
Uses per Batch: Creates one basic lock
Expiration: Permanent
Crafting Process:
Take the Ingots, and heat it in the crucible, in the forge, for three turns of the hourglass. Pour out the molten metal onto the anvil and use the hammer and other tools to shape the metal into two pieces: one piece rolled into a thin bar and then bent into a U-shape (for the U shape part of the lock), the other hammered thinly. Heat the thin piece within the forge using the tongs and pump the bellows ten times.
Remove and shape into a box, leaving one side open. Use the small intricate tools to put together the inside of the lock, finishing it off by closing the box using pliers. If keys need to be made, heat up some scrap metal from what you just did for one turn of the hourglass total, pull out, and use the hammer and small tools to cut out the keys. Quench all of it in the bucket of water.
Description: This is a simple lock, but can keep valuables protected.
Effect: Creates a non-magical diary style type lock. See the Traps and Locks Chapter on how these are used. Up to five keys can be created to go along with this lock.
Crafting Materials Needed: 3 Crafting Materials (Ingots or Hide) per Kit.
Uses per Batch: Creates one Patch Kit
Expiration: Standard
Crafting Process:
This Schematic can make as many kits simultaneously as desired, using up 3 Crafting Materials per kit. Using any Ingots that you might have, heat them in the forge for one turn of the hourglass. Hammer them out flat into plates with 5 blows each and using the hammer and awl, punch holes into the corner plates so that they can quickly be riveted back onto a suit of armor in the field. If any Hide is used, use the small tools to cut 3 square leather patches per Hide, then punch holes into the four corners of each piece. Layer the patches. Rivet the four corners.
Description: This is a small kit of materials preassembled to quickly patch up a suit of armor. The kit represents a kit including items such as leather strapping, small metal plates, boiled leather scraps, bolts, nuts, and rivets. Can quickly be used to patch up a suit of armor until it can be fully mended at a Tinker’s Forge.
Effect: This kit allows someone to patch up a suit of armor with a Quick 100. In order to patch the armor, the player must roleplay as though they are actually fixing the armor. A Tinker using such a kit will Mend 4 points of armor. If a character without any Tinker skill uses a Field Patch Kit, it will Mend only 2 points of armor. This uses up the kit. In-game, it should be represented by a 2-4” x 2-4” square piece of leather or leatherish-material, or metal or metal looking-material. The square should have 4 rivets, one in each corner. Several patch kit props will be provided at the Tinker’s Forge for anyone to use, but players are welcome to come up with their own rep as long as it fits the requirements above.
Crafting Materials Needed: 3 Crafting Materials of any combination of Ingots and Hide.
Uses per Batch: Creates one generic item
Expiration: Permanent
Crafting Process:
The tinker may come up with whatever roleplay makes sense for the item they are creating. It is entirely up to them to decide how it is built and how long it takes.
Description: This is a more advanced item than the Generic Forged Item makes at the Apprentice level. This schematic creates an item such as a sword, a bow, a shield, or a piece of armor. This schematic is usually used when an item has been lost, or an extra is needed for a ritual or other purpose.
Effect: This allows a tinker to make a weapon, shield, piece of armor, or group of up to 6 thrown weapons or projectiles. This Schematic, with Empowered Cronestone can be used to make a Concentrator for Cronestone (a sort of cylinder that holds and focuses the light and can be shuttered with a button push (a blacklight flashlight). This can also be used to create a holder for empowered crystals (an Enchanting Formula) that can be shuttered or unshuttered mechanically (a light that can be turned on and off). This holder should fit within the setting.
Crafting Materials Needed: 1 Ingot or 1 Hide
Uses per Batch: Creates one generic item
Expiration: Permanent
Crafting Process:
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The tinker may come up with whatever roleplay makes sense for the item they are creating. It is entirely up to them to decide how it is built, which Resource it requires, and how long it takes.
Description: This is a basic generic forged item such as a small bronze statue with no real value, a leather-bound book, a set of horseshoes, or a pair of spectacles. This allows (also) for the creation of basic Gathering Implements.
Effect: This allows a tinker to make a generic forged item around the size of 1 cubic foot that does not have a mechanical benefit. This allows for the creation of gathering implements including Mining Picks, Foraging Sickles, and Skinning Knives.
Crafting Materials Needed: 10 Ingots, 15 Hide, 3 Harvest, 3 Rare Minerals
Uses per Batch: Creates Mercurial Iron Kit
Expiration: Standard
Requires Attunement
Crafting Process:
Put on leather gloves and use the large tongs to place the Ingot in the forge for two turns of the hourglass, so that the metal gets red hot. Pull out the Ingot and strike five times soundly with a hammer on one side of it, flattening the metal. Then flip it over, and strike it five times on that side. Quench in water. Use a whetstone to grind one edge for a turn of the hourglass. Use new edged metal to grind/shape the smooth stone for one turn of the hourglass.
Description: Several vials and droppers of liquid metal.
Effect: A character can use the Mercurial Iron Kit to grant themselves 1 additional Mend Point per Artisan class-level to their Living Iron pool.
Crafting Materials Needed: 2 Ingots, 1 Hide
Uses per Batch: Reinforces one bow
Expiration: End of Event
Crafting Process:
First, wet the Hide and use tools and tongs to stretch the Hide over the anvil. Keep stretching and working the Hide for one turn of the hourglass, then cut into strips the width of the weapon. While cutting, heat the two Ingots in the forge. Take out before molten and use the hammer to flatten the Ingots into long strips the width of the weapon. Lay the Hide strips on the metal strips and punch holes through both layers with the awl and hammer. Then lay on the bow and hammer/rivet into place.
Description: By using simple materials and the tools at a Tinker’s Forge, a Tinker can reinforce a common bow or crossbow past its normal breaking point allowing it to take more damage before breaking.
Effect: The Tinker can reinforce a bow or crossbow so that it can withstand the pounding punishment of blades. As long as the weapon is deemed safe by a Safety Officer, it can be used to block with and will not be shattered as normal when struck by a weapon. Once the weapon has taken one blow, the effects of this augmentation will end at the completion of the next Short Rest. So, an archer could block with a bow for one attack or for an entire combat, but after resting, would need to have the bow reinforced again. The projectile weapon’s user should be instructed to Call “Reinforced” when the bow is struck. If the same player hits the bow multiple times, the Call doesn’t need to be made for each blow, just often enough that the other players understand that the bow is reinforced.
Crafting Materials Needed: 2 Ingots or 2 Hide
Uses per Batch: Strengthens one shield
Expiration: End of Event
Crafting Process:
Take two Ingots (or two hide) and place one in the crucible. Put both in the forge for one turn of the hourglass. Remove the Ingot not in the crucible with tongs and hammer for one turn of the hourglass while the other melts, trying to make a thin sheet. Put it briefly back in the forge for three bellows-pumps before taking it out and cutting into plates with the knife. Quench each piece in water and lay on the shield. Use the awl to punch holes at the corner of each plate and then take the molten Ingot that is in the crucible out of the forge and pour a little bit into each awl-hole. Leave to cool for at least a half hour.
Description: By using the materials at a Tinker’s Forge, the Tinker can reinforce and strengthen a shield beyond its maximum.
Effect: The Tinker can give a shield a Protect that will stop any Effect that would drop the shield to 0 Shield Points, including Shield-Breaking and Shatter. The wielder of the shield should call “Protect” when the Counter is used. This Protect should be communicated to anyone who is given the shield, and the benefits are wasted if the shield is abandoned.
Crafting Materials Needed: 1 Ingot
Uses per Batch: Rebuilds one item
Expiration: Permanent
Crafting Process:
Using the Ingot, perform any and all work on the item over the period of three turns of the hourglass. This may include hammering out dents in the metal, welding together broken pieces of weaponry, or sewing additional patches onto broken leather armor.
Description: Magical effects, acid, dropping from tall cliffs, and other such extremes often damages equipment to the point where it is unusable. Tinkers are experts at patching up old equipment so that it can be used again.
Effect: If an item has been shattered, this Rebuilds the item fully.
Crafting Materials Needed: 1 Ingot or 1 Hide
Uses per Batch: Mends one shield
Expiration: Permanent
Crafting Process:
The Ingot/Hide is heated up in the forge in the crucible. The bellows should be worked 30 times before the Ingot/Hide is pulled out, poured onto the shield, and adjusted with the small tools before being hammered down. It should then be left to cool for one turn of the hourglass before being oiled and buffed.
Description: By using the materials at a Tinker’s Forge, the tinker can Mend damage to shields.
Effect: A Tinker can Mend a shield to full Shield Points or Rebuild a shield that has been shattered, taking it to 1 Shield Point.
Crafting Materials: 2 Ingots, 2 Hide, and 1 Rare Mineral
Uses per Batch: Creates one wand
Expiration: Permanent
Crafting Process:
The Ingots must be heated in the crucible until soft (one turn of the glass) and then removed with tongs. The metal should be shaped into a wide oval. Rare minerals and the innards (Materia) of one spell-packet (a spell-packet should not actually be disassembled) should be poured in a line into the center of the oval and the oval folded over. The shape should go back in the crucible for softening and then should be hammered and folded at least ten times, returning to the fire with the tongs if it gets too hard. Finally, the lump should be heated for one turn of the glass and then shaped, generally in a twisting, pulling motion, to create a wand shape. The Hide should be wet and wrapped around the wand. Other decorations may be added as applicable.
Description: This will create a ritual wand, an item with a small amount of expendable magic that is a basic requirement of many Rituals.
Effect: Acts as a basic requirement for many Rituals.
Crafting Materials Needed: 1 Ingot
Uses per Batch: Creates one sharpening stone
Expiration: End of Event
Crafting Process:
Put on leather gloves and use the large tongs to place the Ingot in the forge for two turns of the hourglass, so that the metal gets red hot. Pull out the Ingot and strike five times soundly with a hammer on one side of it, flattening the metal. Then flip it over, and strike it five times on that side. Quench in water. Use a whetstone to grind one edge for a turn of the hourglass. Use new edged metal to grind/shape the smooth stone for one turn of the hourglass.
Description: A stone made of a fragile material. When a blade is run across the edge it is quickly worn away but not until the object is sharpened.
Effect: A character can use a Sharpening Stone to increase their Spike damage by +1 on one Spike they use before the next Short Rest. A stone can only be used on weapons with an edge. If used to sharpen projectiles or thrown weapons, up to three may be given a +1 to damage. Any usage of a Sharpening Stone takes a Quick 100. Once it has been used, it is used up and needs to be discarded. The Sharpening Stone should be represented with some sort of smooth stone.
Crafting Materials Needed: 1 Ingots, 1 Rare Mineral, 1 Forgesource
Uses per Batch: One Trap
Expiration: Standard
Crafting Process:
Heat the Ingot just enough to cut with a knife. Cut six pieces. Use the tools, knife, and hammer to form into a six-sided box just long enough to hold the Forgesource. Add a splash of water into the Rare Minerals. Pump the bellows 10 times to stoke the fire, then put Rare Minerals in the crucible to heat in the forge for 10 seconds. Take out and use tools to coat the inside pieces of the box with Rare Minerals. Put the Forgesource in and heat the pieces of metal enough to seal edges. Quench.
Description: By harnessing and storing small bits of energy in metal containers, the Tinker can create a trap to protect a lock from being picked.
Effect: This trap protects a lock (on a box or door for example) from being picked. See the Trap and Locks chapter for more information on this item. You must have the Advanced Trap skill to set traps. The default damage of all traps is 3 damage. This can be enhanced by adding an Area or Alchemical Trap Augment.
Crafting Materials Needed: 1 Ingot and either 1 Bloom or 1 Hide, 1 Forgesource
Uses per Batch: Creates one trap
Expiration: Standard
Crafting Process:
If using Bloom, take the Bloom and strip it, weaving the fibers into a braid. If using Hide, cut the Hide into strips and braid together. Heat the Ingot in the crucible and use the bellows 30 times. The Ingot should be fully molten. Pour out onto the anvil and shape into a box. Quench. With the small tools, set the braid inside the box before sealing to build the mechanism.
Description: A small explosive or mechanical trap that makes a noise and does a slight amount of damage when set off. It can be a large clamshell trap on the ground, a small tripline hooked to an alchemical explosive, or something similar.
Effect: These traps make a snap sound when they go off. They are represented by mousetraps, party poppers, and snaps. See the Traps and Locks chapter for more information on this item. A character must have the Advanced Trap skill to set traps. It can be enhanced by turning it into an Area or Alchemical Trap Augment.
Crafting Materials Needed: 2 Rare Mineral, 1 Ingot, 1 Hide, 1 Harvest
Uses per Batch: 1 Arrow
Expiration: Standard
Crafting Process:
Wet the Hide and stretch it over the anvil. Leave to dry for at least three turns of the hourglass. Put the Ingot in the crucible and melt in the forge for 15 pumps of the bellows. Pour it out in a line on the anvil. Sprinkle the Rare Minerals into one end. This end will be the tip. Shape into an arrow with the hammer. Wrap the stretched Hide around it. Sharpen with the whetstone for 1 turn of the hourglass to a very sharp point.
Description: The Tinker builds one special arrow, called a Black Arrow.
Effect: The user of the Black Arrow can fire one shot that, with the expenditure of a Spike, the arrow does base damage and can be Called with Piercing Damage and the Final modifier. The arrow itself must be marked with a white streamer, and, if it misses, it is not expended, although that particular arrow must be retrieved first. Once it hits, however, the Black Arrow is expended and cannot be used again even if retrieved.
Crafting Materials Needed: 5 Hide, 1 Harvest, 1 Rare Minerals, 1 Foundation Resource - Refuge
Uses per Batch: 1 Pair of Catspaw Boots
Expiration: Standard
Requires Attunement
Crafting Process:
As you can either use the hide to make a new pair of boots, or you can use it to augment a current pair of boots, you will need to either cut out a boot pattern out of the five Hide and stitch it together (or rivet) using the small tools, or cut out strips of Hide and attach it to a current pair of boots. Make sure that the construction or augmentation is sturdy!
Once that is complete, take the Harvest and chop it up into fine pieces. Place the chopped harvest into the crucible and heat in the forge for four turns of the hourglass. While that heats, mix the Foundation Resource - Refuge and the Rare Mineral into a gluelike substance. Stir it thoroughly for at least two turns of the hourglass, let stand to thicken.
Remove the heated Harvest pieces from the forge, and use the tongs to press them against the soles of the boots. Use the glue that you created before to coat the bottoms of the boots, holding the Harvest in place. Allow to cure for at least ten turns of the hourglass before wearing.
Description: This recipe produces or augments a pair of boots to allow the wearer to survive falls that would normally be lethal.
Effect: The wearer of the Catspaw boots, may, once per Event, negate the consequences of falling damage or Effects by calling “Counter, Catspaw Boots.”
Crafting Materials Needed: 2 Ingots, 2 Rare Minerals, 2 Harvest
Uses per Batch: 1 Cookpot
Expiration: Standard
Crafting Process:
Heating the Ingots in the forge, the crafter should pump the bellows 10 times until the metal is red hot. Pulling them out with tongs, they should be slowly hammered into a bowl or pot shape adding the Rare Minerals while being hammered. At least three times the metal should be reheated in the forge for 5 pumps of the bellow in order to keep the metal hot enough to work. The Harvest should be diced up into small strips and worked into the hot metal in the final shaping of the pot. Lastly it should be quenched in water to cool.
Description: The Tinker creates a cookpot that allows cooks to put elixirs (but not poisons) into food, rather than having to be consumed as a liquid.
Effect: This allows anyone using the cookpot to put any alchemical ingested effect into a meal, rather than having to ingest it as a liquid. Each piece of food needs to be around 1”x1”x1” (a medium sized cookie would work). Negative effects may not be applied to food in this manner but drugs and substances like Alcohol and Nyte Tea can be used.
Crafting Materials Needed: 2 Ingots
Uses per Batch: Creates one Forgesource
Expiration: Permanent
Crafting Process:
Note: No more than one Forgesource can be put in the forge by any one character between Long Rests.
The Tinker melts the Ingots in the Crucible, then pours it out drip by drip into the quenching bucket, making small nuggets of metal. Ten of these are collected and pounded flat with the hammer. With the small tools, inscribe each with a different number of straight lines from one to ten. Fill the grooves with materia, generally from one spell-packet. Place all the lined discs together with the lines always perpendicular to the lines on the disc behind. Now leave in the forge for eight hours.
Description: This is a small cylinder which absorbs the heat and energy from the forge. It will be slightly warm to the touch at all times and will feel electric, making hairs stand up.
Effect: A forgesource is a reservoir of magical energy that can be used as a component for a number of other Tinkering Schematics.
Crafting Materials Needed: Any combination of 5 Ingot or Hide
Uses per Batch: Creates one kit
Expiration: Standard
Crafting Process:
This Schematic can make as many kits simultaneously as desired, using 5 Crafting Materials per kit. Using any Ingots that you might have, heat them in the forge for one turn of the hourglass. Hammer them out flat into plates with 5 blows each and using the hammer and awl, punch holes into the corner plates and one hole in the middle of two other sides, so that they can quickly be riveted back onto a suit of armor in the field. If any Hide is used, use the small tools to cut three rectangular leather patches per Hide, then punch holes into the four corners of each piece and a hole into the middle of each long side of the rectangle. Layer the patches. Rivet the four corners.
Description: This is a large kit of materials preassembled to quickly patch up a suit of armor. It includes items such as leather strapping, large metal plates, boiled leather scraps, bolts, nuts, and rivets. Can quickly be used to patch up a suit of armor until it can be fully Mended at a Tinker’s Forge.
Effect: This kit allows someone to patch up a suit of armor with a Quick 100. In order to patch the armor, the player must roleplay as though they are actually fixing the armor. Normally, a Full Patch Kit will Mend 4 points of Armor, but a character with the Tinker skill can Mend a suit of armor to its maximum value; either use will expend the Full Patch Kit, which must then be discarded. In-game, it should be represented by a 2-4” x 4-7” piece of leather or leatherish material, or metal or metal-looking material. The rectangle should have 6 rivets, one in each corner and one on each long side. Several patch kit props will be provided at the Tinker’s Forge for anyone to use, but players are welcome to come up with their own rep as long as it fits the requirements above.
Crafting Materials Needed: 1 Hide, 1 Ingots, 1 Rare Mineral
Uses per Batch: Creates one High Quality Foraging Sickle
Expiration: Standard
Requires Attunement
Crafting Process:
Place the Ingot into the crucible and then into the forge. Pump the bellows until the Ingot is red hot, about ten pumps of the bellows. Remove and pour out onto the Anvil. Using the Hammer, flatten the molten metal by striking it five times. Sprinkle the Rare Minerals on top of the molten metal and place back into the crucible. Place back into the forge and pump the bellows again ten times. Pour out onto the Anvil again and use the hammer to shape the metal into a sickle. Quench it in the bucket of water. Slice the hide into strips and wrap it around the handle. Sharpen the sickle on the whetstone for at least three turns of the hourglass to make sure it is very sharp.
Description: This allows for the creation of a better Gathering Implement, focused on Foraging.
Effect: While wielding the High Quality Foraging Sickle, the gatherer may collect one additional Bloom per Event.
Crafting Materials Needed: 2 Hide, 2 Ingots
Uses per Batch: Creates one High Quality Mining Pick
Expiration: Standard
Requires Attunement
Crafting Process:
Place the two Ingots into the crucible and then into the forge. Pump the bellows for thirty pumps to melt the Ingots. Pour out onto the Anvil and using the Hammer, shape half the metal into the handle, a round shape about 1' long. Shape the rest of the metal into the top pick. Place both objects back into the Forge to allow it to heat up slowly for one turn of the hourglass. Remove and use the Hammer and tools to weld the two pieces together. Quickly quench both pieces. Cut the Hide into thin strips. Use one of the pieces of Hide to help reinforce the weld that you did early, lashing the pick head and the handle together. Use the second Hide as a wrap to act as a handle of the pick. Spend one turn of the hourglass sharpening both ends of the pick.
Description: This allows for the creation of a better Gathering Implement, focused on Mining.
Effect: While wielding the High Quality Mining Pick, the gatherer may Counter a Broken Pick or Shatter Mining Pick event from the Mining Deck, once per Event. The appropriate call is “Counter, High Quality Mining Pick.”
Crafting Materials Needed: 2 Hide, 5 Ingot, 1 Harvest
Uses per Batch: Creates one High Quality Skinning Knife
Expiration: Standard
Requires Attunement, Requires Scavenging II
Crafting Process:
For this skinning knife, it is important to start by taking the Harvest and trimming it into a knife-like blade. Use another sharp knife to whittle it down, spending about five turns of the hourglass shaping it. At the same time you are doing this, place the Ingot into the Crucible and pump the bellows twenty times. Once the Harvest has been trimmed into a knife-like shape, take the molten metal from the Forge and pour it onto the blade, coating it fully with metal. Make sure that the metal encompasses the entire time, shaping it using the hammer if needed. This should take at least three turns of the hourglass to fully coat it. Once that is done, quench the knife and use the hide to act as a grip for the blade. Last, sharpen it on the whetstone for at least one turn of the hourglass.
Description: This allows for the creation of a better Gathering Implement, focused on Skinning.
Effect: While wielding the High Quality Skinning Knife, the gatherer may receive Captain Scavenging Tokens when using the Scavenging II or higher skill on a creature. The call should be “Instruction: Give me your Minion and Captain Scavenging Tokens.”
Crafting Materials Needed: Unrefined Hyperium, 2 Hide, 4 Ingots
Uses per Batch: One Refined Hyperium
Expiration: Permanent
Crafting Process:
Soak both Hides in the bucket of water, and then carefully wrap the Unrefined Hyperium with the damp hides binding the brick tightly together. In the forge, melt the Unrefined Hyperium until fully liquid: the Hides will be consumed in this process, however during the heating the Unrefined Hyperium will have a tendency to spark, which will be reduced by the dampened hides.
This process is daunting, and will require constant pressure from bellows to keep the heat high. It is advised that an assistant help with the bellow: should the heat be reduced at any point in the refining process, the Unrefined Hyperium will be destroyed. After two turns of an hourglass of bellowed heat, place the ingots into the slag mixture. This will usually result in a massive sputtering of molten material and will bring the Tinkerer in harm’s way.
At this point, the Tinkerer should take 5 by Flame. This will only interrupt the process if it reduces the tinker to 0 Life Points.
Continue to apply bellow pressure for two additional turns of the hourglass, reaching in with the tongs to mix the molten metal at the end of each turn. Remove the crucible from the forge and let it cool. Tamp out with hammer after solid.
Description: Refined Hyperium is an iridescent, shimmering alloy created by introducing Unrefined Hyperium in small amounts to base metals. It is difficult to mass produce and often very expensive therefore. Famously, Hyperium is able to hold the magical stimulus of enchanting better than most other metals.
Effect: Refined Hyperium is used in the creation of Enchanted Hyperium, a rare resource.
Crafting Materials Needed: 4 Ingots, 2 Hide
Uses per Batch: Reinforces one bow
Expiration: End of Event
Crafting Process:
First, wet the Hide and use the tools and tongs to stretch both pieces of Hide over the anvil. Keep stretching and working the Hides for one turn of the hourglass, then cut into strips the width of the bow. While cutting, heat two of the Ingots in the forge. Take out before they become molten and use the hammer to flatten the Ingots into long strips the width of the bow. Flatten the other two Ingots with the hammer while cold, 25 blows each. Sandwich the Hide between the hot metal strips and the cold ones and punch holes through all layers with the awl and hammer. Then lay on the bow and hammer/rivet into place.
Description: The Tinker uses strong materials to protect a bow from almost all blows for a long period of time.
Effect: The Tinker can reinforce a bow so that it can withstand the pounding punishment of blades. As long as the bow is deemed safe by a Safety Officer, it can be used to block with and will not be shattered as normal. Once the bow has taken one blow, the effects of this schematic will end at the completion of the next Long Rest. So, an archer could block with a bow for one attack and then for the rest of that day, but after a Long Rest, would need to have the bow reinforced again. If a bow is already reinforced with the Minor Bow Reinforcement, a Journeyman can enhance it to this level of reinforcement with only 2 Ingots and 1 Hide. The bow’s user should be instructed to Call “No Effect, Reinforced Bow” when the bow is struck. If the same player hits it multiple times, the call does not need to be made for each blow, just often enough for other players to understand that the bow is reinforced.
Crafting Materials Needed: 2 Ingots, 2 Hide, 2 Harvest, Musical Instrument
Uses per Batch: Refines one Musical Instrument
Expiration: Standard
Crafting Process:
The crafter can come up with whatever roleplay they feel is appropriate to the musical instrument they are trying to create.
Description: A finely made instrument such as a lute, a drum or a ukulele.
Effect: This prepares a musical instrument for additional enhancements and enchantments. The musical instrument will gain a Protect vs. Shatter once every Long Rest to a maximum of one such Protect.
Crafting Materials Needed: 7 Ingots
Uses per Batch: Strengthens one shield
Expiration: Until used
Crafting Process:
Place one Ingot in the crucible. Put the rest of the Ingots in the forge for two turns of the hourglass. Remove the four that are not in the crucible with tongs and leave the one to sit for one turn of the hourglass. Quench the removed Ingots immediately. Hammer both into separate sheets then layer the sheets and hammer them 25 times while the third melts, trying to make a single thin sheet. Put the sheet briefly back in the forge for three bellows-pumps before taking it out and cutting into plates with the knife. Quench each piece in water and lay on the shield. Use the awl to punch holes at the corner of each plate and then take the molten Ingot in the crucible out of the forge and pour a little bit into each awl-hole. Leave to cool for at least a half hour.
Description: Creates a number of multi-layer laminated armor sheets for a shield.
Effect: The Tinker can Mend a shield to full Shield Points and give it a Protect against anything that would shatter the shield, including Shield-Breaking and the Shatter Effect. The Shield also gets one Protect vs Wounding or Piercing Effects, stopping them from getting through the shield if they hit it. The wielder of the shield should call “Protect” when either Counter is used. These Protects should be communicated to anyone who is given the shield, and the benefits are wasted if the shield is abandoned.
Crafting Materials Needed: 10 Ingots, 5 Hide, 8 Rare Minerals, 2 Harvest, Foundation Resource - Firmament
Uses per Batch: Builds or augments one Shield of Deflecting
Expiration: Standard
Requires Attunement, Shield Expertise
Crafting Process:
Prepare the Harvest by setting them in the Forge to char, for at least two turns of the hourglass, but not more than four turns (otherwise they will be destroyed). Take out the charred Harvest. Pour out four of the Rare Minerals and roll the charred Harvest over it, coating it fully, using tongs or gloves to protect the skin.
Place back into the Forge directly on the coals for one turn of the hourglass. Remove and use a blunt object to break up the Harvest into small pieces. Place within a Crucible and add the ten Ingots. Heat within the Forge but make sure to get it very hot, pumping the bellows at least twenty times. Pour out the molten metal onto the anvil and use the hammer to shape it into a shield shape (or coat another shield with the molten metal). Make sure you do a detailed job at shaping it, hammering at least forty times.
Once it is in the shape of a shield, place back into the forge directly for one turn of the hourglass. While it is heating up in the forge, slowly pour the Foundation Resource over the back of the shield. Remove from the heat and sprinkle the last four Rare Minerals onto the face of the shield. Quench. Use the five Hide to make straps and attach them with rivets and the small tools.
Description: Creates a Shield of Deflecting, allowing a character to negate a melee attack that strikes the shield itself.
Effect: The character can Counter one weapon attack that hits their shield. They should call “Counter, Shield Expertise” when they use the Counter. This will refresh after the character completes a Short Rest. This effect is cumulative with the skill Shield Expertise.
Crafting Materials Needed: 9 Forgesources, 12 Ingots, 3 Rare Minerals
Uses per Batch: Creates one Vessel of Machination
Expiration: Special
Dark Territory Suit: Implements
Marshal Required: Yes
Crafting Process:
Creating a Vessel of Machination is a large project that takes quite a bit of time, but can be split up between multiple crafters of any level. A Tinker of at least Journeyman level must be present and loosely supervise each part of the process from start to finish, but other Tinkers added to the process may cumulatively shorten the entire duration. For example, if two Tinkers are working on the head, the 16 turns of the hourglass may be split into 8 turns of work for each of them, which may occur concurrently.
A Vessel is made up of four separate pieces: the head, the torso, the arms, and the legs. Creating a Vessel is a rite of passage for many Tinkers and much of the crafting process is up to the Tinker to use their expertise in order to customize it to their liking, instructing other Tinkers along the way. These schematics do not have precise instructions as others do in order to give the Tinkers leeway in how they want to create it. Once one part is complete, it can be left as long as is necessary, functionally acting as a special resource of its own for the final project.
Description: This being can vary depending on the tinker’s preferences, with sculpted iron or stone that may be chiseled and carved.
Effect: Used for the Animate ritual, this is an empty construct ready to be filled with power. By itself it is a hollow inanimate shell. This is one of the few schematics that other Tinkers may aid on as the amount of work to create it is so large.
Crafting Materials Needed: 3 Hide, 9 Ingots, 8 Rare Minerals, 2 Harvest
Uses per Batch: One Blade
Expiration: Standard
Crafting Process:
Melt Ingots in the crucible by pumping the bellows 25 times. Pour them out onto the anvil and begin to fold, trying to trap bubbles with each fold. Do this for one turn of the hourglass. Then pour out Rare Minerals all around the edges of the metal. Use the bellows to blow the Rare Mineral dust at and over the cooling metal. With the tongs, hold the metal in the forge briefly before taking it out and shaping with the hammer and small tools into a shortsword. Work the Harvest into the hilt and guard. Wrap the handle with Hide. Then use a whetstone to sharpen the blade.
Description: This masterwork blade is light and flexible, without being brittle or dull.
Effect: This Shortsword counts as a Hand Weapon for the purposes of Powers that require a Hand Weapon. The character still needs to have proficiency with a Shortsword.
Crafting Materials Needed: 2 Ingots, 1 Harvest, 3 Bloom, 1 dose of alchemical substance listed below
Uses per Batch: Improves one Trap
Expiration: Until used
Crafting Process:
Break up the Bloom into small pieces. Use the knife to shave the Harvest into thin shavings and mix in with the Bloom. Take the 2 Ingots and place them in the crucible. Heat the Ingots for 4 turns of the hourglass or until they are almost molten. Pour out onto the surface of the Anvil and hammer into the metal half of the bloom and harvest mixture. Fold the metal twice over while hammering. Place back in the forge for 2 turns of the hourglass to heat. Remove, and use the tongs, leather gloves, and small tools to shape into a sealed box with a hole at the top. Stuff the box with the second half of the Bloom and Harvest mixture. Deftly pour the dose of substance into one of the openings, being careful not to smell or touch the substance. Use the small tools to seal the box and attach to the trap.
Description: Tinkers are able to deftly create containers to replace the effect on traps with a variety of alchemical substances.
Effect: Changes the Effect of the trap to the Effect that the added substance has when it is ingested. Add the Alchemy card to the card attached to the trap and describe the Effect on it. Below is the list of substances that can be added to a trap this way. See the Traps and Locks chapter for more information. Traps that have been augmented with the Area Trap Augment may not be enhanced Alchemical Trap Augments (Alchemical must come before Area).
Crafting Materials Needed: 3 Ingot, 1 Hide, 2 Harvest, 3 more doses of and alchemical substance if it already contains an Alchemical Trap Augment.
Uses per Batch: Improves one Trap
Expiration: Until used
Crafting Process:
The Tinker should take the Ingots and heat it in the forge while pumping the bellows 30 times. After the Ingot is red hot, it should be removed with the tongs and shaped into a flat rectangle using the hammer, tongs and small tools. The two Harvest should be shaved with the knife into small pieces and hammered into the metal of the Ingot for 10 strikes of the hammer. The metal should be heated once again for 3 turns of the hourglass. Once red hot, use the hammer and anvil to shape the metal into a cylinder. Quench the metal and then after cutting the Hide into strips, use the Hide to attach the cylinder to the trap. If it has been enhanced with an alchemical substance, two more vials of the substance may be carefully inserted into the metal cylinder.
Description: By using mechanical effects, the tinker can rig a trap to affect an area rather than just the individual that triggers it.
Effect: This augment changes the delivery of the trap from affecting the individual that triggered it, to everyone within a room. The delivery will begin with the words "In This Room..." Everybody in the affected area will take the effect. If used outside the trap will only affect the person triggering the trap.
Crafting Materials Needed: 6 Ingots, 5 Hide, 2 Harvest, 1 Rare Minerals
Uses per Batch: 1 Kit
Expiration: Standard
Crafting Process:
The Ingots must be heated up in the crucible in sets of three. Each one must be given 5 pumps of the bellows and then left in the forge for one turn of the hourglass. The molten metal is then taken out and poured onto the anvil in small lines, which are then worked with the small tools to make the armorer’s tools. One of the Harvest and the Rare Minerals must be worked into two of the shaped tools; each of these must be fashioned for one turn of the hourglass. Finally, four of the Hide are sliced with the knife into very thin strips which are used as handle wrappings on some tools, as well as sewing leather cord which will go in the kit. The last Harvest is fashioned with the knife into a sewing needle and it and the last two Hide are used to prepare the small pouch/wallet that will hold the Armorer’s Kit.
Description: This is a small kit filled with armor-mending equipment. It can have tools, spare materials, etc; whatever the Tinker feels they would need. It is up to the tinker to decide how big they want their kits to be.
Effect: This is a kit that any Tinker can use regardless of skill. It allows the Tinker to Mend a suit of armor to full armor-points by expending an Ingot or Hide for each suit they Mend (the expended Resource should be placed in an Ashbin as soon as possible after use). The Tinker must roleplay fixing the armor for a Quick 100 each time it is used. This kit is not used up when used.
Crafting Materials Needed: 2 Ingots, 4 Rare Minerals, 3 Harvest, 2 Hide
Uses per Batch: One thrown weapon
Expiration: Standard
Crafting Process:
Carve the Harvest into tubules, finding the natural channels in bone and tooth to create small tubes. Heat the Ingots for two turns of the hourglass in the forge before taking them out, splitting them into two equal amounts and hammering one half into the shape of the weapon. Crush Rare Minerals with a knife blade and hammer. Pour a line of the crushed Rare Minerals along the middle of the sword shape before laying the tubules in a line over the rare minerals. Heat the extra half of the metal in the forge again, stoking the fire with 15 pumps of the bellows before laying over the other half and beating solid. Shape with hammer and tools and then wrap the hilt with the Hide before quenching in the water and then sharpening with the whetstone.
Description: This thrown weapon is one of the pinnacle items of the throwing specialist. Its metal changes color as it draws in poisons, ready to doom others.
Effect: This thrown weapon has two special properties that make it prized amongst those who specialize with thrown weapons. The first is that by dipping the tip in a poison for a Quick 30, the weapon will act as if that poison had been applied to the blade. The poison is consumed into the blade, and no skill (such as Poisoner) is needed for this to work. In addition, the weapon gains a +1 bonus to its Spike damage when loaded with poison.
Finally, once per Short Rest the wielder can become Insubstantial, move to the thrown weapon, pick it up, move back to where they started, and then call “Dispel Insubstantial.” While Insubstantial they can do nothing else besides this.
Crafting Materials Needed: 6 Ingots, 4 Rare Minerals, 2 Harvest, 1 Forgesource
Uses per Batch: 1 Fume Hood for a Tinker’s Forge or Hermetic Workshop
Expiration: Standard
Crafting Process:
Taking the Harvest, place in the crucible with the Rare Minerals and heat until glowing hot. Lay out on the anvil and slowly work in eight drops of oil while it cools for three turns of the hourglass. Take half of the Ingots and heat in the forge. Take them out and hammer them into a fine sheet of metal, about 30 hammer blows. Then repeat with the other half of the ingots. Deposit half of the mixture of Harvest and Rare Minerals that has already been heated into the center of each plate. Place the plates back into the forge and heat again for three pumps of the bellows. Remove the plates and with the hammer, work the mixture into the inside of the plates as a lining, about seven blows of the hammer. Curve each plate into a side of a pipe and connect together using the small tools using rivets. Let cool.
Description: A collection of pipes along with a metal hood to vent smoke and fumes away from an area.
Effect: The Tinker creates a Fume Hood that can then be mounted to either a Tinker’s Forge or a Hermetic Workshop. Once mounted it cannot be removed without destroying it. While mounted an info card should be attached to the workshop.
“Plans that require a Pollution Call no longer have this requirement while this upgrade is installed.”
Crafting Materials Needed: 2 Bloom, 33 Ingots, 33 Hide, 1 Foundation Resource Infusion - Either Spark, Firmament, or Power, 1 Forgesource, 1 Forgesource
Uses per Batch: 1 Fortified Cask
Expiration: Standard
Crafting Process:
While wearing leather gloves, pour the Foundation Resource infusion onto the 4 hide and rub in gently using the buffing cloth for one turn of the glass. Afterwards, cut the bloom as finely as possible and use the edge of the knife to scrape the cut bloom into the treated hide. Slice the Hide into thin strips and put aside. Heat two of the Ingots in the crucible until soft and then form them into tacks with the tongs, fine tools, and hammer. Heat the other two Ingots until molten and pour out into long lines. Beat twenty times each to flatten and set aside for two turns each to cool without quenching. Strips of Hide should go inside the barrel vertically, tacked into place with a hammer. Bars should be heated briefly in the forge and wrapped around the outside of the cask horizontally, tacked on with tacks and hammer.
Description: A small wooden cask smelling of cedar bound in iron.
Effect: This small cask can contain up to four servings of an elixir, poison or other alchemical solution. If one is placed in it by a character with the Apprentice Alchemy skill, it will add two months or two weekend long games, whichever is longer to the duration.
Crafting Materials Needed: 1 Ingot, 4 Rare Minerals, 1 Foundation Resource Infusion - Either Spark, Ruin, or Thought
Uses per Batch: Improves one Base Talisman
Expiration: Standard
Requires Attunement
Crafting Process:
Pound all Rare Minerals into a fine powder for one turn of the hourglass. Put the powder and all other Crafting Materials into the crucible and put them into the forge. Pump the bellows 50 times for extreme heat. Take the powder out and add 13 drops of water. Stir to make a paste. Cover the Talisman entirely with paste and place back in forge for 1 hour. Take out with tongs and leave to cool for one hour. Do not quench.
Description: The journeyman Tinker may take an existing activated talisman and refine and polish it to a level where greater magical energies are released.
Effect: Once improved, the talisman can allow its attuned owner to twin a spell, giving greater power from a single casting. If the Talisman is attuned to an Arcane caster, once per Long Rest when the character charges a packet, they can call “Twin Spell” at the beginning of the incant, and charge one additional packet at the same time. For multiple-packet spells, this will add one.
For a Divine caster, once per Long Rest when the character uses a Touch-delivered spell, they can call “Twin Touch” at the beginning of the incant, and affect twice the normal number of targets (doubling it for multiple-target touch spells). All the targets of the spell are considered targets of the same casting. The talisman will attune to the first character that holds it in their hand.
Crafting Materials Needed: 12 Ingots, 8 Rare Minerals, 2 Foundation Resources - Spark, 3 Forgesources
Uses per Batch: 1 Lifepot
Expiration: Standard
Crafting Process:
The Tinker should take the Ingots and Rare Minerals and divide them into four equal piles. Each pile should be heated in the forge for five pumps of the bellows and then laid out onto the anvil. The piles should then be worked together while still molten hot. Once solid, but still warm, the Foundation Resource should be worked into the metal. When this happens, it will heat up again due to the power of the Foundation Resource being added. Quickly the Tinker should work the metal into a small pot using the hammer and tongs. When complete, it should be quenched in water and left to cool until the next Long Rest.
Description: A small pot, with flecks of metallic dust on the walls. It is gently warm to the touch
Effect: When a person with the Foraging skill plants an Eternal Blossom seed within the pot, and tends to it (roleplay watering, trimming and general care of the plant about once between each Long Rest), an Eternal Blossom flower will grow. Once a seed has been planted in a Lifepot, it will need to be tended through eight Long Rests in order to bloom (which means being tended nine times, generally). It can be tended by anyone with the Foraging skill and each Long Rest that the Lifepot passes, a mark should be made on the Lifepot’s information card. During the eighth Long Rest, it will blossom and can be harvested with someone with the Foraging skill giving one Eternal Blossom.
Crafting Materials Needed: 4 pieces of Mithril Ore, 3 Rare Minerals, 5 Harvest
Uses per Batch: 1 Mithril Bar
Expiration: Permanent
Crafting Process:
The crafter should take the Mithril Ore and place it into the crucible, one at a time. Placing the crucible in the forge, the crafter should pump the bellows 50 times, each ten pumps, adding a Rare Mineral and a Harvest. After heating the metal, the crafter should place it onto the anvil and form it into a small bar using the hammer and tongs. At this point the project will give off a toxic fume, so take precautions.*
*At this point in the process, you must make a ‘Pollution Call’ of “By My Voice 5 Piercing by Poison and Taint by Poison."
Description: A smooth gray bar of metal.
Effect: This process produces one Mithril Bar when completed.
Crafting Materials Needed: 2 Mithril Bars, 16 Ingots, 8 Rare Minerals, 8 Hide, 7 Harvest, 1 Enchanted Hyperium, 1 Foundation Resources - Firmament, 1 Foundation Resources - Refuge, 3 Forgesources
Uses per Batch: Improves one piece of armor
Expiration: Standard
Dark Territory Suit: Arms
Marshal Required: Yes
Requires Signature Attunement
Crafting Process:
For each Ingot, place it in the crucible, then pump the bellows ten times. Remove the Ingot and beat flat with ten hammer blows. Then place both Mithril Bars into the crucible with the Enchanted Hyperium and leave to heat for two turns while working the bellows, before taking out. Pour melted mithril into eight equal pools and hammer each one flat with two hammer blows. Make sandwiches of flat Ingot plate, mithril plate, Rare Mineral, flat Ingot plate. Put each stack into the forge with the tongs, pump the bellows 5 times, then pull out and pound flat with 10 hammer blows each. Heat one side of each sandwich and scrap the Harvest into the hot metal. Hammer onto the inside of the armor. Use strips of Hide to soften the edges.
Description: The Tinker adds subtle patterns and creases to already existing armor, designed to channel energy away from the body and around the wearer.
Effect: The Tinker augments this armor to the point that the wearer of this armor need fear very little. As long as the one enhanced piece of armor is worn, all of the character’s armor has Shatter Immunity and grants its wearer Resistance to Wounding and Piercing damage that strikes the character or their equipment. “Resist” must be called when this comes into play. The armor will attune to the first character who wears it, and cannot be worn by others. Armor augmented with Armor Invulnerable is a Signature Item (no character can ever be attuned to more than one Signature Item at a time).
Crafting Materials Needed: 4 Rare Minerals, 4 Harvest, 1 of each Foundation Resource Infusion: Energy, Spark, and Firmament, 1 Forgesource
Uses per Batch: Upgrades one improved Talisman
Expiration: Standard
Dark Territory Suit: Gems
Marshal Required: Yes
Requires Signature Attunement
Crafting Process:
Starting with 2 of the Harvest, cut each into 10 small parts with the knife. Heat the Harvest in the forge with the crucible for about ½ a turn of the hourglass, or until steam starts to rise. Remove from heat, and plunge the end of the Talisman into the crucible with the steaming Harvest. Count 10 slow breaths and then remove. Take the Rare Minerals and pound them into a fine powder for 1 turn of the hourglass. Sprinkle the Rare Minerals over the Talisman and insert the Talisman into the forge for another turn of the hourglass. Remove and pour the Energy or Spark Foundation Resource Infusion over the Talisman. Chop the other 2 pieces of Harvest into fine pieces that are sharp. Press them into the Talisman. Lastly, make sure that the Talisman is touching the earth, then pour the Firmament Infusion over it. Let rest on the ground for 1 turn of the hourglass.
Description: These talismans are highly prized by those that wield them, and often have great significance. Like all Talismans, they are attuned to the one whose caster-sigil is worked into their creation, and a caster may only have one Talisman at a time.
Effect: If the Talisman is attuned to an Arcane caster, it gives a pool of elemental power (Acid, Flame, Ice, or Lightning) that the caster can tap into using the Talisman. The power can be released by packet delivery, in any increment up to the caster’s level. The Talisman has 20 points in it. The incant for this spell is "I invoke the [Element]" while touching the Talisman to the Packet (spell-packet or spell-ball), and the call is "[damage] by Acid/Flame/Ice/Lightning." This pool refreshes after a Long Rest.
If the Talisman is attuned to a Divine caster, it holds a pool of healing power that can be released by packet delivery, in any increment. The Talisman adds 20 points to the pool. The incant for this spell is "I invoke the powers of life" while touching the Talisman to the Packet (spell-packet or spell-ball), and the call is "Heal [amount] by Radiance." This pool refreshes after a Long Rest.
Note: A Greater Talisman is a Signature Item (no character can ever be attuned to more than one Signature Item at a time). The talisman will attune to the first character that holds it in their hand.
Crafting Materials Needed: 2 Mithril Bar, 1 Scale, 10 Ingots, 10 Hide, 3 Harvest, 1 Foundation Resource Infusion - Power, 1 Foundation Resource Infusion - Refuge, 1 Foundation Resources - Firmament, 3 Forgesources, 1 Bag of Enchanted Hyperium
Uses per Batch: 1 shield
Expiration: Standard
Dark Territory Suit: Arms
Marshal Required: Yes
Requires Signature Attunement
Crafting Process:
Use the knife to scrape flakes of the Scale into the quenching water and then dispose of remnant Scale. Melt three Ingots and the Mithril Bar in the crucible by putting it in the forge and working the bellows 20 times. Then stir in the Foundation Resource Infusion - Power with one piece of Harvest, discarding it afterwards. Pour the mixture directly into the bucket of water to quench and then take it out with tongs and put aside. Melt three more Ingots in the crucible in the same way (10 bellows-pulls) and then stir in the Foundation Resource Infusion - Refuge with another of the pieces of Harvest, discarding it afterwards.
Quench immediately and then take out with tongs and put aside. Melt and cool three more of the Ingots in the same way using the last of the Harvest for the last set of three ingots. This should leave one Ingot, which should be placed in the crucible to become molten. One by one, use the tongs to hold each of the quenched mixtures in the forge and then beat them flat with the hammer (50 blows each). Form them into a shield shape and use the melted Ingot in the crucible to put the pieces together. Finally, wrap the handle and edges in Hide.
Description: The master tinker can structurally reinforce key pieces of a shield to protect it greatly beyond its base strength by using raw metal.
Effect: The Tinker can mend a shield to full Shield Points and give it enormous protective power. An Impervious Shield grants Resistance to all Effects that hit it; for example, if the shield is struck with Effects such as Shield-Breaking, Wounding, Piercing, or Death, the wielder calls “Resist” and takes 1 point of damage instead.
The two exceptions are Dispel and Shatter. A Dispel that hits an Impervious Shield will turn it into a regular shield until the shield has a Rebuild Effect used on it. A Shatter Effect against the shield will affect the wielder of the shield with 8 Piercing, but will not Shatter the shield.
Note: An Impervious Shield is a signature Item (no character can ever be attuned to more than one Signature Item at a time). The shield will attune to the first character that holds it by the handle/strap.
Crafting Materials Needed: 1 Hide, 2 Ingots, 2 Rare Minerals, 1 Foundation Resource Infusion - Aspect, 1 Forgesource
Uses per Batch: One Master Pick
Expiration: Standard
Requires Attunement
Crafting Process:
Take the two Ingots and place them in the crucible. With the leather gloves, carry the crucible to the forge and heat in the forge for three turns of the hourglass. Pour onto the anvil and use the hammer to gently shape it into the shape of a pick. Next, beat the Rare Minerals into the pick-head. To fully craft the pick with the hammer, it will take at least two turns of the hourglass. If needed, reheat in the forge while you are shaping the metal. Once finished, quench the pick in the bucket of water. Wrap the handle with Hide.
Description: This is a beautifully-wrought pick with a sharp head meant for both digging through rock and for endurance: it keeps its tip beautifully.
Effect: This implement is specially refined to the wielder’s specifications, making it the perfect weight and balance for prospecting for metals and minerals. A Master Pick has the benefit that it can Prospect once more at either a mine or a rare mineral deposit per Long Rest. In addition, it reduces the time to Prospect down to 180 seconds, rather than 300 and gives one Protection vs prospecting harmful effects once per ShortRest. Unfortunately, due to the customization, this is an attuned item: the person it is created for is the only person that may use it for prospecting. The person chosen when creating it will attune to it when they pick it up in their hand.
Crafting Materials Needed: 2 Hide, 1 Ingot, 1 Rare Mineral, 1 Harvest, 1 Foundation Resource Infusion - Aspect, 1 Forgesource
Uses per Batch: One Master Skinning Knife
Expiration: Standard
Requires Attunement
Crafting Process:
Take the Ingot and heat it directly in the forge using leather gloves and long tongs. Carry the metal to the anvil. Using the hammer, gently shape the Ingot into the shape of a knife, folding metal around the Harvest as you go; this should take about two turns of the hourglass. Beat the Rare Minerals into the blade of the knife, crushing any larger grit in the Rare Minerals as you do. Take the two Hides and cut them into strips. Wrap these around the handle, giving it a good grip. If needed, reheat in the forge while you are shaping the metal. Once finished, quench the knife in the bucket of water. Sharpen on the whetstone.
Description: This blade is meant for the hand. Its sharpness is obvious, as is its utility for removing skin from bone.
Effect: This implement is specially refined to the wielder’s specifications, making it the perfect weight and balance for Skinning Hide and Harvest. The wielder of this knife reduces their time to Skin to a Quick 30 and gives Resistance to harmful Skinning Effects, this allows harvesting of Scale. Unfortunately, due to the customization, it is an attuned item: the person it is created for is the only person that may use it for Skinning. The person chosen when creating it will attune to it when they pick it up in their hand.
Crafting Materials Needed: 2 Hide, 3 Ingots, 1 Harvest, 1 Foundation Resource Infusion - Aspect, 1 Forgesource
Uses per Batch: One Master Sickle
Expiration: Standard
Requires Attunement
Crafting Process:
Place the three Ingots in the crucible. With the leather gloves, carry the crucible to the forge and heat in the forge for two turns of the hourglass. Pour onto the anvil and use the hammer to gently shape the metal into the shape of a sickle, folding the blade around the Harvest; this should take about one turn of the hourglass. Take the Hides and slice them into strips. Wrap these around the handle to give it a good grip. If needed, reheat in the forge while you are shaping the metal. Once finished, quench the sickle in the bucket of water.
Description: With a blade that seems sharp enough to cut clouds, a Master Sickle is beautiful and functional, designed to endure without dulling. It cuts Bloom and Night Prizes in a way that reduces the harmful toxins exposed when foraging them.
Effect: This implement is specially refined to the wielder’s specifications, making it the perfect weight and balance for harvesting Bloom and Night Prizes. The wielder of this sickle can forage 30 Bloom or 30 Night Prizes per Long Rest, if you have harvested your limit of Bloom and Night Prizes in a longrest you may double harvest an Eternal Bloom at the price of this item being permanently destroyed. Unfortunately, due to the customization, this is an attuned item: the person it is created for is the only person that may use it for foraging. The person chosen when creating it will attune to it when they pick it up in their hand.
Crafting Materials Needed: 3 Mithril Bar, 9 Ingots, 5 Rare Minerals, 4 Harvest, 5 Hides, 3 Forgesource, 1 Foundation Resource Infusion: Power
Uses per Batch: Improves one melee weapon
Expiration: Standard
Dark Territory Suit: Arms
Marshal Required: Yes
Requires Signature Attunement
Crafting Process:
Put Mithril Bars in the crucible and leave to heat. Take the Ingots and heat them directly in the forge using leather gloves and long tongs. Carry them to the anvil. Using the hammer, gently shape the Ingots into the shape of the weapon to be created, folding metal around the Harvest as you go; this should take about two turns of the hourglass. Beat three Rare Minerals into the blade of the weapon, crushing any larger grit in the Rare Minerals as you do. Build the handle around the Forgesource and the Harvest. Take the four Hides and cut them into strips. Wrap these around the handle to give it a good grip.
If needed, reheat in the forge while you are shaping the metal. Pour the liquid mithril over the blade in a single fluid motion and then immediately quench the weapon in the bucket of water. Apply some of the remaining Rare Minerals to the blade and sharpen with the whetstone for one turn. Repeat three more times. Finally, the weapon must be driven into the ground as far as it will go. It will attune to whomever pulls it from the earth.
Description: This weapon is the pinnacle of melee weaponry. It is usually beautiful to behold and a character who is attuned to it can feel it thrum with power.
Effect: This melee weapon must be attuned to a specific owner, and will work only as a normal weapon for anyone else. The weapon has a few special advantages that place it as the absolute pinnacle of armament. For the attuned wielder, the arm holding the weapon has Disable Immunity (“No Effect” should be called out if that arm is hit with a Disable Effect).
If the character has the Weapon Specialization Skill with the kind of weapon that has been fashioned, there are three additional benefits:
against another: “[Name or Description]: 2 Force."
Crafting Materials Needed: 1 Mithril Bars, 2 Scale, 8 Ingots, 6 Rare Minerals, 6 Hide, 2 Forgesources, 1 Bag of Enchanted Hyperium, 1 Foundation Resources - Thought
Uses per Batch: Improves one shield
Expiration: Standard
Dark Territory Suit: Implements
Marshal Required: Yes
Requires Attunement
Crafting Process:
Place the Rare Minerals and Scale in the crucible and heat to extreme temperatures, pumping the bellows 25 times. Sprinkle the results liberally over the shield. Put the Hide in the crucible and repeat, burning the Hide completely. Add the Ingots to the crucible and melt them over a period of 30 minutes. Take the crucible out, stir, and put back in for 1 turn of the hourglass.
Hold one Mithril Bar in the heat of the forge with tongs until just slightly soft (less than one turn of the glass) and then, with gloves on, fling the semi-molten lump at the face of the shield and use the hammer and small tools to work the face of the shield. Then repeat for the second Mithril Bar. Then pour the molten mixture over the shield. Pour water over the shield, then buff.
Description: This improves a shield, adding miniscule alloys into the original construction to collect and focus energy so that it can be stored and released.
Effect: Once per Short Rest, the wielder of the shield may Counter (Call “Counter, Absorb”) a spell-packet that hits their shield with a damaging attack. They can then Call a Verbal Effect against that same attacker that has the same damage amount and Accent (but nothing else) as the original spell-packet attack. The ability cannot be used if the shield is at 0 Shield Points.
This item will attune to whomever first wears or holds it as a shield, and its special properties (other than being a shield) can only be used by that person.
Crafting Materials Needed: 2 Mithril Bars, 1 Eternal Blossom, 8 Ingots or Hide, 4 Rare Minerals, 4 Harvest, 40 Forgesources
Uses per Batch: Creates one Construct
Expiration: Special
Dark Territory Suit: Illuminations
Dark Territory Marshal Required: Yes
Requires Attunement
Crafting Process:
Creating a Vessel of Animation is a large project that takes quite a bit of time, but can be split up between multiple crafters of any level. A Master Tinker must be present and loosely supervise each part of the process from start to finish, but other Tinkers added to the process may cumulatively shorten the entire duration. For example, if two Tinkers are working on the head, the 30 turns of the hourglass may be split into 15 turns of work for each of them, which may occur concurrently.
A Vessel is made up of six separate pieces: the head, the torso, two arms, and two legs. Creating a Vessel is the culmination of training for Tinkers and much of the crafting process is up to the Tinker to use their expertise in order to customize it to their liking, instructing other Tinkers along the way. These schematics do not have precise instructions as others do in order to give the Tinkers leeway in how they want to create it. Once one part is complete, it can be left as long as is necessary, functionally acting as a special resource of its own for the final project.
Description: This being can vary depending on the master tinker. Sometimes, beings of flesh and leather are sewn together into a monstrous ugly form, while other times statues of iron and stone may be hammered and carved.
Effect: Used for the Animate ritual, this is an empty construct ready to be filled with power. By itself it is a hollow inanimate shell. This is one of the few schematics that other Tinkers may aid on as the amount of work to create it is so large.