Crafting Rules

Props must be created out of game or during Free Roam shifts and shown to Logistics for validation. Different “Crafted” Props will have certain in-game monetary costs in order to create them. These costs are to be handed to Logistics in order for it to be validated. This is a one-time cost and the item will then be marked as the appropriate crafted item from the item database by a GM.

The player can decide if the GM can use an external tag or draw onto the item itself to mark the item ID.

Current List of Items with IDs that need to be validated and given IDs at Check-In:

Silver Weapons

Sparksteel Weapons

Infernium Weapons

Mithril Weapons

Masterwork Weapons

Hatch Traps

Grenades

Spellbooks

Potions

Poisons

Wands

Arcane Focuses

Magical Staffs

Forging

Overview:

Forging allows a player to repair and craft armor and weapons of different varieties. It requires access to two different Props; an Anvil and a Hammer. Both may be made of foam or rubber for safety.

Forging Novice:

A Forging Novice, or sometimes called a “Blacksmith’s Apprentice” can craft and repair basic items. Such items include adding Silver to a Sword, and repairing metal or leather armor that has been damaged.

Silvering:

Some monsters that are immune to normal weapon types may instead be damaged by Silver. This is a direct upgrade available to applicable weaponry that a forging novice can craft.

In order to “Silver” a weapon, it must first be made of Steel. You cannot Silver a Staff or other blunt weapons, and cloth covered “Boffers” may not be Silvered. The weapon’s prop may be painted with silvery lines if you wish, but it must at least not be painted to look like a material other than silver or steel, to avoid visual confusion. A weapon may be Silvered at any point in the game, or upon signing in. When applying Silver to a weapon during game time, you need access to a Blacksmithing station, with at least a Hammer and Anvil. The process takes roughly 5 minutes of Roleplaying (How you roleplay the process is up to you!) and it is finalized by notifying logistics so that they may add the appropriate item tag to your prop to demonstrate that it can deal Silver damage. There is a cost of 50 gold to Silver a weapon, which must be handed in to Logistics before you receive your weapon’s tag. From then on, that weapon may be swung for Silver damage (with the same number of damage that you would normally call)

Repairing Armor and Shields:

During battle, either from direct hits, or through Acid & Fire, Armor and Shields may become damaged and unserviceable. Forging Novices can repair such damage. This process requires their Hammer and Anvil Props, and takes roughly 1 minute of Roleplaying. In the case of Armor, some portions of it must be removed as part of this roleplay, such as bracers, a helmet, or the full breastplate if practical, in order for you to interact with it along with the Hammer and Anvil. Likewise, a shield must be placed on the anvil and smacked with the hammer. Armor and Shields must be repaired separately, as repairing one does not automatically restore the other.

After the repair roleplay is finished, the Armor or Shield in question is considered to be fully repaired and will function as normal. Armor points are fully restored across armored body parts. There is no intrinsic cost to repairs made this way, but NPC blacksmiths may charge players to repair their armor.

Forging Expert:

Forging Experts have learned how to forge prodigious weaponry out of exotic materials. These weapons can deal a variety of different damage types but may require a real world investment of altering a weapon prop’s visual aesthetics, and so players are instructed to only craft such weaponry when they are sure of their prop choice. Currently two such materials exist to craft weapons from; Sparksteel, and Infernium. The crafting process for each requires 10lbs of the specific material, which can be found in game and kept on your person. A hammer and Anvil are also required. It takes roughly 5 minutes of roleplaying when crafting in-game, and is finalized with Logistics Approval at the cost of 500 gold. This crafting process is considered permanent and cannot be performed on a cloth covered boffer, a staff or other blunt weapon, or a weapon that has already been Silvered or crafted out of another material.

Sparksteel:

Due to how it reacts rather violently when it comes into contact with living creatures, the process of mining Sparksteel was kept secret by the Orcs of the Sloda Kingdom. The process has been leaked over time through a network of spies so that other races have been able to get their hands on this electrifying metal. When Swung, the damage calls are replaced with Lightning, adding whatever number you would normally call.

In order for a weapon to be crafted of Sparksteel, the weapon prop must be painted to include blue lightning bolts along the length of the blade. This is a real world commitment to a prop, and must be done carefully.

Infernium:

A rare and highly volatile substance, Infernium blades maintain a constant scorching temperature within them, causing severe fiery burns to anything they touch. When swung, all damage calls from such a weapon are replaced with Fire, adding whatever number you would normally call.

In order for a weapon to be crafted of Infernium, the length of the blade must be painted with decorative red flames. This is a real world commitment to a prop and must be done carefully.

Forging Master:

Forging masters can create wondrous blades out of the exceedingly rare material known as Mithril. They can also craft Masterwork blades, adding a permanent boost of 1 point of damage to their damage calls. It requires 1,000 gold to craft either of these options in exchange for the item tag to add to the prop. The roleplay time is similar to other forging processes.

Mithril:

A wondrous material, Mithril is highly sought after due to its interactions with Magic. When swung, a player’s damage calls are replaced with “Magic” with the same number of damage that you would normally call.

In addition, Mithril weapons can be held in your hand while casting spells, and may be targeted by spells that normally would not be able to be cast upon steel weapons, allowing enchantments upon the blade.

In order for a prop to be considered for a Mithril Weapon, it must be painted so that the blade is a light blue color, with white lines decorating the length of the blade in an aesthetically pleasing design of your choosing. This is a real world commitment to a prop, and must be done carefully.

Masterwork:

A Masterwork weapon is such an exquisite piece of craftsmanship that their damage output is increased by 1, permanently. There is no painting involved in this process, but it may still only be applied to Latex blades, not cloth covered boffers, staffs, or other blunt weapons.

Magical Crafting

Overview:

Magical Crafting is the process of creating certain props that aid in a spellcaster’s magical abilities. It requires a Wizarding Station, which consists of at least an Arcane board (A custom wooden or foam board inscribed with arcane runes, the magical equivalent of an Anvil) as well as a quill and ink. Such stations can be found around Logistics to use freely, but players are encouraged to create their own for their own Magical camp (or lair)

M. Crafting Novice:

A novice Magical crafter understands the basics of creating magical artifacts and certain tools of the arcane trade. They may craft Arcane Focuses, which allow them to forgo Somatic Components of Spells. They may also enchant Vials into Magical Vials capable of holding more volatile magical ingredients in alchemy or spellcasting.

Vial:

A vial is any small round clear plastic container that doesn’t look too modern in design. They are used to hold papers denoting whatever ingredient or potion is contained within the vial. Players can have as many vials as they want on their person, but cannot fill the same vial with multiple commodities.

Magical Vial:

Some potions or ingredients can’t be contained in a regular vial, and must be stored within a Magical Vial instead. Such vials are created with the Magical Crafting Novice skill. The Vial Prop must be covered with certain runes in order to be valid. There is also a cost of 25 gold as part of the crafting process, paid to Logistics in exchange for tagging the prop as a legitimate magical vial. Casting Dispel Magic on a held Magical Vial causes it to revert to a regular Vial, losing the contents within.

Souls kept in a Magical Vial that are lost in this way are returned to their natural body if able.

Arcane Focus:

An Arcane Focus allows a player to ignore Somatic Components of spells, as long as the focus is in their hand and roleplayed accordingly. You may choose how you wish to roleplay the inclusion of the focus in your spell casting.

Arcane Focuses can take many forms, but must be small enough to comfortably hold in one hand. They must also be big enough to be clearly visible in your hand.

Some examples of Props which can be turned into a focus include but are not limited to:

A Wand or small staff, a Glass Ball, A Skull or other bone, A small spellbook, A candle holder or torch sconce, a Large ruby.

A prop must include the correct runes drawn or painted onto the focus in order to be valid, but may then be decorated however you wish as your personal prop.

See the corresponding diagram for the appropriate runes to include

Some Focuses may be worn as an amulet or elsewhere on your body if desired, as long as it is grasped in your hand while casting a spell.

Creating an Arcane Focus requires the Magical Crafting Novice Skill, and costs 35 Gold (once) paid to Logistics to be validated and tagged.

M. Crafting Expert:

Experts can craft Crystal balls, which are an essential component for certain high level spells. They may also craft a Neophyte Magical Wand, which acts as a spell battery. Finally they may inscribe scrolls from spells that cost up to 2 MP.

M. Crafting Master:

Master Magical crafters can craft powerful Magical staffs, which provide boosts to their magical damage output. They may also craft more powerful wands, and inscribe spell scrolls of any MP cost.

Alchemy

Overview:

This skill tree allows a player to craft different potions and poisons, the recipes for each individual potion will be acquired in-game as loot or through buying from NPCs. Crafting potions or poisons requires an Alchemy station, which consists of at the bare minimum a wooden bowl with a wooden spoon, a mortar and pestle, and a large plastic flask, for roleplay purposes. An Alchemy station will be available at Logistics for players to use but PCs are encouraged to create and bring their own to keep at their camp or other base.

Alchemy Novice:

Able to craft tier 1 Potions and Poison. Can also turn regular vials into Magical Vials.

Tier 1 Potions:


Alchemist’s Fire: Uncapping this bottle adds an "Alchemical" Spell Bag to your hand which you may throw for "2 Fire".
Ingredients: “Dragon’s Tongue” x1

Minor Healing: When you drink this potion, you regain up to 2 HP. This does not restore limbs or give more HP than your Max HP. This potion may be given to someone who is Bleeding Out.
Ingredients: Meeblooms x1

Antidote: When you drink this potion, all Poison status effects that you are affected by are removed. This potion may be administered to a willing target who cannot move or take any actions. (REMEMBER: This removes Poisons, not Diseases or Curses)
Ingredients: Aqueg Vines x1

Cure Disease: When you drink this potion, you are cured of any diseases that may be affecting you. This potion may be administered to any willing target who is unable to take any actions themselves.
Ingredients: TBA

Artificing

Overview:

Artificing, as a whole, is the understanding of how iron and magic interact with each other, utilizing the Iron Rule to your advantage, to create iron contraptions that provide controlled releases of magic at specific times or situations

This is done with the use of specific Elemental Crystals that act as magical fuel for certain mechanisms. Such crystals come in four varieties; Fire, Ice, Lightning, and Dark. They may be bought from certain NPCs, or found as loot.

Traps:

In some instances, players may come into contact with dangerous traps, either in the form of “invisible” NPCs stabbing spears through a wall, or hidden papers that tear in half when a door or chest is opened. Artificers are capable of creating or disarming such traps. They will be briefed on how to disarm specific NPC traps whenever applicable. If a player triggers a trap without knowing, they may be subjected to certain effects later on by a DM through Logistics, but players shouldn’t slow a game down by arguing about whether a player did or did not notice a trap being triggered.

Artificing Novice:

Allows a player to attempt to disarm NPC traps, which are found in dungeons or pathway adventures. Such traps are clearly labeled as to how they may be disarmed. Novice Artificers may also craft Basic Hatch Traps and Grenades of different varieties.

Basic Hatch Traps:

A Hatch Trap is a 5x3 inch strip of paper that is designed to protect doors, lids, and other things that can open. A player must bring their Hatch Trap Paper to Logistics for verification, along with a 5 gold fee.

If the object in question is opened, it is considered to have been sprung.

A Hatch Trap is “Armed” when the Artificer draws a series of Symbols onto the paper, hiding them under tape or sticky notes. See Diagram A for which Symbols you can use. These Symbols are meant to give a random chance of anyone attempting to disarm the trap by their own guesses as to which symbols are included. Guessing correctly disarms the trap, while incorrect guesses will spring the trap, subjecting you to whatever the listed effect is.

Only an artificer of equal or greater skill may attempt to disarm a Hatch Trap. If a lvl 20 player is a Artificing Novice, a level 5 player who is also a Novice Artificer may not remove the higher level player’s trap. However, a lvl 5 player who is an Expert Artificer may attempt to remove it.

A Hatch Trap must have the following information available on it:

Selected Hidden Runes according to the Artificing Skill of the creator.

The effect of the trap if it is sprung.

The level of the character who created it, as well as their Artificing skill (Novice, Expert, or Master)

The information that only players with equal or greater artificing skill may attempt to remove the trap.

Basic Hatch Traps have the following effect:

“When Sprung, Deal 2 damage to the arm of the individual who sprung the trap.”

Novice Artificers may alter their Hatch Traps in the following ways:

You may add a Fire or Lightning Elemental Crystal to the trap to change the damage type to Fire or Lightning respectively.

You may add a Basic Grenade to the trap to change the hit location from the target’s arm to the target’s torso.

Hand the Elemental Crystal or Basic Grenade into Logistics when validating your trap!

Basic Grenades:

In Ferrum, a “Grenade” is a small 3 inch ball of iron that, when thrown, breaks apart, unleashing the suppressed magical effect stored inside of it. A Grenade Prop must be constructed out of foam and painted to look like an iron ball. Additional decorations are optional. To validate any Grenade Prop, it must be passed by Logistics with a 5 Gold Fee.

A Basic Grenade can be thrown with a damage call of “2”.

Thrown Grenades may be picked up from the ground and rethrown after 1 minute of Roleplaying the creation of a “New” grenade.

Artificing Expert:

Artificing experts are able to craft more extensive gadgets such as the Elemental Infuser and Resistor. They can also upgrade or alter their grenades.

Elemental Infuser:

This device allows the artificer to infuse an amount of weapon strikes with an element drawn from an Elemental Crystal. The Infusion device can be attached to a Glove and affects Blunt weapons and Bows.

By spending 1 matching Elemental Crystal, a weapon with an Infusion Device can swing 10 times with one of the following damage types: Fire, Lightning, Dark, or the “Frozen 10 seconds” Status call.

Elemental Resistor:

This device attaches to a piece of Non-Metal Armor, and grants resistance to a specific damage type depending on the Elemental Crystal that is fueled into the Resistor Device. The effect lasts for one hour before a new Crystal must be used as fuel. The following damage types can be resisted: Fire, Lightning, and Dark. It can also be used to grant immunity to the Frozen Status instead of a damage type. Adding a new crystal as fuel requires 10 seconds of Roleplay.

Advanced Grenades:

WIP

Artificing Master:

WIP