Crafting
Craft is an Intelligence-based skill used to make, alter, and repair equipment. Craft is divided into separate specialties, and skill points in one Craft skill do not automatically grant skill points in another. A character with Craft (Armor), for example, is not assumed to know Craft (Alchemy).
Crafting is a more detailed, entirely optional part of Table Top Defined. A character does not need to craft anything to play the game and may instead purchase or commission equipment when it is available. Investing in Craft provides another route: a specialist can turn recovered materials, time, tools, and skill into equipment that may be expensive, scarce, customized, or otherwise unavailable.
No character is expected to master every Craft specialty. A character may focus on one trade, several characters may divide the specialties between them, or an entire group may choose to leave crafting to professional NPCs.
How Crafting Works
Each item or recipe lists the Craft specialty it uses, its required ingredients, and its Craft DC. Some recipes also require particular tools, a suitable workspace, a minimum material quality, or an existing item to modify. Make a check with the listed Craft skill against the final DC after applying any modifiers from special materials, enhancements, or other complications.
The individual Craft pages explain their own recipes, material requirements, and special rules. Difficulty represents the knowledge and precision required by the work rather than only the size of the finished item: a large but simple object may consume more material without being harder to make than a small, intricate one.
Ingredients and Salvage
Crafting ingredients are deliberately broad categories rather than inventories of every nail, thread, herb, and fastening. Standard materials can be purchased, recovered from equipment, found during travel, or gathered from appropriate locations, while elemental and special materials are usually less common. This lets crafting interact with exploration and treasure without requiring the group to track every individual scrap.
The listed ingredient cost represents the value of usable crafting stock. Finding suitable materials during an adventure can reduce the amount a crafter must purchase, but the Definition Master determines what can reasonably be recovered and whether it remains usable.
Available Craft Specialties
Craft (Alchemy)
Craft (Alchemy) produces potions, oils, grenades, poisons, and other prepared substances from elemental ingredients. The quality and elemental alignment of the portions used determine which formulas can be attempted and how difficult or powerful the result may be.
Craft (Armor)
Craft (Armor) creates, fits, modifies, and repairs armor and shields regardless of whether their principal material is textile, hide, wood, or metal. Skilled armorers can produce Masterwork equipment and work with special materials such as Dragonhide and Shorehl, providing the foundation required for enhanced armor.
Craft (Arms)
Craft (Arms) creates, balances, modifies, and repairs melee weapons, ranged weapons, and thrown weapons, including intricate weapons such as crossbows, hurlbats, throwing spikes, and throwing stars. Skilled weapon makers can produce Masterwork arms and work with special materials such as Shorehl, providing the foundation required for enhanced weapons.
Craft (Imbuement)
Craft (Imbuement) creates permanent Imbuement Blanks from precious-metal wire, semiprecious or precious gemstones, and elementally aligned materials arranged in exact geometric patterns. These blanks provide the named special properties installed in Masterwork armor, shields, weapons, ammunition, and spell focuses and are among the most expensive and technically demanding products a character can craft.
Craft (Outfitting)
Craft (Outfitting) produces the mundane goods worn, carried, and consumed during an expedition that are neither weapons nor armor. It covers clothing, containers, field gear, ropework, standard arrows, bolts, sling bullets, and specialized goods such as oiled leather equipment, air-lightened bags, Shadeweave garments, and ammunition made to deliver grenades.
Craft (Meal)
Craft (Meal) prepares food as a practiced trade rather than merely making something edible in the wilderness. It covers complete meals, preserved foods, and special recipes whose quality may provide benefits beyond basic nourishment, including the improved morale granted by the Chef definition.
Craft (Tinker)
Craft (Tinker) combines ordinary components with elemental ingredients to build one-use gadgets, specialized tools, traps, and
devices that provide a single situational benefit. It may be used in place of Sabotage Device when constructing a trap,
allowing a trained tinkerer to build more capable devices rather than merely improvising a basic hazard.
This is under construction
Buying and Commissioning Crafted Goods
Crafting changes how a character obtains equipment; it does not replace ordinary trade. Common goods can usually be purchased at their listed prices, while specialized, experimental, or unusually powerful goods may require finding a capable professional, supplying rare ingredients, waiting for a commission, or making the item personally.