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Crafting

Crafting in Echoes allows characters and NPCs to create and enhance equipment, potions, and other items. This section outlines the rules and mechanics governing crafting activities, including the creation of non-consumable objects like weapons and armor, as well as consumable items such as remedies or poisons.

Crafting Activity

The Crafting activity enables characters to create a wide range of items. The process involves a d20 roll, which determines the success or failure of the crafting attempt. The success threshold is influenced by several factors:

  • Crafting Proficiency: The tier of proficiency in the specific crafting profession (Novice, Adept, Expert).
  • Material Rarity: The rarity of the materials used in crafting.
  • Quality: The quality of the item being crafted (Basic, Refined, Superior).

Unless otherwise noted, the crafting activity must be performed in a workshop and requires a minimum of four hours of uninterrupted time. Some complex items may require multiple days of work, in which case a d20 roll is performed each day to determine the final item quality. The rules for determining the final item quality in such cases are specified on the item itself.

Roll & Quality

The d20 roll for crafting is a straight roll without modifiers. There are three success thresholds, one for each quality level: Basic, Refined, and Superior. To determine these thresholds, the GM consults the Crafting Table. Once the roll is performed, the result is compared to these thresholds to determine the quality of the final item:

  • Critical Failure (Natural 1): All the material used in the attempt are consumed.
  • Failure: Below the lowest threshold, half of the materials rounded down are consumed.
  • Critical Success (Natural 20): The roll counts as a 23 to determine the quality.
  • Basic Quality: The lowest threshold, representing a standard item with no bonuses.
  • Refined Quality: A higher threshold, indicating an item with minor bonuses over Basic.
  • Superior Quality: The highest threshold, resulting in an item with major bonuses over Basic.

Rarity

The rarity of the final product is inherited from the materials used in its creation. When multiple materials of different rarities are needed, the highest rarity among them determines both the rarity and the success thresholds of the crafted item.

Repair Activity

The Repair activity enables characters to restore non-consumable damaged items to a functional state, provided they are not beyond repair as determined by the GM and the narrative context. This activity can be performed in two settings: in a workshop or in the field.

In a Workshop

Repairing an item in a workshop requires 30 minutes of uninterrupted time. This method ensures that the repair is successful without needing a d20 roll, restoring the item to its original condition. Additionally, items damaged beyond repair may be salvageable in a workshop. To recover half of the material used to craft the item (rounded down), the crafter rolls a d20 with a success threshold indicated in the Crafting Table, based on their proficiency.

In the Field

Repairing an item in the field requires 30 minutes of uninterrupted time, which can count as a Respite provided no other activity is performed during that time. A repairing kit of the same rarity as the object being repaired is also required. To repair an item in the field, the crafter rolls a d20 against two success thresholds indicated in the Crafting Table, based on their proficiency:

  • Critical Failure (Natural 1): The attempt fails and the repairing kit breaks.
  • Partial Success: Removes half of the current Wear, rounded up.
  • Success: Fully restores the item to its original condition.

Example: If an item has 5 Wear and the repair roll meets the lower threshold, it will be reduced to 2 Wear. If the higher threshold is met, the item will be fully restored to 0 Wear.

Collaboration

Crafters proficient in the same profession can assist each other, providing a flat bonus to all Crafting and Repair d20 rolls. This bonus is indicated in the Crafting Table. At most three entities can work on a single crafting project at once. Players are invited to describe how their characters intend to assist or what help they require.

Crafting Proficiency & Talents

Crafting proficiency comes in three tiers – Novice, Adept, and Expert – that can be unlocked at Level 0 or higher by spending Background Talent Points on the related Crafting Professions. A higher tier requires the previous ones to be unlocked first. The cost to unlock each tier of proficiency is indicated in the Crafting Table.

With increased proficiency, it becomes easier to work with rare materials and create higher quality items.

Crafting Professions

Players can choose from a variety of crafting professions, each specializing in different types of items and materials. The list that follows is not exhaustive; players can collaborate with the GM to create new crafting professions to better match their story within the world setting.

  • Blacksmiths: Metal workers who forge melee weapons and heavy armor. Their workshops are typically equipped with forges, anvils, and various tools for shaping and tempering metal.
  • Carpenters: Wood workers who craft ranged weapons, ammunition, shields, and basic structures. Their workshops include saws, chisels, and other tools for working with wood.
  • Goldsmiths: Metal workers who focus on creating willguards, trinkets and jewels. Their workshops are outfitted with precision tools for intricate metalwork and gem setting.
  • Herbalists: Work with plants and herbs to create poisons and remedies. Their workshops often include gardens or greenhouses for growing and harvesting ingredients, as well as alchemical equipment for processing them.
  • Tanners: Leather workers who specialize in creating light and medium armors. Their workshops feature tanning vats, cutting tools, and sewing equipment for working with hides and skins.

Crafting Table

Crafting Tier Quality ST Material Rarity ST Modifier Collaboration Bonus Field Repair ST Salvage ST
Novice
Cost: 1 BTP
Basic 7 Rare

Elite/Unique
+7

+13
Roll + 2 Partial

Full
6

13
13
Refined 12
Superior 18
Adept
Cost: 2 BTP
Basic 5 Rare

Elite/Unique
+4

+7
Roll + 4 Partial

Full
4

10
10
Refined 10
Superior 16
Expert
Cost: 3 BTP
Basic 3 Rare

Elite/Unique
+1

+3
Roll + 6 Partial

Full
2

7
7
Refined 8
Superior 14