In Nowhere Land, the tools you carry may save your life—and the tools you make may define your legacy. From simple repairs around the campfire to forging legendary weapons in domain forges, crafting rewards preparation, patience, and the willingness to work with strange materials.
Crafting Overview
Crafting transforms raw materials into useful equipment. The system rewards characters who invest in crafting skills while remaining accessible to occasional crafters.
Crafting Requirements
Every crafting project needs:
- Materials: Raw ingredients worth roughly half the item's value
- Tools: Appropriate tools for the craft (provides +2 dice)
- Time: Based on item complexity and value
- Skill: Relevant Craft specialization or related skill
- Workspace: Adequate space (camp, workshop, or forge)
The Crafting Roll
Roll: Anima + Craft (or specialized craft skill)
Success (≥ TN): Item created as intended.
Near Miss (TN-3 to TN-1): Item created but with a flaw. -1 to one property.
Failure (below TN-3): Materials ruined. Half materials salvageable.
Critical Success (+10 over TN): Exceptional quality. +1 to one property.
Crafting Time Table
| Item Value | Base Time | TN | Examples |
|---|---|---|---|
| 1-10 silver | 1 hour | 8 | Torch, simple tool, rope |
| 11-50 silver | 4 hours | 10 | Quality clothing, simple weapon |
| 51-200 silver | 1 day | 12 | Standard weapon, light armor |
| 201-500 silver | 3 days | 14 | Quality weapon, medium armor |
| 501-1000 silver | 1 week | 16 | Heavy armor, precision tools |
| 1000+ silver | 2+ weeks | 18+ | Masterwork items, complex devices |
Basic Crafting
Basic crafting covers everyday items, repairs, and simple modifications. Anyone with a Craft skill can attempt these.
Craft Specializations
Common Craft Skills
Blacksmithing
Weapons, armor, metal tools, horseshoes, locks
Woodworking
Bows, shields, furniture, carts, buildings
Leatherworking
Armor, bags, boots, belts, bindings
Tailoring
Clothing, cloaks, tents, sails, bandages
Alchemy
Potions, poisons, acids, explosives, dyes
Jewelcrafting
Jewelry, precision work, gem cutting
Engineering
Traps, machines, clockwork, siege weapons
Cooking
Preserved rations, medicines, feast preparation
Field Crafting
Crafting Without a Workshop
When crafting in the field (camp, wilderness, dungeon):
- +2 to TN for all crafting checks
- Time increased by 50%
- Complex items (500+ silver) may be impossible
- Must have portable tools (toolkit weighs 5 lbs)
Field repairs are usually possible. Field creation of new items should be limited to simple necessities like torches, splints, or improvised weapons.
Forging & Smithing
Forging is the premier craft for weapons and armor. A skilled smith can create equipment that matches or exceeds merchant quality, and with special materials, produce truly exceptional gear.
The Forging Process
- Material Preparation: Smelt ore or prepare metal stock (4 hours for weapon-worth).
- Heating: Bring metal to working temperature. Requires forge and fuel.
- Shaping: The primary crafting roll. Multiple sessions for complex items.
- Tempering: Heat treatment for hardness. Additional check for quality weapons.
- Finishing: Grinding, polishing, adding handles/fittings.
- Testing: Optional. Confirm weapon properties.
Weapon Forging Table
| Weapon Type | Time | TN | Materials |
|---|---|---|---|
| Dagger/Knife | 4 hours | 10 | 1 lb iron, wood/bone handle |
| Sword (short) | 1 day | 12 | 2 lb iron/steel, leather grip |
| Sword (long) | 2 days | 14 | 4 lb steel, leather, brass |
| Axe (battle) | 1 day | 12 | 3 lb iron, hardwood shaft |
| Spear | 4 hours | 10 | 1 lb iron, ash shaft |
| Mace/Hammer | 1 day | 12 | 4 lb iron, hardwood shaft |
| Greatsword | 4 days | 16 | 8 lb steel, premium materials |
Armor Forging Table
| Armor Type | Time | TN | Materials |
|---|---|---|---|
| Padded/Quilted | 2 days | 10 | Heavy cloth, padding |
| Leather | 3 days | 12 | Cured hide, rivets |
| Studded Leather | 4 days | 12 | Leather, metal studs |
| Chain Shirt | 1 week | 14 | 10 lb iron wire |
| Chain Mail | 2 weeks | 16 | 25 lb iron wire, padding |
| Scale Mail | 2 weeks | 14 | 20 lb metal scales, backing |
| Plate (partial) | 3 weeks | 18 | 30 lb steel, leather, brass |
| Plate (full) | 6 weeks | 20 | 50 lb steel, custom fitted |
Special Materials
The domains of Nowhere Land contain materials unknown to the waking world. These exotic substances can create equipment with extraordinary properties.
Domain Materials
Resonant Steel
Steel that has absorbed domain energy. Weapons: +1 damage vs. domain creatures. Armor: +1 DR vs. supernatural attacks. Cost: 5x normal. Found in: Forges touched by domain rifts.
Null Glass
Crystallized void energy. Weapons: Ignore 1 point of supernatural protection. Fragile (shatters on critical miss). Cost: 10x normal. Found in: Edge of reality zones.
Partisan Bone
Bones from domain rulers. Weapons: Can harm incorporeal creatures. May carry the Partisan's echoes. Cost: Priceless—must be claimed. Found in: Partisan remains.
Memory Metal
Metal that remembers its shape. Repairs itself overnight if broken (not destroyed). Cannot be reforged. Cost: 8x normal. Found in: The Encyclopedist's domain.
Ember Iron
Iron infused with perpetual heat. Never rusts. Can ignite flammables on critical hit. Burns undead (+1 damage). Cost: 4x normal. Found in: Volcanic domains.
Echo Silver
Silver that resonates with truth. +2 to detect lies while wearing. Weapons deal +2 damage to shapeshifters. Cost: 6x normal. Found in: Mirror domains.
Working Special Materials
Special materials are harder to work:
- +2 to TN for all crafting checks
- Time doubled (material resists shaping)
- Failure may destroy the material entirely
- May require domain-specific techniques or tools
Tip: Seek out master crafters in domains where the material originates. They often know secrets that reduce difficulty.
Partisan Crafting
Creating items imbued with domain energy requires more than skill—it requires understanding of the Partisan forces that shape Nowhere Land.
Imbuing Items with Essence
To create an Essence-touched item:
- Gather Materials: Include at least one component from a domain aligned with the desired effect.
- Prepare the Workspace: Crafting must occur in a location with matching domain resonance, or use a ritual to invoke it.
- Invest Essence: The crafter must permanently sacrifice 1 Essence point of the matching type during creation.
- Extended Crafting: Time is doubled. The crafter makes checks each day; 3 successes required.
- Bind the Effect: Final Anima + Craft check at TN 16 to seal the enhancement.
Partisan Enhancements
| Enhancement | Essence | Effect |
|---|---|---|
| Fortified | Forma | +1 Damage Reduction (armor) or +1 damage (weapon) |
| Keen | Anima | +1 to attack rolls or +1 to skill checks when used |
| Unseen | Umbra | +2 to Stealth while worn/wielded |
| Dreaming | Reverie | Item can shift appearance at will (cosmetic only) |
| Warding | Any | +2 to resist one specific hazard type |
Alchemy & Potions
Alchemy transforms raw ingredients into potent consumables. Unlike permanent equipment, alchemical creations are meant to be used—and used up.
Brewing Potions
Roll: Anima + Alchemy
Workspace: Requires alchemical kit (50 silver, 3 lbs) or laboratory
Time: 1 hour per 25 silver value (minimum 1 hour)
Batch Production: Make up to 3 identical potions in one session at 1.5x time
Shelf Life: Most potions last 1 month. Poorly made (-3 TN margin) last 1 week.
Common Potions
| Potion | TN | Cost | Effect |
|---|---|---|---|
| Healing Draught | 10 | 25s | Heal 2 Wounds immediately |
| Antitoxin | 10 | 15s | +4 to resist poison for 1 hour |
| Energy Tonic | 12 | 30s | Remove 2 Exhaustion |
| Firebomb | 12 | 40s | Thrown weapon, 2 Wounds fire, 2-hex splash |
| Smoke Bomb | 10 | 20s | Creates 3-hex smoke cloud for 3 rounds |
| Truth Serum | 14 | 75s | Target must pass Umbra TN 14 or cannot lie for 10 min |
| Essence Restorative | 16 | 100s | Restore 1 point to chosen Essence |
| Blade Venom | 14 | 50s | Coat weapon: +2 Wounds on next 3 hits |
Repairs & Maintenance
Equipment degrades with use, especially in the hostile domains of Nowhere Land. Regular maintenance extends equipment life; repairs restore damaged gear.
Equipment Wear
Equipment accumulates Wear through use:
- Weapons gain 1 Wear per combat session or per critical miss
- Armor gains 1 Wear per significant hit taken (3+ Wounds blocked)
- Tools gain 1 Wear per day of heavy use
- Domain exposure may add extra Wear (rust storms, acid rain)
Wear Effects: At 3 Wear, -1 to item's main function. At 5 Wear, item is damaged and may break on critical miss. At 7+ Wear, item is broken and unusable.
Repair Checks
Roll: Anima + appropriate Craft skill
Minor Repair (1-2 Wear): TN 8, 1 hour, no materials needed
Standard Repair (3-4 Wear): TN 10, 4 hours, materials worth 10% item value
Major Repair (5-6 Wear): TN 12, 1 day, materials worth 25% item value
Restoration (7+ Wear): TN 14, 2+ days, materials worth 50% item value
Field Repairs: +2 TN without proper tools. Cannot reduce Wear below 2 in field conditions.
Masterwork Items
True masters of their craft can create items that transcend ordinary quality. Masterwork items represent the pinnacle of mundane craftsmanship.
Creating Masterwork Items
Requirements:
- Skill: Craft skill at +4 or higher
- Materials: Finest quality (3x normal cost)
- Time: 3x normal crafting time
- Workspace: Proper workshop or forge (not field)
The Roll: TN is +4 above normal for that item. Success creates a masterwork. Critical success creates an exceptional masterwork (+2 to main function instead of +1).
Masterwork Benefits
| Item Type | Masterwork Bonus |
|---|---|
| Weapon | +1 to attack rolls OR +1 damage |
| Armor | +1 DR OR -1 to skill check penalties |
| Shield | +1 to defensive maneuvers |
| Tools | +3 dice instead of +2 when using |
| Clothing | +1 to social checks in appropriate context |
| Any | Slower Wear accumulation (requires 2 hits per Wear) |
