Post by CJ on Nov 11, 2009 0:41:09 GMT -5
Blacksmithing is one of the simplest forms of item creation, but it is nevertheless very important. Blacksmithing is used primarily to work metals like iron and steel, though it can also be done with decorative metals if you really wish. Those are better worked with Crafting though.
If you want to add non-metal components to an armor, this must be done separately with Crafting, and you must specify that the metal creation is only part of the planned full product.
The exception being Gems, which can be added to anything freely.
These are the characteristics of various ingredients used in Blacksmithing.
Metal - The building block of all that is hammered. Metal is prized for its sturdiness and rigidity. Metal has the following traits
Practical/Decorative: Practical metals are those generally used in hard constructions, Decorate are more often found in jewelry. Weapons and armor with more than half Decorate content are instantly considered Frail.
Level: The overall quality of the material compared to other samples. This is generally a measure of purity and generally how good it is.
Effect Code: This details the hardness, weight, and latent magic of the type of metal. These traits are encoded into the number for easy access.
Tempering Agent - Special material that makes Tempering easier or better in some way. It has but one trait, and that is the effect it confers on the tempered item or the process itself.
Flux - Special material added to an alloy to keep it pure. Special fluxes may have further special attributes, but the only standard effect is to decrease the deleveling effect of alloying.
There are various basic processes one can go through with Blacksmithing. Others may exist or even be invented if you're clever enough to find them.
Create Equipment: The central aspect of Blacksmithing is the ability to create new armor and weaponry, including shields. This is simply done with the steps in the 'basic rules', and Intent is very important to the final form of the weapon. Below are listed the ranges of material amounts various kinds of equipment will standardly use. This is not counting any non-metal components.
Tiny Weapon - 1
Small Weapon - 2
Normal Sized Weapon - 3
Normal Sized 2 Handed Weapon - 4
Plus Sized Weapon - 5-7 Weapons this size will require Strength to wield in varying levels.
Buckler - 1-2 (Can't Full Defend)
Shield - 3-4
Tower Shield - 5+ (Gives no Buckler Bonus)
Helmet - 1-3
Breastplate - 1-4
Armlets, Leggings - 1-2
Gloves, Shoes - 1
Body (for Engineering) - 1-7, or even more if it is for macroengineering. Amount of metal will have -no- effect on the level of a Body, it only affords greater versatility.
Item Creation Tools - Usually only 1.
Temper: Temper temper! This action can be done to a weapon or armor that already exists in order to give it a temporary boost to its statistics. This is generally a small boost, and just -how- temporary depends on your roll and skill. Only one Tempering effect can be in play at a time. This form of smithing can be enhanced with the use of tempering agents.
Alloying: This is the art of combining several different metals into the same amount of an alloyed material. If the metals are of greatly different level or composition, or you do poorly, a small level loss may occur. Using Flux can help prevent this level loss. Alloying is important, as any weapon made from more than one material that isn't alloyed will automatically give the creation the Frail trait.
This can also be done with Alchemy.
If you want to add non-metal components to an armor, this must be done separately with Crafting, and you must specify that the metal creation is only part of the planned full product.
The exception being Gems, which can be added to anything freely.
These are the characteristics of various ingredients used in Blacksmithing.
Metal - The building block of all that is hammered. Metal is prized for its sturdiness and rigidity. Metal has the following traits
Practical/Decorative: Practical metals are those generally used in hard constructions, Decorate are more often found in jewelry. Weapons and armor with more than half Decorate content are instantly considered Frail.
Level: The overall quality of the material compared to other samples. This is generally a measure of purity and generally how good it is.
Effect Code: This details the hardness, weight, and latent magic of the type of metal. These traits are encoded into the number for easy access.
Tempering Agent - Special material that makes Tempering easier or better in some way. It has but one trait, and that is the effect it confers on the tempered item or the process itself.
Flux - Special material added to an alloy to keep it pure. Special fluxes may have further special attributes, but the only standard effect is to decrease the deleveling effect of alloying.
There are various basic processes one can go through with Blacksmithing. Others may exist or even be invented if you're clever enough to find them.
Create Equipment: The central aspect of Blacksmithing is the ability to create new armor and weaponry, including shields. This is simply done with the steps in the 'basic rules', and Intent is very important to the final form of the weapon. Below are listed the ranges of material amounts various kinds of equipment will standardly use. This is not counting any non-metal components.
Tiny Weapon - 1
Small Weapon - 2
Normal Sized Weapon - 3
Normal Sized 2 Handed Weapon - 4
Plus Sized Weapon - 5-7 Weapons this size will require Strength to wield in varying levels.
Buckler - 1-2 (Can't Full Defend)
Shield - 3-4
Tower Shield - 5+ (Gives no Buckler Bonus)
Helmet - 1-3
Breastplate - 1-4
Armlets, Leggings - 1-2
Gloves, Shoes - 1
Body (for Engineering) - 1-7, or even more if it is for macroengineering. Amount of metal will have -no- effect on the level of a Body, it only affords greater versatility.
Item Creation Tools - Usually only 1.
Temper: Temper temper! This action can be done to a weapon or armor that already exists in order to give it a temporary boost to its statistics. This is generally a small boost, and just -how- temporary depends on your roll and skill. Only one Tempering effect can be in play at a time. This form of smithing can be enhanced with the use of tempering agents.
Alloying: This is the art of combining several different metals into the same amount of an alloyed material. If the metals are of greatly different level or composition, or you do poorly, a small level loss may occur. Using Flux can help prevent this level loss. Alloying is important, as any weapon made from more than one material that isn't alloyed will automatically give the creation the Frail trait.
This can also be done with Alchemy.