Crafting Skills - May use one of these each day to create items from materials.

Alchemy (Basic) : - The primary skills that must be taken in order for a player to take the first steps toward being an alchemist. A character may not create potions with this skill alone, but can instead identify the components or herbs needed in the creation of certain potions. Player has a 25% Base chance to identify, which increases by 2% per level (Mages get 4% per level).

Alchemy (Advanced) : - A character with this skill can take the basic knowledge learned from the alchemy skill, that of the components used in creating alchemical substances, and begin the process of creating such things. If access to a lab is immediate, the character may attempt to create oils, potions, salves, and some minor 'magical' items such as flash powder, etc provided they have the components for such a thing. Player starts with the Basic Alchemy Base % and increases by 2% per levels. (30% in Alchemy: Basic is required to achieve this skill, and a minimum of 17 INT is required)

Armorer : - A character trained in the creation of armor is able to effectively create any armor listed on the general weapons charts. The strength and quality of the armor determines the time it takes to create the piece. The creation time per quality are as follows,
1% - 10% Soak = May be done at the rate of one item per 2 IRL Day.
11% - 20% Soak = May be done at the rate of 1 item per 4 IRL Day.
21% - 30% Soak = May be done at the rate of 1 item per 5 IRL Days.
Altering an armor by adding things such as spikes, engravings, or adding new materials to it, will be at the hosts discretion. No armor created by a low skilled smith can exceed 30% soak, regardless of how long is spent on creating it. This skill starts with a base of 15% and increase by 2% per level. Check is rolled at the end of the creation process to see if the armor was successfully created. An armorer must have access to a forge, the tools, and the metals to create the armor.

Making armour requires the following amount of metal rods:

1 rod: Boots
2 rods: Helmets & bucklers
3 rods: Chain shirts, scale tunics, chain leggings, scale leggings, small shields
4 rods: Light breastplates, plate leggings, large shields
5 rods: Medium plate breastplates, tower shields
6 rods: Heavy plate breastplates

*Critical Successes do nothing for a base level armorer.

Armorer (Master) : - Only achievable through constant training with the basic skill first, A character who achieves the status of master armorer can create general items in half the time as listed above in the Armorer skill. Likewise the master armorer has learned how to sculpt and work with rare metals needed to create enchanted or magical armor. They are able to raise the soak capabilities of the armor by 1% for Small armor, or 3% for Large Armor as well. The 'armorer' skill is required to take this skill. Likewise a character must be at least 20% in Armorer to qualify for Master Armorer and have a minimum of 15 STR to handle and sculpt the metals properly.) An armorer must have access to a forge, the tools, and the metals to create the armor. (Skill Base starts from Armorer base)

A Critical Success Roll of a 2 or 3 adds +1 Additional Soak to small items +2 Additional Soak to Large Armor. A Critical Success Roll of 1 imbues the armor with Sentience. The Armor Forms a Telepathic Link with the wearer. Alignment for the Armor is based off the first wearer - Mimicking their alignment.

1-5% Soak, items will take 1 IRL Day.
6-10% Soak, items will take 2 IRL Days.
11-30% Soak, items will take 3 IRL Days.
31- 75% Soak, items will take 4 IRL Days.
Socketing Armor: 1 IRL Day.
Studding Armor: Applicable only to Hide, Leather , Cloth - adds +1% base soak to item, but this base can be adjusted by metal qualities as if it were a small item. Studding requires 1 rod for a small item and 2 rods for a large item.

*Renting a Town's forge costs 10 gold per use

Bowyer/Fletcher : - A bowyer is a character who has taken the time to learn the art of constructing bows. This skill allows a character to create or repair those items. Crafting a bow requires dedication, and is one of the most time consuming arts to practice. As such, a skilled bower is often world renowned and in high demand. The Base Skill allows a bower to build the below items.

Arrow Making, however - is not a requirement for archery in Omen. Arrows provide zero benefit, and are always considered to be on hand. (However, Special Event Only arrows may be awarded by a Host, but they are not reproducible.)

Wood may be found from an appropriate environment with a Foraging roll, or locally purchased. A shortbow uses 1 billet of wood, a longbow or composite shortbow uses 2 billets, a composite longbow uses 3 billets. Composite bows may use mixed woods, as per the rules for alloying metals; standard bows must be the same wood throughout.

Bow creation and the length of time to make it depends on the type of bow and will be at the discretion of the host. This skill starts with a base of 20% and increases by 2% per level.

Shortbows may be made at the rate of 1 per 4 days. (Elves 3 days)
Longbow may be made at the rate of 1 per 5 days. (Elves 4 days)
Composite Shortbows may be made at the rate of 1 per 6 days. (Elves 5 days)
Composite Longbows may be made at the rate of 1 per 7 days. (Elves 6 days)

Bowyer/Fletcher (Master) : - A Master Bowyer has honed their art into perfection. The secret layers of bowmaking have been peeled back, and this character understands and appreciates the intracies of their craft. The weapons produced by a Master Bower far surpass that of the average bower, and thus - demand a higher price and carry renown.

Any bow made by the Master Bowyer automatically receives a +1 to damage.

Base % taken from Bowyer skill. Must have 30% in Bowyer/Fletcher to take.

Short-bows may be made at the rate of 1 per 3 days. (Elves 2 Days)
Longbows may be made at the rate of 1 per 4 days. (Elves 3 days)
Composite Shortbows may be made at the rate of 1 per 5 days. (Elves 4 Days)
Composite Longbows may be made at the rate of 1 per 6 days. (Elvers 5 Days)
A Critical Success Roll of a 2 or 3 adds +1 additional damage to Bows Only.
A Critical Success Roll of a 1 Imbues the Weapon with Sentience. The first person to wield the bow in combat provides the weapon's alignment.

A short bow or longbow may be fitted with facings after the fact by a Master Bowyer. This takes one day of work with ready-made facings, constructed by a weaponsmith. A standard weaponsmith may construct 1 set of facings every 2 days, a master weaponsmith may construct 1 set every day, and a dwarf halves those times. Facings require 1 ingot of the desired metal. The facings reinforce the bow and steady the arrow, granting 50% of the metal's normal damage and effects to all arrows fired, and to the bow if it is capable of being used as a melee weapon.

Construction : - A character skilled in Construction can attempt to repair items that have been badly damaged to the point that they no longer function at full capacity, or to create items and structures of an everyday nature.

A builder can create things such as horseshoes, doors, gates, lamps, houses, or other such items.

When repairing an item, a successful skill check means the smith has repaired the item to its original condition. If the player fails the attempt, the item is still damaged, but none of the materials gathered to repair it are consumed, and the builder may try again on the next day. A critical failure destroys the materials provided to repair the item, and a natural 100 also destroys the item itself. (25% chance base when skill is learned, +3% per level).

A builder must have access to appropriate materials and means to perform his craft. Constructing a house will require many, many billets of wood, or a like quantity of stone, along with tools to shape and bind it. Performing repairs on damaged materials requires extra material to fill in holes, proper tools, and possibly a forge if metal bits are involved. Builders know the basics of smithing, how to run and operate a forge, but not how to produce items expressly intended to cause or prevent harm, or items of a complex mechanical nature. Any non-simple machine must be put together by a tinker (or locksmith, if appropriate).

Herbalist : - Those with herbalist knowledge can identify plants and fungus and prepare SMALL one dose salves, ointments and the like for medicinal purposes only. It is nearly impossible to gather enough herbs and plants to create large quantities of potions and the like. Those things are best left for the alchemist. They can also prepare natural poisons and toxins. They may create anti-toxins that can rid only the lowest level of poison or venom. Not of the poison skill but simply referring to toxins from small spiders, bees or wasps, small scorpions, some snakes, etc. Likewise a salve of healing herb or ointment may heal up to d6 dmg. Base is 20% which increases by 2% per level. (Clerics and Druids get a 4% per level)

Instrument Crafting : - The ability to masterfully craft musical instruments of all shapes, sizes, and descriptions. The crafter will require sufficient materials to craft the instrument; a small hand instrument may require an ingot of metal or 1-2 billets of wood, while a contrabass or piano may require five to ten times that amount of material.
Any metal components in the instrument will require the use of a forge, as per blacksmithing. The crafter may roll 1/day for hand instruments and 1 / 3 days for large, freestanding instruments. Using a masterwork instrument for bardsong grants a +1 bonus to any damage inflicted by the song. A natural roll of 2 or 3 on the crafting roll increases this bonus to +2; a natural roll of 1 creates a sentient instrument, whose properties will be determined by a host. Base skill of 25% and +3% per level (+4% per level for bards).

Jeweler : - A character who takes this skill has spent time in learning the delicate art required to craft jewelry from raw materials and to fashion gems of all sorts into works of beauty. This skill starts at a base of 20% and increases 3% per level.

On a roll of a '1', the character has created such a work of incredible beauty, that the items price is worth 50% more.
On a roll of a '100', the character has fumbled and permanently damaged the materials, reducing their value by 50%.
On a failed skill roll, the character has damaged the items, reducing their value by 25%.

Locksmithing : - With this proficiency, a character can make and repair all kinds of mechanical locks. Thieves with this proficiency gain a +10% bonus to their lock picking skill, because they are intimately familiar with the internal structure and workings of locks. With this skill a player has a 50% chance of creating a lock, should the needed materials be readily available. A Host must be present when creating any item. Skill increases by 2% every level. If a successful roll is made to craft the item, the player must roll a d3 for the craftsmanship.

1 = Mastery
2 = Average
3 = Poor.

Poisons : - The ancient art of brewing death from life. With this skill, a character can brew poisons of all sorts, as well as identify poisons by symptoms or even taste (at +10% to skill). The following poisons may be crafted. All but the most basic of poisons are more difficult to craft, and apply a penalty to your effective skill. A successful crafts roll creates 1 dose of poison. A failed roll has no effect and deducts no gold from the crafter, except on a 98-100, in which case the money is lost as the poisoner accidentally poisons themselves with their new venom. One craft roll may be attempted per day.

Painroot: (no penalty to skill): +2 poison damage when applied. 15 gold per dose.
Concentrated Suffering:(no penalty to skill): +1 poison damage per round for 4 rounds. 20 gold per dose.
Agonywort: (-10% to skill): +4 poison damage when applied. 40 gold per dose.
Maiden’s Sorrow: (-10% to skill): +2 poison damage per round for 4 rounds. 50 gold to create.
Mendicant's Bane: (-10% to skill): This poison deals no damage, instead preventing any healing, natural or magical, from applying to the victim for 1 week. 50 gold per dose.
Essence of Demise: (-20% to skill): +7 poison damage when applied. 100 gold per dose.
Curdled Death: (-20% to skill): +3 poison damage per round for 4 rounds. 100 gold to create.

Applying poison to a weapon takes 1 round, but requires no roll or check. The dose of poison is held on the weapon until it is applied by a successful damage roll or until the event / duel ends. Poison damage is never multiplied on a critical hit and can only be soaked with poison resistance, not armor, hides, or armor and shield spells. Poisons of Omen are fast-acting and leave the system quickly. Poisons have no bearing on any resurrection attempts of any kind, except for Mendicant's Bane, which prevents resurrection while it is active. Knowledge of poisons necessitates knowledge of antidotes as well, and a poisoner may attempt to craft an antidote to a damage-per-round poison as if they were attempting to create that poison, at -10% to skill and half gold cost. Instant poisons are too fast-acting to be affected by antidotes.

Assassins, as the unparalleled masters of poison, have two unique benefits: they may roll to create poison twice a day, and will only lose their supplies on a natural 100.
Base skill of 30% with a 2% per level gain (Assassins get 35% base and 3% per level).

Tailoring : - Tailoring is the art of constructing clothing, whether it's simple homespun garments or royal gala frivoloties. These items are not combat worthy, but are simply for staying Not Nude, and perhaps looking dashing when the need for looking dashing arives. 25% Base / 4% Per Level.

Tinkering (Basic) : - This skill gives the player some basic knowledge of machinery and tools, using them in situations where engineering is required, such as going beyond your simple lock or switch. With the skill the player receives a simple tool kit for working on machinery. The base is 15% and increases by 3% per level to a max of 45%. (Gnomes and halflings get 20% base and 4% per level)

A hand crossbow uses 1 billet of wood, a light crossbow uses 2 billets, and a heavy crossbow uses 3 billets. One billet of a non-hand crossbow may be replaced by a metal ingot to make a metal bow on the wooden stock, replacing the wood’s damage bonus with the metal’s.

Tinkering (Advanced) : - The player has become skilled in the function of heavy machinery such as large siege engines, intricate lock designs, etc. When a player has achieved 25% in Tinkering (Basic) skill they may select this skill next, and will receive a more intricate tool kit. This skill starts with the % achieved in Basic Tinkering and increases by 2% per level to a max of 75%. (Gnomes and Halflings get 5% per level to a max of 80%). This skill requires a minimum INT of 17.

Weaponsmithing : - This highly specialized proficiency enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to create blades of strength and sharpness. A fully equipped smithy is necessary to use this proficiency. Dwarves that select this skill are able to create items at a faster rate and of slightly better quality. Weapon creation and the length of time to make it depends on the type of weapon and will be at the discretion of the host. Starts with a base of 10% and increases by 2% per level.

d2-d4 Weapons may be made at the rate of 2 items per day. (Dwarves may make 5 per day)
d5-d6 Weapons may be made at the rate of 1 items per day. (Dwarves may make 2 per day)
d7-d8 Weapons may be made at the rate of 1 item per 2 days. (Dwarves may make 2 per 2 days)
d9-d10 Weapons may be made at the rate of 1 item per 3 days. (Dwarves may make 2 per 3 days)
d11-d12 Weapons may be made at the rate of 1 item per 4 days. (Dwarves may make 2 per 4 days)

Making weapons requires the following amount of metal rods:

1 rod: Weapons of d5 damage or lower
2 rods: Weapons of d6-d7 damage
3 rods: Weapons of d8-2d5 damage
4 rods: Weapons of d11-d14 damage
5 rods: Weapons of d15+ damage

Weaponsmithing (Master) : - A Master Weaponsmith may work the rarest metals into weapons more rapidly than a normal Weaponsmith. Also, he or she has the ability to understand in detail how metals can be forged to their finest quality, for example, he could forge a sword that is a master work, that also has the finest detail and a keen edge. Any weapon made by a Master Weaponsmith automatically receives a +1 damage bonus. Only weapons created by a master weaponsmith can be enchanted, and they must be forged with materials other than iron.
Must have at least 20% in Weaponsmithing, and have a minimum of 15 str to handle the materials and sculpt the metal, to Qualify for Master Weaponsmithing.

d2-d4 Weapons may be made at the rate of 3 items per IRL day. (Dwarves may make 5 per day)
d5-d6 Weapons may be made at the rate of 2 items per IRL day. (Dwarves may make 4 per day)
d7-d8 Weapons may be made at the rate of 1 item per IRL day. (Dwarves may make 2 per day)
d9-d10 Weapons may be made at the rate of 1 item per IRL 2 days. (Dwarves may make 2 per 2 days)
d11-d12 Weapons may be made at the rate of 1 item per 3 days. (Dwarves may make 2 per 3 days)

Adding serration to a weapon (+1 damage) will require an additional day onto the weapon.
Adding Studding to bashing weapons (+1 Damage) will require an additional day onto the weapon.

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