Crafting Rules for the Hollow World
by HåvardGeneral stores and even forges cannot always be accessed in the Hollow World and are even non-existent among many of the cultures and races found there.
Resources
CRAFTING RESOURCES
Crafting Resources come in three categories.
Animal: Furs, hides, bones, teeth, horns or even siew and intestines can be used in crafting
Plant: Herbs, fruits, vegetables, but also quality wood.
Mineral: Metals, rocks, pearls etc.CR: Crafting Resources are measured in CR. Typically 1CR = 1GP in the sense that if you want to create an item that costs 10 CP, you need 10 CR worth of resources to create the item. Crafting Resources normally cannot be sold for GP, but can be traded with some cultures where money is of less use.
Obtaining more Crafting Resources
HUNTING
Whenever an animal or monster is killed, the DM may allow a character to gather Crafting Resources from the killed beast. The DM may require a DX check or a Hunting Skill roll if the General Skill Rules are used. If General Skills are not used, the DM may forbid or give penalties to a character attempting this if he or she is from an urban background. A successful roll gives the characters the following resources:
Table 1: Hunting Resources
Smaller than man sized: 1d4
Man sized: 1d6
Larger than man sized 1d10
GATHERING
Foraging for plants, herbs, berries or picking up interesting rocks on your path is not something that needs to be roleplayed. At the end of each session, the DM may allow any character who has been actively foraging to make a Wisdom check or Survival General Skill roll. Success means 1d6 CR of mineral or plant resources have been gathered.Crafting
While the DM may disallow the crafting of some items, most of the items listed on the equipment list in the RC can be crafted by characters with the appropriate background and skill. The DM may require CR of a specific category or a combination of categories for the item to be created, but often this will be left to the player. The DM then determines which crafting skill is appropriate (Fletcher, Wood Working, Leather Working, Herbalism etc). If the General Skill Rules are not used, have the PC make a DX check.QUALITY
Table 2: quality
Consult the following table:
Roll > skill/ability = Failure. CR are wasted.
Roll =/< skill/ability = success. Poor Quality
Roll is =/< 1+abilty score modifier = Average Quality
N/A - Superior Quality: See Taking Longer Time below.Average items work just as well as if they were bought in a store or created in a proper workshop or forge.
Poor Quality items work fine, but break or wear out much more easily. At the end of each session, the DM may require a player to roll a Saving Throw vs. Petrification. If the roll fails, he or she must repair the item. This cost 1/10th of creating the item in terms of CR and requires a crafting skill roll. Note that this can improve the items quality. Failure to repair the item means it has been permanently broken and it is better to create a new item.TAKING LONGER TIME
These rules assume that the items are pieced together fairly quickly between two sessions or even in the middle of a gaming session of the DM allows it. If the character spends months creating a single item, the DM may use the Quality table above, but bump up the results by one cateogory. This means failure results in a poor quality item. Average Quality is bumped up to Superior Quality. Superior Quality items gain no particular bonuses, but gain a +1 on Saving Throws if an enemy actively attempts to destroy them (use PC's saving throws). These items are also well suited for further enchantment by a spellcaster.MEDICINE
Special medicines and potions may be created through this system using the Herbalism Skill. This item costs 50CR to make and at least half of these must be plant resources. This medicine works just like a Potion of Healing. However, it must be created and applied immediately after a battle. Such items cannot be stored in their prepared form. If the Herbalism roll fails, it means that too much time was spent preparing the medicine for it to be applied within the time needed for it to help mend the wounds or illnesses.