Chapter 16: Crafting in Demayth

The ability to create is a power revered throughout the realms, a skill that bridges the gap between raw materials and items of utility, beauty, or power. In Demayth, crafting is a complex art that combines practical skill with, at times, an understanding of Demayth energy. This chapter details the rules and disciplines for creating items, from simple leather goods to potent alchemical concoctions and enchanted artifacts.

General Crafting Principles

All forms of crafting in Demayth, whether mundane or magical, share a set of core principles and challenges.

  • The Scope of Crafting: The Craft skill allows you to:
    • Create: Build new magical or mundane items from scratch.
    • Modify: Improve an existing item by adding enhancements.
    • Repair: Fix broken armor, weapons, or other objects.
    • Deconstruct: Disenchant or break down items to reclaim components (be careful!).
    • Analyze: Examine items to discover hidden secrets about their construction.
  • The Difficulty of Crafting (DC): Every crafting project has a Difficulty Class (DC) set by the Battle Master. The higher the DC, the harder the item is to make successfully. Your proficiency and mastery in the relevant Craft skill will help you meet this challenge.
  • The Four Considerations of Crafting: Before beginning any project, a crafter must consider four key factors:
    • Feasibility: Is the project possible? Does your character have the necessary skill rank and knowledge?
    • Fixtures: Do you have the right tools for the job (a forge for blacksmithing, beakers for alchemy)?
    • Focus: How much time can you dedicate? Complex items can take hours, days, or even weeks of focused work.
    • Funds: Do you have the necessary materials and components?

Limitation of Magical Crafting:

Crafting with magic is a powerful tool, but it comes at a cost, reflecting the toll it takes on the world's natural Demayth energies.

  • Demigod Cost: When a Demigod uses their own magic during the crafting process (for example, to substitute for a missing tool or to magically shape a material), they must pay a price. For each distinct magical action taken during the crafting process, you must make a 1d6 Demayth Point (DP) roll. You lose DP equal to the result. This cost is paid regardless of whether the crafting check succeeds or fails.

Quality of Ingredients or Materials

The quality of your creations hinges directly on the quality of the materials you use. You cannot forge a legendary blade from common iron. Materials are categorized by rank, which often determines the potential rank of the item you can create.

Material Ranks:

  • Common: Everyday materials like basic wood, iron ore, or common herbs. Used for basic items.
  • Uncommon: Rarer materials like special metals, exotic plants, or standard monster parts. Used for more potent items.
  • Rare: Truly exceptional materials like dragon scales, ancient crystals, or unique magical herbs. Used to create powerful items with unique effects.
  • Legendary: Materials that are the stuff of legends, incredibly rare and possessing potent magical properties. Used to craft artifacts.
  • Divine: Materials touched by the gods themselves. Unimaginably rare and imbued with immense power, used only in the creation of artifacts of world-altering potential.

Crafting Tiers and Requirements

In Demayth, a Demigod’s ability to shape reality is intrinsically tied to their own growing power. A novice cannot hope to forge the weapons of legends, and a master cannot create greatness from poor materials. Crafting is governed by strict laws of equivalence and personal power.

The Law of Equivalence

To create an item of specific power, the materials and tools must match the ambition of the crafter.

  • Material Equivalence: You must use materials of the same rarity as the item you intend to craft. You cannot forge a Rare sword using only Common steel; it requires Rare materials like Mithril or Dragon Scales.
  • Tool Equivalence: Your tools must be of equal or greater rarity than the item you are crafting. A Common smithing hammer will shatter if struck against Legendary Titan’s Steel. To craft a Legendary item, you must possess Legendary tools.

Demigod Crafting Tiers

Your character level determines the maximum rarity of items you are capable of crafting. Even if you possess the materials and the tools, you cannot manipulate the complex energies of higher-tier items until you have reached the necessary threshold of power.

Demigod LevelAllowed Crafting RarityCrafting DCQuality Description
Level 1 - 6Common12 - 17Functional and reliable standard gear.
Level 7 - 12Uncommon18 - 23Finely crafted items that may hold minor enchantments or superior traits.
Level 13 - 18Rare24 - 30Exceptional items imbued with significant power and durability.
Level 19 - 21Legendary31 - 40The pinnacle of creation; artifacts that shape the fate of realms.
Divine/Intent God RanksDivine50+Beyond mortal limits. Crafted only by Gods or via Divine Wishes.

Crafting Penalties

Attempting to craft under non-ideal conditions can increase the DC of your check, making success more difficult. The Battle Master may apply one or more of the following penalties, each adding 1d6 to the crafting DC:

  • Rushing the Job: Attempting to complete the work in less than the required time.
  • Poor Working Conditions: Crafting in a cramped, noisy, or dangerous environment like a battlefield.
  • Subpar Materials: Using lower-rank materials to attempt a higher-rank creation (e.g., common iron for a Fine-quality item).
  • Broken or Improvised Tools: Working with damaged or inappropriate tools.
  • Unfamiliar Design: Crafting something entirely new from an idea without a schematic or recipe.
  • Lack of Base Knowledge: Attempting a craft you have no training in.
  • Magical Material Misfires: When using magic to substitute for physical materials, the result may be weaker.
  • Distractions: Being interrupted or working while afflicted with a negative condition (diseased, poisoned, etc.).
  • Mass Production: The DC may increase when attempting to craft multiple items at once (BM discretion).
  • Inexperience: A lower Character Level or Mastery Rank may make complex projects more difficult.
  • Unskilled Help: Working with companions who lack proficiency in the relevant craft.

General Crafting Skills

A character can learn a wide range of crafting skills that do not fall under the more specialized categories of Alchemy, Artificery, or Blacksmithing. These skills allow for the creation of everything from practical clothing to sturdy adventuring gear. When you choose the Craft skill, you must specify a skillset; the following are common examples.

Leatherworking

Masters of this craft transform the hides and skins of beasts into durable and flexible goods.

  • Armor: Crafting Light Armor from treated hides, providing protection while allowing for agility and stealth.
  • Containers: Creating essential adventuring gear like bags, backpacks, waterskins, and pouches for carrying equipment and loot.
  • Leather Goods: Producing belts, holsters, scabbards, straps, and other functional or decorative items.
  • Footwear: Making sturdy and comfortable boots suited for various terrains, from the forests of Tovak to the rocky wastes of Sul Han.
  • Gloves: Crafting protective and dexterous gloves for warriors and artisans alike.

Tailoring

Tailors are masters of fabric and thread, designing and sewing garments for all walks of life, from the simple robes of a scholar to the elaborate finery of a noble.

  • Clothing Creation: Designing and sewing garments of all styles, for any culture or purpose.
  • Fabric Mastery: Spinning various fabrics from natural fibers like wool, cotton, and silk.
  • Creature Containers: Making non-leather containers like cloth bags, pouches, and simple backpacks.
  • Magical Collaboration: Crafting high-quality cloaks, robes, and vestments suitable for magical enchantment by an Artificer.

Other Crafting Skills (Examples)

The possibilities for the Craft skill are nearly endless. You and your Battle Master can create any skill set that fits your character concept. Other examples include:

  • Woodworking: Creating furniture, structures, bows, shields, and decorative items from wood.
  • Jewelry Making: Crafting intricate jewelry and accessories from precious metals and gemstones.
  • Pottery: Shaping and firing clay to create functional and decorative pottery.
  • Cooking: Preparing food and beverages, potentially with minor beneficial effects.

Alchemy

Alchemy is a potent and respected craft that blends scientific principles with the inherent magical essences found in the natural world. Alchemists, the masters of this arcane art, unlock the hidden properties within various ingredients to create an astonishing array of potions, bombs, poisons, and other wondrous concoctions. It is a path that demands knowledge, precision, and a keen sense of Demayth energy.

Becoming an Alchemist:

The path of the alchemist requires dedication. While a Demigod may choose proficiency in the Craft (Alchemy) skill at the start of their journey, true mastery often involves years, if not decades, of rigorous training and experimentation to understand the intricate interactions of different magical and mundane substances.

The Tools of the Trade:

Alchemists rely on a specialized set of tools to bring their creations to life. While many instruments can aid the process, some are considered essential for consistent and safe creation:

  • Mortar and Pestle (Essential): This fundamental tool is used to grind, crush, and pulverize solid ingredients to release their essence for use in potions and other concoctions.
  • Potion Bottles (Essential): These specially crafted glass or crystal vials are designed to safely contain potent and sometimes volatile alchemical creations. Higher quality bottles offer increased durability and may be magically cleansed to prevent cross-contamination.
  • Beakers, Cauldrons, Stirring Rods, and Stands (Essential): This collection of heat-resistant labware is used for mixing, heating, boiling, and holding concoctions during the various stages of creation. The quality and size of beakers can determine the total yield of a potion batch.
  • The Alembic/Retort: This advanced distillation apparatus is used to separate and purify substances, allowing for the creation of more potent potions and refined alchemical bases. Using an alembic can significantly reduce the difficulty of crafting high-rank potions.
  • The Calcinator: This specialized, high-temperature furnace is essential for bomb-making and advanced alchemy. It is used to transform solid ingredients (like minerals or metals) into purified ashes or usable powders. It is not required for brewing basic potions.

Ingredients: The Building Blocks of Magic

The heart of any alchemical creation lies in its ingredients, each imbued with a unique magical essence. Alchemists often use their Demayth Sense to identify the most potent components.

  • Alchemical Base: The foundation for most potions is a liquid base, typically a form of potent, carefully fermented alcohol like that from fruits or honey mead, which acts as a solvent and stabilizer.
  • Animal/Monster Parts: Components harvested from beasts and magical creatures offer powerful effects based on the creature's nature. The scales of a dragon, the venom of a basilisk, or the feather of a griffon all hold immense potency.
  • Minerals: Various minerals are used in alchemy, especially for bomb-making and catalysts. Components like black powder, acid compounds, or explosive jewel dust are common examples.
  • Vegetation (Herbal): Herbs, flowers, roots, and fungi are a staple in alchemy, offering a vast array of effects, from the healing properties of Ruby Berries to the toxic potential of nightshade.

The Delicate Art of Creation:

The process of crafting an alchemical item involves a Intelligence (Craft: Alchemy) skill check. The alchemist must first declare:

  • The desired potion or bomb they intend to create.
  • The specific ingredients they are using.
  • The Crafting Rank they are attempting (Minor, Common, Fine, etc.), which must be appropriate for the desired item and the materials used.

The Battle Master then sets the DC based on the attempted Rank and any relevant penalties.

  • Success: A successful check yields a potent potion or bomb with its intended effects and no negative drawbacks.
  • Failure: A failed check results in a flawed creation. A potion might have reduced effectiveness or unpleasant side effects. A bomb might be a dud. The ingredients are consumed.
  • Critical Failure (Natural 1): This is a disastrous outcome. For potions, all ingredients are wasted, and non-essential equipment may be destroyed. For bombs, the process goes critical, triggering a premature explosion that deals 2d8 True damage to the alchemist and destroys the nearby equipment and ingredients.

Alchemical bomb creation is a particularly volatile art form. Fuses and casings, which can be crafted or purchased, are essential for creating timed or thrown explosives.

Artificery: The Art of Enchanting

Artificers are not mere inventors or smiths; they are Demigods who possess the extraordinary ability to imbue mundane objects with lasting magical power. Through various intricate methods, they channel Demayth energy into items, transforming a simple sword into a flaming blade, a plain cloak into a shroud of invisibility, or a common gem into a ward of protection. Artificery is the craft of creating permanent magical items.

The Five Paths of Artifice:

An Artificer typically specializes in one of five distinct methods for enchanting items. Each path has its own benefits, drawbacks, and requires different skills and resources.

  1. Runic Enchantment: This method involves channeling Demayth energy through a specialized tool (like a magical scribe's pen or enchanted chisel) to etch potent runes onto the desired object. Armor, weapons, trinkets, and even structures can be enhanced with these intricate magical symbols.
    • Pros: Can create a wide variety of powerful and precise effects.
    • Cons: The physical runes can be deciphered and potentially counter-spelled by those skilled in Reprisal or Demayth Knowledge. If the surface bearing the runes is physically destroyed, the enchantment is broken.
  2. Jewel Enchantment: This path involves imbuing a precious or common gemstone with a specific magical charge. This enchanted gem is then set into a specially crafted socket on the target item, granting it the gem's magical properties.
    • Pros: Allows for some modularity; a gem could potentially be moved to a different item if designed correctly. The enchantment is contained and protected within the gem.
    • Cons: If the enchanted jewel is pried out or shattered, the item loses its magic. Requires skill in both enchanting and jewel-crafting.
  3. Magically Imbued Enchantment: This direct approach involves the Artificer channeling their own Demayth energy and life force directly into the core matrix of an object, making the magic an inseparable part of the item itself.
    • Pros: Creates powerful and very stable enchantments that are highly resistant to magical tampering or dispelling.
    • Cons: This process is incredibly draining on the Artificer. Furthermore, if the item is ever successfully cleansed by powerful Reprisal magic (like Disjunction), its original mundane properties are forever lost, leaving behind a useless, warped husk.
  4. Ritual Enchantment: This method utilizes elaborate and time-consuming rituals to enchant multiple items simultaneously. It is often employed by magical organizations, military forces (like the Magus Guild), or covens of Witches to mass-produce enchanted gear.
    • Pros: Highly efficient for enchanting many items at once. Can create powerful, layered enchantments.
    • Cons: Requires significant time (often days), rare alchemical resources, specific astrological alignments, and the use of a Circle of Power. It is not suitable for enchanting a single item quickly.
  5. Blessing Enchantment: This swift but limited method leverages the Artificer's connection to their patron deity. Through focused prayer and a successful Religion skill check, the Artificer beseeches their god to bless an object, granting it holy or divine properties.
    • Pros: Very fast compared to other methods. Excellent for creating weapons effective against creatures their deity considers enemies (e.g., undead, demons).
    • Cons: The blessing's power is often limited and specific. It can sometimes be removed or suppressed by a powerful spellcaster from a rival faith. The blessing may have little to no effect against followers of the same deity or neutral entities.

Choosing the Right Path:

The choice of enchantment method depends on the Artificer's goal, their available resources, and their personal expertise. A quick, temporary enhancement might call for a Blessing, while creating a legendary artifact might require the meticulous and permanent Magically Imbued path.

The Scribe's Art: Weaving Magic into Parchment

Within the broader discipline of Artificery, there exists a highly specialized and respected field: the art of the Scribe. These talented individuals wield their magic not on metal or jewels, but on the humble canvas of paper, papyrus, and parchment. Through intricate calligraphy, precise runic knowledge, and magically infused inks, they weave spells into scrolls, maps, and even cards, creating single-use or reusable items of potent magical power.

The Scribe's Domain:

Scribes are masters of binding magical effects to the written word or symbol. Their primary creations include:

  • Magical Scrolls: A Scribe can capture the essence of a single spell onto a scroll. When the inscription is read aloud by a user, the scroll is consumed, and the spell is released. This allows individuals without the ability to cast a particular spell to wield its power, making scrolls highly valuable for adventurers and scholars alike.
  • Magical Maps: Beyond mere cartography, a Scribe can enchant a map to reveal hidden information. It might show pathways that are invisible to the naked eye, mark the locations of magical resources, or even track the movement of a specific person or creature. The most powerful magical maps can act as keys to portals or hidden realms.
  • Teleportation Cards: These are intricately crafted, single-use cards that allow for instantaneous travel to a specific, pre-determined location. By activating the card (often by tearing it or speaking a command word), the user is transported to the destination linked during the card's creation. They are an invaluable, if costly, tool for rapid travel.
  • Item Containment Cards: Scribes can weave magic into cards to create a portable pocket dimension, a stable and secure extradimensional space for storage. These cards offer a safe and convenient way to carry valuable, bulky, or dangerous items without being encumbered.

The Scribe's Tools:

A Scribe's work requires precision tools, often imbued with magic themselves:

  • Finely Crafted Quill: A Scribe's most prized possession is often their quill, made from materials like a griffon's feather or enchanted wood, and personally imbued with their own magical signature to better channel Demayth energy into their inscriptions.
  • Specialized Inks: Scribes create or purchase a wide array of magical inks. Different ink compositions—made from rare minerals, ground Demayth Shards, alchemical solutions, or even creature blood—hold unique properties necessary for specific types of spells and enchantments.
  • Runes and Symbols: A deep knowledge of magical runes and symbols is essential. The Scribe meticulously inscribes these symbols, weaving them into intricate patterns that form the matrix for the stored spell.

The Art of Inscription:

Creating an inscribed item is a meticulous process requiring intense focus:

  • Spell Selection: The Scribe chooses the specific spell to be imbued into the medium.
  • Parchment Preparation: The scroll, card, or map material is carefully treated with specialized solutions and magical processes to make it receptive to the potent energies of the spell.
  • Runic Inscription: The Scribe performs the most crucial step, carefully inscribing the appropriate runes and channeling the spell's essence into the item. This requires a steady hand and a successful Intelligence (Craft: Scribing) check.
  • Activation: The Scribe determines the activation method for the item, whether it's reading a scroll, tearing a card, or speaking a command word.

Scribes are the bridge between written knowledge and active magical power. Their creations empower mages and non-mages alike, provide invaluable tools for exploration, and offer tactical solutions for travel and storage, making them highly sought-after artisans in any major city or academy.

Blacksmithing

Blacksmiths are vital artisans who shape the very sinews of war and industry in Demayth. With hammer and forge, they transform raw ore into weapons of legend, armor that defies destruction, and the essential tools that drive civilization forward. It is a craft of strength, precision, and a deep understanding of metal, often revered by followers of Duryin, the Divine Smith.

A Master of Metal:

A skilled blacksmith possesses a vast repertoire of techniques for crafting, repairing, and even deconstructing metal objects. Their expertise, gained through the Craft: Blacksmithing skill, allows them to create everything from the intricate links of chainmail to the humble but crucial nail. Many begin their careers in related fields, as farriers shoeing mounts, wheelwrights crafting sturdy wagons, or armorers focusing solely on defense, each path honing their mastery over different aspects of metalwork.

The Blacksmith's Arsenal:

These artisans wield a variety of tools to bend, shape, and manipulate metal to their will:

  • The Forge: The heart of the blacksmith's craft, where intense, controlled heat transforms stubborn ore into workable metal.
  • Hammers: A variety of mighty hammers are used for pounding and shaping metal into desired forms.
  • Tongs and Clamps: Essential for gripping and maneuvering incandescent metal during the forging process.
  • Anvils: These sturdy, heavy platforms provide the solid base required for hammering and shaping metal.

From Common Iron to Divine Steel:

The quality and properties of a blacksmith's creation hinge on the type of metal employed. Demayth offers a variety of metals, each with its own unique properties, requiring different techniques and levels of skill to work with.

  • Common Iron: The most basic and readily available metal, used for simple tools and everyday objects.
  • Common Steel: A stronger and more versatile metal, forming the foundation of most standard weapons and armor.
  • Orikkulum: This magical metal enhances the wearer's vitality and offers superior defense against magical creatures.
  • Mythril: A magical metal prized for its lightness, strength, and resistance to magic, allowing for the creation of exceptionally durable gear that doesn't hinder agility.
  • Adamantine: Incredibly strong and resistant to both physical and magical attacks, this near-indestructible metal is a mark of immense wealth or heroism. However, it can be weakened by powerful magic.
  • Palladium: An exceedingly rare metal offering unmatched resistance to physical attacks, magic, and even elemental energies.
  • Titan's Steel: This immensely heavy metal can only be wielded by beings of extraordinary strength. It offers unparalleled resistance to all forms of attacks and is nearly indestructible.
  • Divine's Wrath Metal: The lightest and most potent metal, said to be reserved for the divine and their champions. Impenetrable by mortal means, it can only be harmed by divine energies.

Blacksmiths are the backbone of Demayth's military might and the engine of its industry. For adventurers, they are the source of the reliable steel and legendary armaments that can mean the difference between life and death. A master blacksmith is a treasure to any realm, their work echoing through the ages.

Magical Metals & Rare Materials

While standard steel and iron rely solely on your physical prowess, gear forged from rare, magical metals (such as Mithril or Adamantine) possesses intrinsic properties that elevate it above common equipment.

1. Resilience (Universal)

  • Effect: Items crafted from magical metals or materials are immune to Acid damage and cannot be destroyed by acid-based attacks, rust, or environmental effects.
  • Note: Powerful spell attacks or artifacts specifically designed to destroy items may still pose a threat.

2. Mithril Properties Mithril is a silvery metal known for being lighter than steel but just as strong.

  • Weapon Property (Featherweight): Any weapon forged from Mithril is always considered a Light or Medium (your choice), One-Handed weapon, regardless of its original type.
  • Armor Property (Elven Weave): Armor forged from Mithril is incredibly light. Heavy Armor made of Mithril counts as Light Armor for the purposes of proficiency, movement, and stealth penalties.

3. Titan Steel Properties Titan Steel is incredibly dense and massive, often used by giants or constructs.

  • Weapon Property (Massive): Any weapon forged from Titan Steel is always considered a Heavy, Two-Handed weapon, regardless of its original type.
  • Strength Override: A character may wield a Titan Steel weapon in one hand only if their Strength score is 65 or higher.
  • Armor Property (Colossus): Armor made of Titan Steel provides immense protection but is crushing to wear. It grants Damage Reduction (DR) 10 × Demigod Level (All Physical damage) but reduces the wearer's Speed by half unless they have a Strength score of 65 or higher.
  • Divine Resistance: Titan Steel items cannot be destroyed by anything other than divine magics or divine items.

4. Adamantine Properties Adamantine is a jet-black alloy famed for being the hardest substance in existence.

  • Weapon Property (Razor Edge): Weapons forged from Adamantine gain the Armor Piercing trait. If the weapon already has this trait, it ignores all Armor Points (AP) instead of half. However, this only applies to armor that is not magical metal.
  • Armor Property (Impervious): Armor plates forged from Adamantine are nearly impenetrable. The armor grants Damage Reduction (DR) 5 × Demigod Level (All Physical damage). Additionally, critical hits made against the wearer are treated as normal hits.
  • Shatter-Proof: Adamantine items cannot be broken or destroyed by any physical means, but can be destroyed by magic or magical items.

5. Orikkulum Properties A rare, brass-colored metal that naturally hums with latent arcane energy.

  • Weapon Property (Arcane Conduit): Any weapon forged from Orikkulum is considered a Magical Conduit. It grants Magic Resonance (using the standard formula) but does not require a specific Attribute to attune (attune with Spellcasting Modifier).
  • Flow of Magic: Attacks made with this weapon count as magical for the purpose of overcoming resistances.
  • Armor Property (Spellguard): Orikkulum armor resonates with protective wards. It grants Damage Reduction (DR) 1 × Demigod Level (All Physical damage). Additionally, the wearer gains Advantage on saving throws against magical effects.

6. Palladium Properties A legendary, silvery-white metal often used by the guardians of ancient times.

  • Weapon Property (Guardian's Strike): Palladium is pure and balanced. Weapons made of Palladium grant a +1 × Half of Demigod Level (Rounded down) Bonus to Defense Cards played while wielding them.
  • Armor Property (Sanctuary): Palladium armor is the pinnacle of physical defense. It grants Damage Reduction (DR) 5 × Demigod Level (All Physical damage).

7. Divine Metal Properties A generic term for metal forged in the celestial or infernal realms, or blessed directly by a deity.

  • Weapon Property (God-Slayer): Attacks made with Divine Metal bypass all Damage Reduction (DR) and Resistances (including those of magical beings), but cannot bypass Divine Protection.
  • Armor Property (Divine Aegis): Armor forged from Divine Metal radiates power. It grants Divine Protection of 10 × Demigod Level (All Damage Types) and renders the wearer immune to Fear and Charm effects.
  • Soul-Bound: Divine Metal items bond to a specific owner. They cannot be wielded or worn by anyone else unless the owner is killed or willingly passes them on.
  • Divine Resistance: These items cannot be destroyed by anything other than divine magic.

8. Distinction from Enchantments These bonuses are intrinsic to the material itself. An item can be forged from a Magical Metal and still receive separate magical enchantments later. The bonuses from the metal stack with any future enchantments.

Engineering

While many crafts in Demayth rely on ancient traditions, Engineering is a discipline that constantly pushes the boundaries of innovation. Engineers are more than mere builders; they are problem-solvers and inventors, weaving principles of physics, mathematics, and often, advanced technology, into wonders that reshape the world. From intricate clockwork mechanisms to devastating explosives and complex robotics, engineers are the driving force of technological progress.

A Mind of Invention:

An Engineer's mind churns with ideas, translating them into reality through meticulous design and construction. Their diverse skillset, represented by proficiency in Craft: Engineering, allows them to:

  • Craft Weapons: Design and build advanced firearms like pistols, rifles, and even devastating gatling guns, unleashing firepower unlike anything seen before.
  • Forge Explosives: Specialize in crafting bombs and explosives, from timed devices to remote-controlled detonations.
  • Construct Machines: Possess the knowledge to build grand structures like bridges, castles, and aqueducts, shaping the very landscape of Demayth.
  • Harness Technology: The most advanced engineers delve into the mysteries of robotics or the principles behind Omnitech and Cryotech, creating awe-inspiring creations that can perform complex tasks or even fight alongside their creators.

Engineering Specializations (Skill Sets):

The vast field of Engineering offers various specializations, each representing a unique focus within the Craft: Engineering skill:

  • Gunsmithing: These masters merge the art of the blacksmith with the precision of an engineer. Their expertise lies in crafting and maintaining exquisite and deadly firearms, from simple magical flintlocks to advanced Cryotech-powered rifles.
  • Bomb Engineering (Demolitions): These specialists are experts in creating advanced explosives. Their ingenuity allows them to design timed bombs, pressure plate triggers, and devastating grenades, often fueled by alchemical compounds or technological marvels.
  • Aquatic Engineering: These specialists focus on crafting structures and devices for underwater use, such as submersible vehicles, underwater habitats, or specialized breathing apparatuses.
  • Aeronautical Engineering: These visionaries push the boundaries of flight, designing machines that conquer the skies, from simple gliders to complex, magically powered airships like those favored by some Dragonwrath houses.
  • Siege Engineering: These specialists are masters of building and deploying siege weaponry. They design and construct catapults, battering rams, ballistae, and even elaborate mobile siege towers, allowing armies to breach the most formidable defenses.
  • Robotics: By combining clockwork mechanisms, artificial intelligence (often rudimentary), and advanced metalworking, these engineers create awe-inspiring robots that can perform specific tasks or even fight alongside their creators.

The Price of Progress:

Engineering marvels come at a cost. Complex inventions, like robots and advanced weaponry, require days, weeks, or even months of meticulous work. Engineers often need rare materials not readily available, necessitating exploration, trade, or dangerous quests to acquire the necessary components. The path of the engineer is one of patience, precision, and relentless innovation.

The Art of Armor Crafting

Crafting armor requires a successful check against a Difficulty Class (DC) set by the Battle Master, based on the material's complexity. The final quality of the armor—its Armor Points (AP) or Magic Shield (MS)—is determined by a roll of the dice.

The Master’s Edge (Die Step Rule)

A crafter’s level of expertise dictates the potential of the forge.

  • Proficient: The crafter rolls the standard base dice for the armor’s rarity tier.
  • Mastered: The crafter has achieved total synergy with their tools. They increase the base dice by one Die Step (e.g., if the base is 1d4, a Mastered crafter rolls 1d6; if the base is 2d6, they roll 2d8).
  • The Common Exception: Common-tier armor is the baseline of physical artifice. Its base value cannot be increased by mastery, and it cannot be enchanted.

Armor Rarity & Base Values

When a piece of armor is successfully crafted, roll the following dice for each of the six pieces in the set (Head, Body, Arms, Hands, Legs, Feet).

RarityLight Armor (AP)Heavy Armor (AP)Magical Armor (MS)Enchantment Slots
Common1d4 per piece2d4 per piece1d4 per piece0
Uncommon2d6 per piece4d6 per piece2d6 per piece1
Rare4d8 per piece6d10 per piece4d8 per piece2
Legendary6d10 per piece10d12 per piece6d10 per piece4
Divine8d100 per piece10d100 per piece6d100 per piece4 + 1 Divine

Physical Damage Reduction (DR) Calculation

The potency of the DR is determined by the crafter's skill level and the material’s rarity. These values are applied only to the Body Piece of a Heavy Armor set.

Base Skill Values:

  • Proficient Skill: Starts at 1d4 DR. Gains +1 die for every 5th Demigod level.
  • Mastered Skill: Starts at 1d6 DR. Gains +1 die for every 3rd Demigod level.

Rarity Enhancements:

  • Common: Standard (Base + Progression).
  • Uncommon: Adds +1 additional die to the base DR.
  • Rare: Improves the Die Step of all DR dice by one (d4 becomes d6; d6 becomes d8).
  • Legendary: Improves the Die Step by one AND adds double dice per level range (+2 dice instead of +1 per 5th or 3rd level).

Armor DR Scaling Reference Table

RaritySkill LevelBase DR (Level 1)Progression (Per Level Range)
CommonProficient1d4+1d4 per 5 levels
Mastered1d6+1d6 per 3 levels
UncommonProficient2d4+1d4 per 5 levels
Mastered2d6+1d6 per 3 levels
RareProficient1d6+1d6 per 5 levels
Mastered1d8+1d8 per 3 levels
LegendaryProficient1d6+2d6 per 5 levels
Mastered1d8+2d8 per 3 levels

The Artificer’s Synergies

If a piece of Heavy Armor has been infused with a Magic Shield (MS) by an Artificer (as detailed in Section 2.4), the DR and MS work in tandem:

  • Physical Attacks: Damage is reduced by DR first, then hits Armor Points (AP).
  • Magical Attacks: Damage hits the Magic Shield (MS) first. DR from Heavy Armor does not apply to magical damage unless the armor is of Legendary tier or higher and specifically enchanted to do so.

Note: Damage Reduction is a specialized property and is distinct from standard Armor Points.

Artificer’s Infusion: Magic Shielding

While Magical Armor naturally possesses MS, an Artificer can infuse any piece of armor (Light, Heavy, or Magical) with additional magical protection.

  • The Protocol: This infusion can only be done once per armor piece (or per jewel, depending on the Artificer’s style).
  • Calculation: The amount of Magic Shield (MS) granted is tied to the crafter’s Spellcasting Modifier (SCM):
    • Proficient Artificer: 5 × SCM
    • Mastered Artificer: 10 × SCM

The Crafting Sequence

  • Identify the Tier: Ensure your Demigod level meets the requirements for the rarity.
  • The DC Check: Roll the appropriate Attribute check (Strength for Heavy/Light, Intelligence/SCM for Magical/Artificer).
  • Determine the Base: Roll the AP or MS dice based on rarity. Apply the Die Step increase if you have Mastered the craft (for Uncommon and above).
  • Finalize Properties: Apply DR to the Body piece (if Heavy) and Artificer Infusions to individual pieces as needed.

Shields and Universal Bulwarks

Shields in Demayth are the ultimate defensive tool, designed to neutralize a wide array of threats. Unlike standard armor, a shield provides a specialized layer of Universal Damage Reduction (DR) that can intercept physical strikes, elemental surges, and magical blasts alike.

The Law of the Active Guard

A shield’s protection is not passive; it is a wall that must be placed between the wielder and the threat. To apply a shield’s DR to an incoming attack, the following conditions must be met:

  • Declare a Defense: The wielder must actively choose to defend.
  • Play a Battle Card: A physical maneuver must be executed to brace the shield.
  • Damage Type: The DR applies to all forms of damage (Physical, Elemental, and Magical).

Exclusions: Standard shields provide no protection against True Damage or Divine Damage. These forces bypass the aetheric and physical density of the shield entirely.

Shield Defense Bonus

The Defense Bonus of a shield is added to the Defense Value of any Battle Card played while equipped.

  • 1. Rarity Base Bonus
    • Common: +0
    • Uncommon: +2
    • Rare: +4
    • Legendary: +6
    • Divine: +10
  • 2. Skill Scaling Bonus
    • Proficient Craft: +1 Defense for every 10th Demigod level.
    • Mastered Craft: +1 Defense for every 5th Demigod level.

Universal Damage Reduction (DR) Scaling

The potency of the DR is determined by the crafter's skill and enhanced by the shield's rarity.

Base Skill Values:

  • Proficient Skill: Starts at 1d4 DR. Gains +1 die for every 5th Demigod level.
  • Mastered Skill: Starts at 1d6 DR. Gains +1 die for every 3rd Demigod level.

Rarity Enhancements:

  • Common: Standard (Base + Progression).
  • Uncommon: Adds +1 additional die to the base DR.
  • Rare: Improves the Die Step of all DR dice by one (d4 → d6; d6 → d8).
  • Legendary: Improves the Die Step by one AND adds double dice per level range (+2 dice per 5th or 3rd level).
  • Divine: Divine Protection. The highest tier of DR. Divine Shields roll d100s for DR and are the only shields capable of reducing Divine Damage.

DR Scaling Reference Table

RaritySkill LevelBase DR (Level 1)Progression (Per Level Range)
CommonProficient1d4+1d4 per 5 levels
Mastered1d6+1d6 per 3 levels
UncommonProficient2d4+1d4 per 5 levels
Mastered2d6+1d6 per 3 levels
RareProficient1d6+1d6 per 5 levels
Mastered1d8+1d8 per 3 levels
LegendaryProficient1d6+2d6 per 5 levels
Mastered1d8+2d8 per 3 levels
DivineMastered10d100+2d100 per 3 levels

Divine Protection

A Divine Shield is a relic of the gods themselves.

  • Divine DR: When rolling for DR with a Divine Shield, use the d100 (Intent Rank) for all dice.
  • Sovereign Guard: Unlike all other tiers, Divine Shields apply their DR to Divine Damage. True Damage remains the only force that can bypass a Divine Shield.
  • Aetheric Reflection: If a Divine Shield’s DR exceeds the incoming damage, the wielder may spend 1 Reaction Point (RAP) to reflect the remaining DR value back at the attacker as Divine Damage.

Consumables: The Alchemical & Tactical Ledger

Consumables are the lifeblood of a sustained campaign. These single-use items offer temporary surges of power, essential healing, or tactical utility that can turn the tide of a rotation. However, all consumables are subject to the Metabolic Limit (Potion Sickness): a Demigod can safely ingest a number of magical items equal to 10 + their Constitution Modifier per day.

Potions and Elixirs

The creation of alchemical consumables is a delicate balance of magical theory and physical chemistry. Because these items are infused with raw essence, their potency is directly tied to the crafter's intellectual capacity and their ability to channel magic during the brewing process.

The Alchemical Formula Every potion uses a standardized scaling formula of XdY, where X represents the volume of essence (number of dice) and Y represents the purity of the batch (die size).

The Purity Die (Y) The size of the die used is determined by the crafter’s Spellcasting Modifier (SCM) at the time of creation:

  • SCM 1–5: d4
  • SCM 6–7: d6
  • SCM 8–9: d8
  • SCM 10–11: d10
  • SCM 12–19: d12
  • SCM 20+: d20

Ruby Potion (Vitality)

The Ruby Potion is the standard for battlefield recovery, designed to mend flesh and bone through a surge of life energy.

  • Proficient Crafting
    • Formula: XdY points of Health (HP)
    • Dice (X): Intelligence Modifier divided by 5 (Minimum 1).
    • Purity (Y): SCM Die Level.
  • Mastered Crafting
    • Formula: XdY points of Health (HP)
    • Dice (X): Intelligence Modifier divided by 2 (Minimum 1).
    • Purity (Y): SCM Die Level.

Azure Potion (Stamina & Recovery)

Azure Potions are intended for long-term endurance and the removal of exhaustion. Because these are highly efficient and prone to over-consumption by adventurers, the volume of essence they provide is strictly regulated to prevent aetheric shock.

  • Proficient Crafting
    • Formula: XdY points of Recovery
    • Dice (X): Intelligence Modifier divided by 10 (Minimum 1).
    • Purity (Y): SCM Die Level.
  • Mastered Crafting
    • Formula: XdY points of Recovery
    • Dice (X): Intelligence Modifier divided by 5 (Minimum 1).
    • Purity (Y): SCM Die Level.

The Law of Metabolic Intake

While these potions provide life-saving benefits, the body can only process a finite amount of alchemical essence before it becomes toxic.

  • The Potion Sickness Threshold A Demigod can safely consume a total number of items equal to 10 + Constitution Modifier per 24-hour cycle.
  • Over-Consumption Penalty If a player exceeds this limit, the restorative effects of any subsequent potions are halved, and the user must roll an Intent Rank (d100) check. On a failure, they suffer from Severe Nausea, imposing Disadvantage on all Attack Values until a Long Rest is completed.

Distinction of Effect

  • Ruby Potions: Focus solely on the restoration of lost Health Points (HP).
  • Azure Potions: Primarily used to remove levels of Exhaustion. A successful recovery roll may also restore minor amounts of Armor Points (AP) or Magic Shield (MS) depending on the specific additives used by the Alchemist during the craft.

Alchemical Bombs & Tech Grenades

Bombs are Area of Effect (AOE) tools that combine alchemy with engineering. They are thrown using a Dexterity or Strength check and affect all targets within their defined shape (Sphere, Cone, or Line).

  • Alchemist’s Fire (Fantasy): A sphere AOE (3-space radius). Deals [Level Die] Fire Damage and applies "Burn" (1d4 damage at the start of each affected target's turn) for 2 rotations.
  • Plasma Grenade (Sci-Fi): A sphere AOE (2-space radius). Deals [Level Die] Energy Damage. If the target has Armor Points (AP), the damage is doubled against the AP.
  • Flashbang: A sphere AOE (4-space radius). Targets must roll an Intent Rank (d100) check against the thrower's Dexterity or be blinded for 1 rotation.
  • EMP Charge (Sci-Fi): A sphere AOE (5-space radius). Deals no damage to biological targets but immediately disables all Tech-based items and Constructs for 2 rotations.

Arcane Scrolls

Scrolls are single-use spell matrices inscribed on treated parchment or data-chips. They allow a Demigod to cast a spell they might not know or have prepared.

  • Usage: Casting from a scroll requires an Intelligence or SCM check. On a failure, the scroll is consumed but the spell fizzles.
  • Potency: The spell’s Attack Value or Save DC is determined by the scroll’s rarity (Uncommon, Rare, etc.) or the creator’s SCM at the time of crafting.
  • Spell Glyphs: A specialized scroll that can be "set" on a space. It triggers an AOE spell effect when a creature enters that space.

Infused Ammunition

Specialized arrows and bolts are prepared by Artificers or Rangers to add elemental or utility effects to ranged attacks.

  • Aether-Tipped: The arrow ignores Magic Shield (MS) and strikes HP directly.
  • Splinter-Shot: Upon impact, the arrow shatters. The primary target takes normal damage, and all adjacent targets take 1/2 [Level Die] Physical Damage.
  • Grapnel Bolt: Deals no damage but attaches a high-tension cord to the target. The wielder can use a Standard Action Point (SAP) to attempt a Strength check to pull the target 3 spaces closer.
  • Frost-Bite Arrow: Deals [Level Die] Frost Damage and reduces the target's Movement Die result by 2 for their next turn.

Essential Supply Kits

Kits are collections of tools that are depleted as they are used to mend gear or allies.

  • Healer’s Kit: Contains 10 charges. Expending 1 charge allows a Demigod to stabilize a fallen ally or restore 1d4 HP during a Short Rest.
  • Repair Kit (Field Smithy): Contains 5 charges. Expending 1 charge restores [Strength Modifier] × 2 Armor Points (AP) to a single piece of armor.
  • Survival Rations: One pack sustains a Demigod for a full day. Going without rations for more than 24 hours imposes a -2 penalty to all Attribute checks.

Gastronomy of the Realms (Special Food)

Unlike potions, special foods provide long-term "Buffs" that last until the next Long Rest.

  • Iron-Crust Bread: Increases Damage Reduction (DR) by +2 for the next three combat encounters.
  • Stardust Tart: Increases the wielder’s Movement Die by +1 space for 12 hours.
  • Void-Salted Meat: Grants resistance to Necrotic and Shadow damage until the next Long Rest.
  • Arcane Coffee: Immediately grants 1 Move Action Point (MAP) that must be used in the next 10 minutes, but counts as 2 items toward the Potion Sickness limit.

Miscellaneous Consumables

Items that provide niche utility and are destroyed upon activation.

  • Smoke Stick: Creates a 3-space sphere of heavy smoke. Everything inside has Total Concealment, making ranged attacks into or out of the smoke impossible.
  • Focusing Incense: When burned during a Short Rest, it allows all allies within 5 spaces to recover one additional Level Die of HP.
  • Warp Stone: A one-time-use crystal that allows the user to teleport up to 10 spaces as a Move Action. The stone shatters into useless dust after the jump.