Crafting Skills: General Edu./Tech Edu. Crafting Scrap: General & Tech
Humans generally don’t go adventuring while naked and defenseless. While having Pokemon is nice, being able to directly protect yourself is sometimes more desirable. All Enhancements may also be applied to Armor or Weapons after they have been created. Unlike other items, Armor & Weapons may only have one type of Enhancement applied at a time (besides Stylish!) – although you may modify an item after you create it to further improve its existing Enhancement. If the crafter has the Master Smith Edge, they can apply up to 2 Enhancements to Armor or Weapons.
- Armor and Clothing fit into your Body Slot.
- Weapons fit into your Hand Slots.
- Armor that is created for humans cannot be used by Pokemon, and vice versa.
- Armor is created to fit a specific Pokemon species, and will not fit any others, even those within the same evolutionary family. Pokemon bodies are quite diverse.
Armor/Clothing | Effect | DC | Value | Weight |
Fancy Clothes 0(M) | Each set of Fancy Clothes is assigned to a Social Skill – either Charm, Guile, Intimidate, Intuition, or Command. Trainers wearing these clothes gain a +2 bonus to their associated Skill Checks. | 9 | 100 | W-1 |
Stealth Clothes 1(M) | Grants +4 bonus to your Stealth Value (see Sneak power). | 12 | 200 | W-1 |
Light Armor 1(M) | Upon creation, select Physical or Special damage. Grants +5 DR vs that Class of damage. | 12 | 400 | W-1 |
Biohazard Suit 2(E) | The wearer is not subject to environmental conditions from Acid/Poison and may handle it directly. Has 1 hour of clean air before needing refueling. The user is immune to Acid Rain. | 14 | 500 | W-1 |
Heavy Armor 2(M) | Grants +5 DR. | 15 | 800 | W-2 |
Wingsuit 2(H) | Grants the Glide capability. Only affects creatures of WC 4 or less. | 16 | 800 | W-1 |
Scuba Gear 2(H) | Grants the Gilled capability for 1 hour before needing refueling. Gain +1 Hardy capability. Only affects creatures of WC 4 or less. | 16 | 800 | W-1 |
Assault Vest 3(M) | Upon creation, select Physical or Special damage. Grants +10 DR vs that Class of damage, but the wearer may not use Status-class moves. | 18 | 1 | W-1 |
Tactical Vest 3(M) | Physical Light Armor that also grants the Bulletproof Ability. | 18 | 1 | W-1 |
Legendary Light Armor 4(E) | Upon creation, select Physical or Special damage. Grants +10 DR vs that Class of damage. | 20 | 3 | W-1 |
Legendary Heavy Armor 4(H) | Grants +10 DR. | 22 | 4 | W-2 |
Enhancement | Effect | DC | Value |
Stylish | Select a Social Skill. This item grants a +2 bonus to those Skill Checks. May be applied multiple times, each time selecting a different Skill. This is the only Enhancement that stacks with other Enhancements. | +5 | 100 |
Weather Resistant | Grants Hardy 1. | +5 | 100 |
Stealthy | Grants +2 bonus to your Stealth Value (see Sneak power). | +7 | 200 |
Heavyweight | Gain a +4 bonus against attempts to force you to move, whether it is out of your square or Prone. Increases your WC by 1. The item is 1 Weight heavier. | +7 | 200 |
Type Mitigation | Select a Type. You gain +5 DR against this type. May be applied multiple times, each time selecting a different Type. | +10 | 300 |
Deflective | Grants +1 Evasion. | +10 | 400 |
Class Mitigation | Select a damage Class. You gain +5 DR against this Class of damage. | +12 | 600 |
Absorbing | You are immune to falling damage. | +12 | 1 |
Dampened | Grants the Dead Silent capability. | +12 | 1 |
Anonymizing | Attempts to use Size Up on you automatically fail. They do not learn your Tier. | +12 | 1 |
Regenerative | This item does not completely break when reaching 0 HP, and regenerates 1 HP per round. Grants the wearer a Tick of Temp HP every round, but only if they do not have any Temp HP. | +12 | 1 |
Lightweight | The item is 1 Weight lighter, becoming N-4 if it is already W-1. | +12 | 1 |
Weapons come in 2 types: Small or Large. There are important differences between them:
- Small Weapons:
- Fit into 1 Hand Slot.
- Deal +1 damage per Weapon Quality.
- Target 1 creature.
- If dual wielding, deal another +1 damage per Weapon Quality, but suffer -1 Accuracy. You still only target 1 creature.
- Weigh W-1.
- Cost less.
- Large weapons:
- Fit into 2 Hand Slots.
- Deal +2 damage per Weapon Quality.
- Target 2 creatures.
- Weigh W-2.
- Cost more.
- Shields and Greatshields fit into Hand Slots like weapons, and even bestow Struggle Attacks. However, they do not deal extra damage when attacking.
- As a Standard Action, Shields and Greatshields may be Readied to provide +1 Evasion and +5 DR for a round.
Higher Quality ones allow you new Struggle Attacks that are specific to that Weapon. For instance, a Fine Large Bow might have the Bullseye! Struggle Attack, which grants +4 Critical Range. Masterwork or better Weapons even give you extra Struggle Points when creating new Struggle Attacks!
Weapon | Effect | DC | Value | Weight |
Simple Weapon0(E) | Select a Range – Melee, Short, Medium, or Long – and whether it is Small or Large. This weapon gives a bonus to Physical attacks made at that range, see above. | 8 | 50/ 75 | W-1/ W-2 |
Fine Weapon1(E) | As a Simple Weapon, except you gain +1 Maximum Weapon Attacks while wielding it. The new Weapon Attack must be related to the type of weapon you are wielding. | 11 | 250/ 375 | W-1/ W-2 |
Shield1(E) | Grants +1 Evasion. You gain +1 Maximum Weapon Attacks when wielding it. The new Weapon Attack must be Melee range or Self-targeting. | 11 | 250 | W-1 |
Expert Weapon2(E) | As a Simple Weapon, except you gain +2 Maximum Weapon Attacks while wielding it. | 14 | 750/ 1125 | W-1/ W-2 |
Greatshield2(E) | Grants +1 Evasion and +5 DR, but -1 to all movement capabilities. You gain +1 Maximum Weapon Attacks when wielding it. The new Weapon Attack must be Melee range or Self-targeting. | 14 | 750 | W-2 |
Masterwork Weapon3(E) | As a Simple Weapon, except you gain +2 Maximum Weapon Attacks while wielding it. You gain +1 Struggle Point when creating both of these Weapon Attacks. | 17 | 1/2 | W-1/ W-2 |
Legendary Shield4(E) | As a Shield, except you gain +2 Maximum Weapon Attacks while wielding it. You gain +2 Struggle Points when creating both of these Weapon Attacks. | 20 | 2 | W-1 |
Legendary Weapon4(E) | As a Simple Weapon, except you gain +2 Maximum Weapon Attacks while wielding it. You gain +2 Struggle Points when creating both of these Weapon Attacks. | 20 | 2/4 | W-1/ W-2 |
Legendary Greatshield4(H) | As a Greatshield, except you gain +2 Maximum Weapon Attacks while wielding it. You gain +2 Struggle Point when creating both of these Weapon Attacks. | 22 | 2 | W-2 |
Enhancement | Effect | DC | Value |
Stylish | Select a Social Skill. This weapon grants a +2 bonus to those Skill Checks. May be applied multiple times, each time selecting a different Skill. This is the only Enhancement that stacks with other Enhancements. | +5 | 100 |
Accurate | This weapon has +1 Accuracy to rolls made with it. For each consecutive time this Enhancement is applied, double the cost and DC of the Enhancement. (For example, +2 Accuracy would add +15 to the DC and 450 to the cost of the base weapon) | +5* | 150* |
Keen | This weapon has +1 Critical Range. For each consecutive time this Enhancement is applied, double the cost and DC of the Enhancement. (For example, +2 Critical Range would add +15 to the DC and 450 to the cost of the base weapon) | +5* | 150* |
Heavyweight | Gain a +4 bonus against attempts to force you to move, whether it is out of your square or Prone. Increases your WC by 1. The weapon is 1 Weight heavier. | +7 | 200 |
Reach | Gives the weapon’s Melee attacks the Reach keyword. Melee Weapons Only. | +7 | 200 |
Quick | Grants +5 Initiative while wielding this weapon and it can be drawn/sheathed as a Free Action. | +8 | 250 |
Defensive | As an Interrupt Action, when you hit a target with this weapon you may ready your Shield in your off-hand. | +8 | 250 |
Type Slaying | Select a Type. Attacks made with this weapon against creatures with that Type have +1 Accuracy and Critical Hit range. Stacks once. | +10 | 500 |
Trainer Slaying | Attacks made with this weapon against humans have +1 Accuracy and Critical Hit range. Stacks once. I won’t ask questions. | +10 | 500 |
Minor Destroying | This weapon ignores 5 points of DR on the target. Stacks multiple times. | +10 | 300 |
Major Destroying | You may spend 1 PP to have this weapon’s next successful attack ignore all DR on the target. | +14 | 500 |
Balanced | Whenever you successfully attack with this weapon, any attacks you make on your next turn have +3 Accuracy. | +12 | 500 |
Bloody | You may spend 1 PP to have this weapon’s next successful attack inflict 1 Injury on the target. | +12 | 600 |
Parrying | While wielding this weapon, you gain +1 Evasion against Melee attacks. | +14 | 900 |
Shielding | While wielding this weapon, you gain +1 Evasion against Ranged attacks. | +14 | 900 |
Ghost Strike | This weapon’s attacks can hit and damage creatures that are immune to Normal damage or are Intangible. Striking an Intangible target with this weapon makes the target tangible again. | +12 | 1 |
Regenerative | This item does not completely break when reaching 0 HP, and regenerates 1 HP per round. Grants the wearer a Tick of Temp HP every round, but only if they do not have any Temp HP. | +12 | 1 |
Lightweight | The item is 1 Weight lighter, becoming N-4 if it is already W-1. | +12 | 1 |
Minor Invisibility | You may spend 1 PP to have this weapon gain the Invisibility capability for one round. While active, attacks with this weapon ignore Evasion. | +12 | 1 |
Major Invisibility | You may spend 2 PP to have this item gain the Invisibility capability for 10 minutes. While active, attacks with this weapon ignore Evasion. | +18 | 2 |
Maiming | This weapon grants the Sniper ability when wielded. | +20 | 2 |