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legacy:traits:magical_tailoring

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legacy:traits:magical_tailoring [2025/02/25 17:32] tailkinkerlegacy:traits:magical_tailoring [2025/02/27 13:06] (current) tailkinker
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 You have learned the art of working with magical cloth and leather, weaving hidden runes and enchantments into the very fabric of your creations. This craft allows you to make enchanted items out of cloth and leather, imbuing them with magical properties. You have learned the art of working with magical cloth and leather, weaving hidden runes and enchantments into the very fabric of your creations. This craft allows you to make enchanted items out of cloth and leather, imbuing them with magical properties.
  
-To begin crafting magical item made from cloth or leather, you must spend 5 sp per item level to acquire the raw materials.  This cost is the same regardless of whether the item is a suit of armourcloak, gloves, or any other wearable magical item.+This is two-step process:  Tailoring the base clothing item, and adding the enchantments
  
-You must spend a Down-Time action to begin working on the item. This first day of work focuses on creating the base structure (clothing or leather item) and does not contribute to Completion Points.+===== Tailor Clothing =====
  
-Each subsequent Down-Time action, you may spend a Down-Time action to continue working on the item. Make a Crafting skill check against a TN of 16+**Time Required**:  Varies.\\ 
-  * **Success**:  You gain five Completion Points towards completing the item+**Skill**:  [[legacy:skills:Crafting]].\\ 
-  * **Failure**:  You gain one Completion Point towards completing the item.+**Requires**:  You are [[legacy:rules:actions:take_down_time|Taking Down Time]].
  
-Every Completion Point must be matched by spending 1 sp on special threads, magical fibers, and other materials. +You must begin by creating the base item to be worn.  This requires a certain amount of time based on the item in question, as well as purchasing the raw materials.  These are detailed in the table below. 
 + 
 +^Item          ^  Time      ^  Cost  ^ 
 +|Baldric         8 hours  |  10sp  | 
 +|Belt          |   4 hours  |   5sp 
 +|Boots          12 hours  |  10sp  | 
 +|Cloak          16 hours  |  20sp  | 
 +|Gambeson      |  20 hours  |  30sp  | 
 +|Gloves        |   8 hours  |  15sp  | 
 +|Hat             6 hours  |  15sp  | 
 +|Leather Jack  |  24 hours  |  40sp  | 
 +|Tunic          12 hours  |  25sp  | 
 + 
 +The costs are higher than would be normal to simply purchase the clothing, but this is due to the need to purchase the finest of materials, so that they will hold the enchantment properly. 
 + 
 +You need not perform all the work in a single stretch, but can break it up as you see fit.  This work does not contribute to Completion Points. 
 + 
 +Once you have completed the article of clothing, you may then enchant it. 
 + 
 +===== Enchant Clothing ===== 
 + 
 +**Time Required**:  2 hours.\\ 
 +**Skill**:  [[legacy:skills:Crafting]].\\ 
 +**Requires**:  You are [[legacy:rules:actions:take_down_time|Taking Down Time]]. 
 + 
 +You spend two hours meticulously embroidering tiny runes throughout the workpiece, infusing it with magical properties. Make a Crafting skill check against a TN of 16. 
 +  * **Success**:  You gain one Completion Point towards completing the item, and must spend 1sp on special threads, magical fibers, and other materials
 +  * **Failure**:  You gain no Completion Points, but no cost is incurred, as the materials are pulled back out and saved for later use.
  
 Once you accumulate Completion Points equal to four times the level of the item, the item is finished and imbued with its magic. Once you accumulate Completion Points equal to four times the level of the item, the item is finished and imbued with its magic.
legacy/traits/magical_tailoring.1740504772.txt.gz · Last modified: by tailkinker