v11.13.19a

Tinkering

Once upon a time, long ago, forges burned hot deep underground.  The art of forging, metallurgy and blacksmithing were at the height of its craft.  Ancient races such as Dwarves spent years creating great works of art, weapons, armor, statues.  But much of that knowledge vanished over time.

As the land slid into darkness, many of these arts were lost.  Metal was more difficult to find, the great foundries no longer existing.  The resources that once existed for creating new items were no longer as plentiful, so items were recycled and used again.  Blacksmiths as they once were fell into decline, but instead Tinkers, masters of rebuilding and reuse because the norm around the Land.  

Schematics: The schematics in the chapter are those that are commonly known and understood.  Anyone with the Novice Tinkering skill has access to and can perform any of the Novice Tinkering Schematics as long as she has a Tinker’s Forge available.  This is similarly true of all three ranks of Tinkering.  Hollow Dawn may introduce additional schematics that are not commonly known and must be found through play but those will be rare and usually centered around plot.

Resources: This lists what Resources are required in order to make the Tinkered item successfully.

Uses per Batch: If the process creates more than one of a Tinkered item, then it will be shown here.

Expiration: This will list the duration of the tinkered item.  The default for Expiration is “Never”, meaning that most tinkered items never break because of time..  

Crafting Process: This is the actual description of how the Tinkered item is created: the schematics itself.  These procedures must be followed at a Tinker’s Forge, using the required tools, in order to prepare aTinkered item.  If any part of the crafting process is not followed, the process must either be immediately restarted, or it can be abandoned.  If it is restarted, the resources are not used up, but the process must start again immediately.  If abandoned, all resources that would have been used in the schematic are rendered useless and ruined.

        Most of the crafting process will be per force role-played. If the schematic says to take the hot metal and hammer it into shape for approximately three turns of an hourglass, this should be mimed, rather than actually attempting to destroy the prop. If players wish to bring additional props to enhance their roleplay of crafting, it is encouraged as long as the structure of the crafting process is followed.

Description: The description is the in-game view of the item.  It may contain history, flavor text, or even physical descriptions of the item.  The description says what the crafting character (rather than the player) knows about the item being made.

Effect: This is where the exact mechanical effects of the item are explained.

Tinker’s Forge: In each game, there will usually be a designated game space setup as a Tinker’s Forge.  This is where characters will craft all of their tinkered items. The items that will be there and used in different schematics are the following:


Apprentice Tinkering Schematics

Base Talisman (rod/wand/orb) [Apprentice Schematic]

Crafting Materials Needed: 1 Night Prize, 3 Ingots, 3 Rare Minerals, 1 Hide, 1 Harvest.

Uses per Batch: Creates one base talisman

Expiration: Never

Crafting Process: Crush the Rare Minerals on the Anvil with the hammer.  Collect powder and save.  Now place the three ingots in the forge, pumping the bellows thirty times.  Remove the first Ingot and flatten with hammer on anvil.  Then add the powder from the three Rare Minerals onto the flattened ingot.  Fold ingot and hammer flat again.  Put to one side.  Take out second ingot and flatten on anvil with hammer.  Put Hide down on hot Ingot and then Harvest, as layers.  Fold and hammer flat again.  Take out last Ingot and hammer flat.  Add Night Prize, fold Ingot and hammer flat.  All three Ingots go back in the forge for 30 pumps of the bellows.  Pull back out with tongs, layer and hammer all three flat.  Fold and hammer again.  And a third time.  Now put the result back in the forge for 30 pumps of the bellows.  Pull out and shape.  Work designs in with tools, including the caster-sigil.  Leave to cool for two hours.

Description: This item differs for each caster and usually has some significance to them and ties into how and where they draw their power from.  Many people craft intricate wooden objects with inlaid jewels at the end.  Others use perfectly round metal orbs, polished to perfection, while others use specially enchanted musical instruments. Each one is attuned to the caster it is created for and can only be used by that one person.  There is superstition about channeling magic within the land while carrying another's Talisman as it will call their spirit back to haunt you.

Effect: This allows a tinker to create a special item, called a Talisman which is usually either a rod, orb or wand.  It can be other types of items with Plot approval.  This Talisman has no powers on its own but may be improved by a tinker (at Journeyman and then at Master level).  If it is to have any magical powers, it will need to be enhanced by an Enchanter.  The Talisman must be clearly marked with the caster-sigil of the character for whom it is created, and will be attuned to only that character.  A Talisman can be held in a hand that would normally be empty for spell-casting.

Basic Non-magical Lock  [Apprentice Schematic]

Crafting Materials Needed: 1 Ingot

Uses per Batch: Creates one non-magical lock

Expiration: Never

Crafting Process: Take the ingot, and heat it in the crucible, in the forge, for three turns of the hourglass.  Pour out the molten metal onto the anvil and use the hammer and other tools to  shape the metal into two pieces, one piece rolled into a thin bar, and then bent into a U-shape (for the U shape part of the lock), the other hammered thinly.  Heat the thin piece within the forge using the tongs and pump the bellows ten times.  Remove and shape into a box, leaving one side open.  Use the small intricate tools, put together the inside of the lock, finishing it off by closing the box using pliers.  If keys need to be made, heat up some scrap metal from what you just did for one turn of the hourglass total, pull out, and use the hammer and small tools to cut out the keys.  Quench all of it in the bucket of water.

Description: This is a simple lock, but can keep valuables protected.

Effect:  Creates a non-magical diary style type lock. See the traps and locks chapter on how these are used.  Up to five keys can be created to go along with this lock.

Field Patch Kit [Apprentice Schematic]

Crafting Materials Needed: 2 Resources (Ingots or Hide) per Kit.

Uses per Batch: Unlimited

Expiration: Never

Crafting Process: This Schematic can make as many kits simultaneously as desired, using up 2 Resources per kit.  Using any Ingots that you might have, heat them in the forge for one turn of the hourglass.  Hammer them out flat into plates with 5 blows each and using the hammer and awl, punch holes into the corners plates so that they can quickly be riveted back onto a suit of armor in the field.  If any Hide is used, use the small tools to cut 3 square leather patches per Hide.  Then punch holes into the four corners  of each piece.  Layer the patches.  Rivet the four corners.

Description: This is a small kit of materials preassembled to quickly patch up a suit of armor.  The kit represents a kit including items such as leather strapping, small metal plates, boiled leather scraps, bolts, nuts and rivets.  Can quickly be used to patch up a suit of armor until it can be fully mended at a Tinker’s Forge. 

Effect: This kit allows someone to patch up a suit of armor with a Quick Count of 100.  In order to patch the armor, they player must roleplay as though they are actually fixing the armor.  A Tinker using such a kit will Mend four points of armor.  If a character without any Tinker skill uses a Field Patch Kit, it will Mend only 2 points of armor. This uses up the kit. In game, it should be represented by a 2-4” x 2-4” square piece of leather or leatherish-material, or metal or metal looking-material.  The square should have 4 rivets, one in each corner. Several patch kit props will be provided at the Tinker’s Forge for anyone to use, but players are welcome to come up with their own rep as long as it fits the requirements above.  Using the Field Patch Kit uses it up.

Generic Forged Item  [Apprentice Schematic]

Crafting Materials Needed: 1 Ingot

Uses per Batch: Creates one generic item

Expiration: Never

Crafting Process: The tinker may come up with whatever roleplay makes sense for the item they are creating.  It is entirely up to them to decide how it is built and how long it takes.

Description: This is a basic generic forged item such as a small bronze statue with no real value, or a set of horseshoes.

Effect: This allows a tinker to make a generic forged item around the size of 1 cubic foot that does not have a mechanical benefit.  

Repair Shield  [Apprentice Schematic]

Crafting Materials Needed: 1 Ingot

Uses per Batch: Mends one shield

Expiration: Never

Crafting Process: The Ingot is heated up in the forge in the crucible.  The bellows should be worked 30 times before the Ingot is pulled out and poured onto the shield and adjusted with the small tools before being hammered down.  It should then be left to cool for one turn of the hourglass before being oiled and buffed.

Description: By using the materials at a Tinker’s Forge, the tinker can Mend damage to shields.

Effect: A Tinker can Mend a shield to full Shield Points or Rebuild a shield that has been shattered, taking it to 1 Shield-Point.

Minor Bow Reinforcement [Apprentice Schematic]

Crafting Materials Needed: 2 Ingots, 1 Hide

Uses per Batch: Reinforces one bow

Expiration: Event

Crafting Process: First, wet the Hide and use tools and tongs to stretch the Hide over the anvil.  Keep stretching and working the Hide for one turn of the hourglass, then cut into strips the width of the weapon.  While cutting, heat the two ingots in the forge.  Take out before molten and use the hammer to flatten the ingots into long strips the width of the weapon.  Lay Hide strips on metal strips and punch holes through both layers with the awl and hammer.  Then lay on bow and hammer/rivet into place.

Description: By using simple materials and the tools at a Tinker’s Forge, a Tinker can reinforce a common bow or crossbow past it’s normal breaking point allowing it to take more damage before breaking.

Effect: The Tinker can reinforce a bow or crossbow so that it can withstand the pounding punishment of blades.  As long as the weapon is deemed safe by a Safety Officer, it can be used to block with and will not be shattered as normal.  Once the weapon has taken one blow, the effects of this augmentation will end at the completion of the next Short Rest.  So, an archer could block with a bow for one attack, or for an entire combat, but after resting, would need to have the bow reinforced again.  The projectile weapon’s user should be instructed to Call “Reinforced” when the bow is struck.  If the same player hits it multiple times, it doesn’t need to be called for each blow, just often enough that the other players understand that the bow is reinforced.

Minor Shield Reinforcement [Apprentice Schematic]

Crafting Materials Needed: 2 Ingots

Uses per Batch: Strengthens one shield

Expiration: Event

Crafting Process: Take two ingots and place one in the crucible.  Put both in the forge for one turn of the hourglass.  Remove the one not in the crucible with tongs and hammer for one turn of the hourglass while the other melts, trying to make a thin sheet.  Put it briefly back in the forge for three bellows-pumps before taking it out and cutting into plates with the knife.  Quench each piece in water and lay on shield.  Use the awl to punch holes at the corner of each plate and then take the molten Ingot in the crucible out of the forge and pour a little bit into each awl-hole.  Leave to cool for at least a half hour.

Description: By using the materials at a Tinker’s Forge, the Tinker can reinforce and strengthen a shield beyond its maximum.

Effect: The Tinker can give a shield a Protect that will stop any Effect that would drop the shield to 0 shield-points, including Shield-Breaking and Shatter. The wielder of the shield should call “Protect” when the Counter is used.  This Protect should be communicated to anyone who is given the shield, and the benefits are wasted if the shield is abandoned unmanned.  

Pick [Apprentice Schematic]

Crafting Materials Needed: 3 Ingots

Uses per Batch: Creates one pick

Expiration: Never

Crafting Process: Take the three ingots and place them in the crucible.  With the leather gloves, carry the crucible to the forge and heat in the forge for three turns of the hourglass.  Pour onto anvil and by using the hammer, gently shape it into the pick shape.  To fully craft the pick with the hammer, it will probably take at least two turns of the hourglass.  If needed, reheat in the forge while you are shaping the metal.  Once finished, quench the pick into the bucket of water.

Description: A small pick that is made for the collection of ingots and rare minerals at specific locations.

Effect: This creates a small pick, which allows the wielder, if she has the Prospect skill, to collect Ingots and Rare Minerals from mines and mineral deposits.  This can be used successfully on up to six different mines or mineral deposits until it needs to be re-sharpened (see Tinker Schematics for sharpening).

Runesocket [Apprentice Schematic]

Crafting Materials Needed: 1 Ingot, 3 Rare Minerals

Uses per Batch: Creates one runesocket

Expiration: Never

Crafting Process: Take the 3 Rare Minerals and roughly beat with the knife and hammer until any large chunks are broken up.  Place in the crucible with the ingot and put in the forge for 15 minutes.   Take out and immediately quench.  Then heat in the forge again with 10 pumps of the bellows.  Use the hammer and small tools to fashion a holder for a runestone.   With the tongs, hold the back of the socket against the hottest part of the forge.  Place on weapon to be enhanced and fix with small tools and hammer before holdingit to cool for one turn.

Description: Runestones are powerful object created through Runeforging.  They are imbued with ancient magics but cannot work on their own.  Instead a socket must be created on an item allowing the Runestone to anchor to the item.  Certain types of items are easier to create sockets than others.

Effect: This schematic can be used to put a single socket on an item (shield, weapon, or chestplate).  It will not ever give an item a second or third socket.  These sockets can be used to anchor a Rune which will grant the item a power based on the Rune that is anchored.  One anchored with a runestone, some marking of the Primal Alphabet Rune must be visible on the item. An information card must be filled out for the item with the information of the Runestone.

Sharpen [Apprentice Schematic]

Crafting Materials Needed: None

Uses per Batch: Sharpens 1 crafting implement (regular or master level)

Expiration: Never

Crafting Process: The Tinker should spend at least one hourglass length time per edge of the blade sharpening the implement with a whetstone.  Master implements should be heated in the forge for one turn first.

Description: This process can only be done by a trained Tinker for no cost at a Tinker’s Forge.

Effect: Allows the tinker to re-sharpen a crafting implement, allowing it to be used again as if it were new. Regular crafting implements can be used successfully six times before they need to be sharpened.  Master level implements can be used successfully twelve times before they need to be sharpened.

Sharpening Stone [Apprentice Schematic]

Crafting Materials Needed: 1 Ingot, 1 smooth stone (not a special crafting material).

Uses per Batch: Creates one sharpening stone

Expiration: Event

Crafting Process: Take the ingot.  Put on leather gloves and use the large tongs in the forge for two turns of the hourglass, so that the metal gets red hot.  Pull out the Ingot...strike five times soundly with a hammer on one side of it, flattening the metal. Then flip it over, and strike it five times on this side.  Quench in water.  Use a whetstone to grind one edge for a turn of the hourglass.  Use new edged metal to grind/shape the smooth stone for one turn of the hourglass.

Description: A stone made of a fragile material.  When a blade is ran across the edge it is quickly worn away but not until the object is sharpened.  

Effect: A character using a Sharpening Stone can increase their Spike damage by +1 on one Spike they use before the next Short Rest.  A stone can only be used on weapons with an edge.  If used to sharpen projectiles or thrown weapons, up to three  may be given a +1 to damage.  Finally, a character with Journeyman or higher Tinker skill can use a Sharpening Stone to return one use to a gathering implement (pick, sickle, or skinning knife).  Any usage of a Sharpening Stone takes a Quick Count of 100.  Once it has been used, it is used up and needs to be discarded.  The Sharpening Stone should be repped with some sort of smooth stone.

Sickle [Apprentice Schematic]

Crafting Materials Needed: 2 Ingots, 1 Hide

Uses per Batch: Creates one sickle

Expiration: Never

Crafting Process: Take the two ingots and place them in the crucible.  With the leather gloves, carry the crucible to the forge and heat in the forge for two turns of the hourglass.  Pour onto anvil and by using the hammer, gently shape it into the sickle shape.  It should take about one turn of the hourglass.  Take the hide and wrap it around the handle giving it a good grip.  If needed, reheat in the forge while you are shaping the metal.  Once finished, quench the pick into the bucket of water.

Description: A small sickle that is custom made for harvesting Bloom and Night Prizes.

Effect: This creates a special sickle that allows the wielder, if they have the Gather skill to collect Bloom and Night Prizes.  This can be used six times successfully until it needs to be re-sharpened (see Tinker schematics for sharpening).

Skinning Knife [Apprentice Schematic]

Crafting Materials Needed: 1 Ingot, 2 Hide

Uses per Batch: Creates one Skinning knife

Expiration: Never

Crafting Process: Take the ingot and heat it directly in the forge using leather gloves and long tongs.  Carry the metal to the anvil.  Using the hammer, gently shape it into the knife shape.  It should take about one turn of the hourglass.  Take the hide and wrap it around the handle giving it a good grip.  If needed, reheat in the forge while you are shaping the metal.  Once finished, quench the pick into the bucket of water.  Sharpen on the whetstone.

Description: A small Skinning knife that is custom made for Skinning and harvesting carcasses from animals and monsters.

Effect: The character forges a special knife which allows the wielder, if they have the Hide skill, to collect Hide and Harvest from creatures.   This can be used successfully on six different monsters or animals until it needs to be re-sharpened (see Tinker schematics for sharpening).

Triggered Base Trap  [Apprentice Schematic]

Crafting Materials Needed: 1 Ingot  and either 1 Bloom or 1 Hide

Uses per Batch: Creates one trap

Expiration: Never

Crafting Process: If using Bloom, take the Bloom and strip it, weaving the fibers into a braid.  If using Hide, cut the Hide into strips and braid together.  Heat the Ingot in the crucible and use the bellows 30 times.  The Ingot should be fully molten.  Pour out onto anvil and shape into a box.  Quench.  With the small tools, set the braid inside the box before sealing to build the mechanism.  

Description: A small explosive or mechanical trap that makes a noise and does a slight amount of damage when set off.  It can be a large clamshell trap on the ground, a small tripline hooked to an alchemical explosive, or something similar.

Effect: These traps make a snap sound when they go off. They are represented by mousetraps, party poppers, and snaps. See the Traps and Locks chapter for more information on this item. A character must have the Advanced Trap skill to set traps.  It can be enhanced by turning it into an Area or Alchemical Trap Augment.  The default damage of all traps is 3 damage.

Supervise Armor Mending [Apprentice Schematic]

Crafting Materials Needed: None

Uses per Batch: N/A

Expiration: Never

Crafting Process: The Tinker should look over each person’s armor and show them the type of tools needed to fix their type of armor.  For platemail it should be the hammer, pounding it back into shape.  Chainmail armor should be fixed using pliers and wire, etc.  

Description: The Tinker should give basic instructions.  Armor should not have to be removed to be fixed.

Effect: After instructing up to six others in how to Mend their armor, the others can each spend one turn of the hourglass bringing one suit of armor up to its maximum Armor Points (this is a Mend Effect). Tinkers can always Mend any suit of armor to maximum points by spending one turn patching it up.


Journeyman Tinkering Schematics

Basic Magical Lock Housing [Journeyman Schematic]

Crafting Materials Needed: 1 Ingot, 1 Rare Mineral, 1 Harvest, 1 Night Prize

Uses per Batch: Creates one magical class 0 lock

Expiration: Never

Crafting Process: Cold-beat Ingot with hammer for at least two turns of the hourglass.  Then put into forge briefly for three bellows pumps.  Remove and put Rare Minerals onto still-hot ingot.  Fold and beat.  Fold and beat again.  Take the Harvest and Night Prize and burn to ash in crucible.  While they are burning, cold-beat Ingot flat again.  Heat metal plate in forge briefly before pouring ash evenly over surface and then folding and beating.  Finally, put ingot into crucible and melt (two turns of the hourglass).  Use tools, tongs, and hammer to beat into shape and work in the names the lock is to be attuned to.  If performed correctly, a coppery thread of solid magic will stretch out from the lock when it is complete.

Description: An object (around 4”x4”x4”) covered in swirls and whorls designed to channel magical energy.  The Tinker can work up to five names (Common names, not Truenames) into the structure of the box and these five are the only ones for whom the lock will not keep the box or door shut (once the lock is empowered magically).  After it has been made magical, it can be used to seal portals or boxes.  When attached to a door or box and focused on, the magical lock will seal the door or box magically.  Tendrils of magical extend out from the lock and only by using lock wands can one open the lock if you are not attuned to it.

Effect: The tinker can make a basic class 0 magical lock (the wire cannot have significant bends in it).  This lock must be activated by an enchanter and the class of lock can be improved by a more skilled Tinker.  Once the lock is magically activated, anyone may take the unattuned magical lock and focus upon an object that can be normally locked (a door, box, etc) while holding the magical lock to the object.  After Focusing for a Slow Count of 60, the magical lock attunes to that location or object permanently and must be attached there, along with the lock information card.   It may not be upgraded once attuned.  If anyone other than one of the people named on the information card (chosen at the time the housing was created), they will need to use a lock wand (see the Traps and Locks Chapter).  An information card must be provided to show who is attuned to the lock.

Black Arrow  [Journeyman Schematic]

Crafting Materials Needed: 1 Rare Mineral, 1 Ingot, 1 Hide

Uses per Batch: 1 Arrow

Expiration: Perm until used up.

Crafting Process: Wet the Hide and stretch over the anvil.  Leave to dry for at least three turns of the hourglass. Put the Ingot in the crucible and melt in the forge for 15 pumps of the bellows.  Pour it out in a line on the anvil.  Sprinkle the Rare Minerals into one end.  This end will be the tip.  Shape into an arrow with the hammer.  Wrap the stretched hide around it. Sharpen with the whetstone for 1 turn of the hourglass to a very sharp point.

Description: The Tinker builds one special arrow, called a Black Arrow.

Effect: The user of the Black Arrow can fire one shot that, with the expenditure of a Spike, can be Called with Piercing Damage and the Final modifier.  The arrow itself must be marked with a white streamer, and, if it misses, it is not expended, although that particular arrow must be retrieved first.  Once it hits, however, the Black Arrow is expended and cannot be used again even if retrieved.

Craft Item  [Journeyman Schematic]

Crafting Materials Needed: 4 resources of any combination of Ingots and Hide.

Uses per Batch: Creates one generic item

Expiration: Never

Crafting Process: The tinker may come up with whatever roleplay makes sense for the item they are creating.  It is entirely up to them to decide how it is built and how long it takes.

Description: This is a more advanced item than the Generic Forged Item makes at the Apprentice level.  This schematic creates an item such as a sword, a bow, a shield, or a piece of armor.   This schematic is usually used when an item has been lost, or an extra is needed for a ritual or other purpose.

Effect: This allows a tinker to make a weapon, shield, piece of armor, or group of up to 6 thrown weapons or projectiles.  The prop for the creation must be available.

Exotic Weapon  [Journeyman Schematic]

Crafting Materials Needed: 3 Ingots, 2 Hide, a small pouch of the special material (silver, cold iron, wood, or salt)

Uses per Batch: One melee, three thrown, or three projectiles.

Expiration: Never

Crafting Process: Put Ingots into the crucible and let melt for two turns of the hourglass.  While waiting, empty the pouch and sort through for the best pieces of the special material.  Put aside the best pieces.  Put the rejected pieces into mortar and grind to a fine powder.  Using tongs to remove the crucible, pour long lines of metal onto the anvil.  Add the best materials to each one.  Put the fine powder into the crucible and place back in forge to burn.  Let each line of metal rest for one turn.  Put all the lines together and cold beat with hammer for 25 blows.  Use tongs to return to forge.  Beat for 25 more blows, making sure to flip the bar every 5.  Complete forging of weapon however desired.  Wrap hilt or shaft in Hide.  Quench in water (including Hide).  Sharpen edges with whetstone if it has any.

Description: Often times normal steel isn’t good enough. Weapons of wood, silver, salt, and cold iron are sometimes created to fight off supernatural horrors of the land.  Tinkers have found ways of creating weapons out of these special materials, or at least, with blades strong enough to survive combat.  While not the most hearty of weapons, they have often times been key to defeating the enemies of The People.

Effect:  These weapons are Permanent, but due to the nature of their material may never be enchanted or improved with sockets. The weapon is created with the ability to add one of the following Accents at-will. The types of weapons that can be created are wood, silver, salt and cold iron.  Weapon attacks made with these weapons can always add the “by Wood”, “by Silver”, “by Salt” or “by Cold Iron” Accent if the attack does not already have an Accent (other than “by Weapon”).

Forgesource [Journeyman Schematic]

Crafting Materials Needed: 1 Ingot, 10 packets of materia

Uses per Batch: Creates one Forgesource

Expiration: Never

Crafting Process: The Tinker melts the Ingot in the Crucible, then pours it out drip by drip into the quenching bucket, making small nuggets of  metal.  Ten of these are collected and pounded flat with the hammer.  With the small tools, inscribe each with a different number of straight lines from one to ten.  Fill the grooves with materia, generally from one spell-packet.  Place all the lined discs together with the lines always perpendicular to the lines on the disc behind.  Now leave in the forge for eight hours.

Description: This is a small cylinder which absorbs the heat and energy from the forge.  It will be slightly warm to the touch at all times and will feel electric, making hairs stand up.

Effect: A forgesource is a reservoir of magical energy that can be used as a component for a number of other Tinkering Schematics.

Full Patch Kit [Journeyman Schematic]

Crafting Materials Needed: Any combination of 4 Ingot or Hide.

Uses per Batch: Creates one kit.

Expiration: Never

Crafting Process: This Schematic can make as many kits simultaneously as desired, using up 4 Resources per kit.  Using any Ingots that you might have, heat them in the forge for one turn of the hourglass.  Hammer them out flat into plates with 5 blows each and using the hammer and awl, punch holes into the corners plates, and one hole in the middle of two other sides, so that they can quickly be riveted back onto a suit of armor in the field.  If any Hide is used, use the small tools to cut three rectangular leather patches per Hide.  Then punch holes into the four corners of each piece and a hole into the middle of each long side of the rectangle.  Layer the patches.  Rivet the four corners.

Description:  This is a large kit of materials preassembled to quickly patch up a suit of armor. It includes items such as leather strapping, large metal plates, boiled leather scraps, bolts, nuts and rivets.  Can quickly be used to patch up a suit of armor until it can be fully Mended at a Tinker’s Forge.

Effect: This kit allows someone to patch up a suit of armor with a Quick Count of 100.  In order to patch the armor, they player must roleplay as though they are actually fixing the armor.  Normally, a Field Patch Kit will Mend 4 points of Armor, but a character with the Tinker skill can Mend a suit of armor to its maximum value.  In game, it should be represented by a 2-4” x 4-7” piece of leather or leatherish-material, or metal or metal looking-material.  The rectangle should have 6 rivets, one in each corner and one on each long side. Several patch kit props will be provided at the Tinker’s Forge for anyone to use, but players are welcome to come up with their own rep as long as it fits the requirements above. Using the Full Patch Kit uses it up.

Improved Lockwand [Journeyman Schematic]

Crafting Materials Needed: 2 Ingots, 1 Rare Mineral

Uses per Batch: One  Lockwand

Expiration: Never

Crafting Process: Using the back of the knife, carefully crush the Rare Minerals into a fine powder.  Heat one ingot in the forge for one turn of the hourglass while pumping the bellows.  Sprinkle the Rare Minerals onto the Ingot.  Add second Ingot and pump bellows for another turn of the hourglass.  Pour onto the anvil and flatten for 10 strikes of the hammer.  Use tools, tongs, and hammer to shape the metal into the final shape of the lockwand.  Quench after completed.

Description: This lockwand has been carefully crafted in order to more carefully navigate the tendrils of magical energy of magical locks.  

Effect: This lockwand has two specific benefits.  The first is that the opening can be up to ¾ of an inch wide and the length of the lockwand need only be 1 ½ inches long.  The second benefit is that the lockwand allows one “touch” per attempt on the lock.  This means, that once per attempt, when the lockwand touches the wire, the player can call “Touch” and, once the lockwand is no longer touching the wire, continue on from that point, rather than starting again.

Improve Talisman  [Journeyman Schematic]

Crafting Materials Needed: 1 Ingot, 4 Rare Mineral OR 3 Hide, 3 Rare Minerals.

Uses per Batch: Improves one Base Talisman

Expiration: Never

Crafting Process: Pound all Rare Minerals into fine powder for one turn of the hourglass.  Put powder and all other Resources into crucible and put into forge.  Pump bellows 50 times for extreme heat.   Take out and add 13 drops of water.  Stir to make a paste.  Cover Talisman entirely with paste and place back in forge for 1 hour.  Take out with tongs and leave to cool for one hour.  Do not quench.

Description: The journeyman Tinker may take an existing activated talisman and refine and polish it to a level where greater magical energies are released.

Effect: Once improved, the talisman can allow its attuned owner to twin a spell, giving greater power from a single casting.  If the Talisman is attuned to an Arcane caster, once per Long Rest, when the character charges a packet, she can call “Twin Spell” at the beginning of the incant, and charge one additional packet at the same time.  For multiple-packet spells, this will add one.  For a Divine caster, once per Long Rest, when the character uses a Touch-delivered spell, she can call “Twin Touch” at the beginning of the incant, and affect twice the normal number of targets (doubling it for multiple-target touch spells).  All the targets of the spell are considered targets of the same casting

Kill Zone Base Trap [Master Schematic]

Crafting Materials Needed: 1 Ingot, 1 Bloom, 1 Hide

Uses per Batch: Improves one Trap

Expiration: Until used

Crafting Process: The tinker should take the Ingot, and after heating it in the forge for 1 turn of the hourglass, they should pull it out, striking it flat on the anvil for 10 strikes of the hammer.  Using the tongs again, heat it briefly in the forge for another turn of the hourglass and then shape it into a container for the poison.  Strip the bloom and braid it into a long pull cord.  Use the knife to cut 10 strips out of the Hide and wrap around the container.  Attach the pull cord to the container using the small tools, taking at least 1 full turn of the hourglass to do so.  Lastly, if desired, add in a specific poison to the container brewed by an alchemist.

Description: The tinker can design a trap with a pull cord for someone in hiding to set off if they are nearby.  It is a versatile trap that can be augmented to affect an area or with different effects..

Effect: This trap is set up by marking an area with a perimeter rope with a maximum length of 50 feet. If it is at night it must glow clearly.  When a person/monster enters the area, the trapper may call a verbal attack on an individual within the area.  See the Trap and Locks chapter for more information on this item. You must have the Advanced Trap skill to set traps.  The default damage of all traps is 3 damage.

Latch Base Trap  [Journeyman Schematic]

Crafting Materials Needed: 1 Ingots, 1 Rare Mineral, 1 Forgesource

Uses per Batch: One Trap

Expiration: Never

Crafting Process: Heat ingot just enough to cut with knife.  Make six pieces.  Use tools, knife, and hammer to form into a six-sided box just long enough to hold Forgesource.  Add a splash of water into Rare Minerals.   Pump the bellows 10 times to stoke fire, then put Rare Minerals in the crucible to heat in the forge for 10 seconds.  Take out and use tools to coat inside pieces of box with Rare Minerals.  Put Forgesource in and heat pieces of metal enough to seal edges.  Quench.

Description: By harnessing and storing small bits of energy in metal containers, the Tinker can create a trap protect a lock from being picked.

Effect: This trap protects a lock (on a box or door for example) from being picked.  See the Trap and Locks chapter for more information on this item. You must have the Advanced Trap skill to set traps.  The base effect is 3 damage.  It can be enhanced by adding an Area or Alchemical Trap Augment.    The default damage of all traps is 3 damage.

Rebuild Item [Journeyman Schematic]

Crafting Materials Needed: 1 Ingot, 1 Hide

Uses per Batch: Rebuilds one item

Expiration: Never

Crafting Process: Using the Ingot and Hide perform any and all work on the item over the period of three turns of the hourglass.

Description: Magical effects, acid, dropping from tall cliffs, often times damages equipment to the point where it is unusable.  Tinkers are experts at patching up old equipment so that it can be used again.

Effect: If an item has been shattered, this Rebuilds the item fully.

Reinforce Bow  [Journeyman Schematic]

Crafting Materials Needed: 4 Ingots, 2 Hide

Uses per Batch: Reinforces one bow

Expiration: Event

Crafting Process: First, wet the Hide and use tools and tongs to stretch both pieces of Hide over the anvil.  Keep stretching and working the Hides for one turn of the hourglass, then cut into strips the width of the bow.  While cutting, heat two of the ingots in the forge.  Take out before molten and use the hammer to flatten the ingots into long strips the width of the bow.  Flatten the other two Ingots with the hammer while cold, 25 blows each.  Sandwich the Hide between the hot metal strips and the cold ones and punch holes through all layers with the awl and hammer.  Then lay on bow and hammer/rivet into place.

Description: The tinker uses strong materials to protect a bow from almost all blows for a long period of time.

Effect: The Tinker can reinforce a bow so that it can withstand the pounding punishment of blades.  As long as the bow is deemed safe by a Safety Officer, it can be used to block with and will not be shattered as normal.  Once the bow has taken one blow, the effects of this schematic will end at the completion of the next Long Rest.  So, an archer could block with a bow for one attack and then for the rest of that day, but after a Long Rest, would need to have the bow reinforced again.  If a bow is already reinforced with the Minor Bow Reinforcement, a Journeyman can enhance it to this level of reinforcement with only 2 Ingots and 1 Hide.  The bow’s user should be instructed to Call “Reinforced” when the bow is struck.  If the same player hits it multiple times, it doesn’t need to be called for each blow, just often enough that the other players understand that the bow is reinforced.

Shield Strengthening [Journeyman Schematic]

Crafting Materials Needed: 3 Ingots

Uses per Batch: Strengthens one shield

Expiration: Until used

Crafting Process: Place one Ingot in the crucible.  Put all Ingots in the forge for two turns of the hourglass.  Remove the two that are not in the crucible with tongs and leave one to sit for one turn of the hourglass.  Quench the other immediately.  Hammer both into separate sheets then layer the sheets and hammer 25 times while the third melts, trying to make a single thin sheet.  Put sheet briefly back in the forge for three bellows-pumps before taking it out and cutting into plates with the knife.  Quench each piece in water and lay on shield.  Use the awl to punch holes at the corner of each plate and then take the molten Ingot in the crucible out of the forge and pour a little bit into each awl-hole.  Leave to cool for at least a half hour.

Description: Creates a number of multi-layer laminated armor sheets for a shield.

Effect: The Tinker can Mend a shield to full shield-points and give it a Protect against anything that would shatter the shield, including Shield-Breaking damage and the Shatter Effect.  The Shield also gets one Protect against Wounding or Piercing Effects, stopping them from getting through the shield if they hit it.  The wielder of the shield should call “Protect” when either Counter is used.  These Protects should be communicated to anyone who is given the shield, and the benefits are wasted if the shield is abandoned unmanned.  

Second Runesocket [Journeyman Schematic]

Crafting Materials Needed: 2 Ingots, 4 Rare Minerals, 2 Harvest

Uses per Batch: Adds one socket

Expiration: Never

Crafting Process: Take the four Rare Mineral and roughly beat with the knife and hammer until any large chunks are broken up.  Crush Harvest and place in crucible for one turn until burned.  Without emptying the crucible, put the Rare Minerals in with the two ingots and put in the forge for 15 minutes.   Take out and immediately quench.  Then heat in the forge again with 15 pumps of the bellows.  Use the hammer and small tools to fashion a holder for a runestone.  Holder will need to be more intricately worked, and this usually loses about half the metal if done properly.  That excess should be discarded.  With the tongs, hold the back of the socket against the hottest part of the forge.  Place on weapon to be enhanced and fix with small tools and hammer before holdingit to cool for one turn.

Description: Runestones are powerful object created through Runeforging.  They are imbued with ancient magics but cannot work on their own.  Instead a socket must be created on an item allowing the Runestone to anchor to the item.  Certain types of items are easier to create sockets than others.  Journeyman Tinkers are deft enough to craft a second socket into an item that already has a first socket.
Effect: The item will be given a second runesocket. These sockets can be used to anchor a Rune which will grant the item a power based on the Rune that is anchored.  One anchored with a runestone, some marking of the Primal Alphabet Rune must be visible on the item. An information card must be filled out for the item with the information of the Runestone.

Upgrade Magic Lock [Journeyman Schematic]

Crafting Materials Needed: 1 Ingot, 1 Rare Mineral, 1 Harvest, 1 Night Prize, Class 0/1/2 Magical Lock

Uses per Batch: Adjusts one lock

Expiration: Never

Crafting Process: Take the Harvest and Night Prize and burn to ash in crucible.  Take magical lock, and heat in Forge for 3 pumps of the bellows.  Remove and pound the ash created from the Harvest and Night Prize into the hot metal of the magical lock.  Take the Ingot, and cold-beat it flat for 10 strikes of the Hammer. Place the Rare Minerals in the middle of the flattened Ingot.  Place the lock on top of the flattened Ingot and place both in the Forge for 5 turns of the hourglass.  Remove and use the tongs and tools to make sure that the two pieces are joined.  Let cool for at least one hour before using.  If performed correctly, a more complex coppery thread of solid magic will stretch out from the lock when it is complete.

Description: Using skill and patience, a magical lock can be upgraded to a more difficult type.

Effect: The Tinker can upgrade a Class 0 magical lock to a Class 1, or a Class 1 to a Class 2.  A Class 1 lock has a wire with actual turns in it, but no loops or hard turns.  A Class 2 magical lock can have a single loose loop, as well as some bends or curves, but no other significant complications.


Master Level Tinkering Schematics

Air Blade [Master Schematic]

Crafting Materials Needed: 3 Hide, 6 Ingots, 6 Rare Minerals, 1 Harvest

Uses per Batch: One Blade

Expiration: Never

Crafting Process: Melt Ingots in the crucible by pumping the bellows 25 times.  Pour out onto anvil and begin to fold, trying to trap bubbles with each fold.  Do this for one turn of the hourglass.  Then pour out Rare Minerals all around the edges of the metal.  Use the bellows to blow the Rare Mineral dust at and over the cooling metal.   With the tongs, hold the metal in the forge briefly before taking out and shaping with hammer and small tools into a shortsword.  Work in the Harvest to the hilt and guard.  Wrap handle with Hide.  Then use whetstone to sharpen the blade.

Description: This masterwork blade is light and flexible, without being brittle or dull.

Effect: This Shortsword counts as a Hand Weapon for the purposes of Powers that require a Hand Weapon.  The character still needs to have proficiency with a Shortsword.  The weapon will attune to the first character that holds it by the hilt.

Alchemical Trap Augment [Master Schematic]

Crafting Materials Needed: 2 Ingots, 1 Harvest, 3 Bloom, 1 dose of poison

Uses per Batch: Improves one Trap

Expiration: Until used

Crafting Process: Break up the bloom into small pieces.  Use the knife to shave the Harvest into thin shavings and mix in with the Bloom.  Take the 2 Ingots and place in Crucible. Heat the Ingots for 4 turns of the hourglass or until they are almost molten metal. Pour out onto the surface of the Anvil and hammer into the metal half of the bloom and harvest mixture.  Folder metal twice over while hammering.  Place back in forge for 2 turns of the hourglass to heat.  Remove, and use the tongs, leather gloves and small tools to shape into a sealed box with a hole at the top.  Stuff box with the second half of the Bloom and Harvest mixture.  Deftly pour the one dose of poison into one of the openings, carefully to not smell or touch the poison.  Use the small tools to seal the box and attach to the trap.  

Description: Tinkers are able to deftly create containers to replace the effect on traps with a variety of alchemical poison.

Effect: Changes the Effect of the trap to the Effect that the added poison has when it is ingested. Add the Alchemy card to the card attached to the trap and describe the Effect on it.  Below is the list of poisons that can be added to a trap this way.  See the Traps and Locks chapter for more information.  Traps that have been augmented with the Area Trap Augment may not be enhanced Alchemical Trap Augments (Alchemical must come before Area).

Area Trap Augment [Master Schematic]

Crafting Materials Needed: 1 Ingot, 1 Skin, 2 Harvest, 2 more doses of poison if it already contains an Alchemical Trap Augment.

Uses per Batch: Improves one Trap

Expiration: Until used

Crafting Process: The Tinker should take the Ingot and heat it in the forge while pumping the bellows 30 times.  After the Ingot is red hot, it shold be removed with the tongs shaped into a flat rectangle using the hammer, tongs and small tools.  The two Harvest should be shaved with the knife into small pieces and hammered into the metal of the Ingot for 10 strikes of the hammer.  The metal should be once again heated for 3 turns of the hourglass.  Once red hot, use the hammer and anvil to shape the metal into a cylinder.  Quench the metal and then after cutting the hide into strips, use the hide to attach the cylinder to the trap.  If it has been enhanced with poison, two more vials of the poison may be carefully inserted into the metal cylinder.

Description: By using mechanical effects, the tinker can rig a trap to affect an area rather than just the individual that triggers it.

Effect: This augment changes the delivery of the trap from affecting the individual that triggered it, to everyone within a room.  The delivery will begin with the words "In This Room..." Everybody in the affected area will take the effect.  If used outside the trap will only affect the person triggering the trap.  

Armor Invulnerable [Master Schematic]

Crafting Materials Needed: 10 Ingots, 5 Rare Minerals, 2 Hide

Uses per Batch: Improves one piece of armor

Expiration: Never

Crafting Process: One by one, place each Ingot into the crucible and then into the forge.  Pump the bellows 10 times for each one, then take each one out and pound flat with 20 hammer blows.  Make a pile.  Make three layer sandwiches of flat plate, Rare Mineral, flat plate.  Put each three-layer stack into the forge with the tongs, pump the bellows 5 times, then pull out and pound flat with 10 hammer blows.  Heat one side of each sandwich and hammer onto inside of armor.  Use strips of hide to soften edges.

Description: The Tinker adds subtle patterns and creases to already existing armor, designed to channel energy away from the body and around the wearer.

Effect: The Tinker augments this armor to the point that the wearer of this armor need fear very little.  As long as the one enhanced piece of armor is worn, all the character’s armor has Shatter Immunity and grants its wearer Resistance to Wounding and Piercing damage that strikes the character or their equipment.  “Resist” must be called when this comes into play.  The armor will attune to the first character who wears it, and cannot be worn by others. Armor augmented with Armor Invulnerable is a Signature Item (no character can ever be attuned to more than one Signature Item at a time).

Armorer’s Kit [Master Schematic]

Crafting Materials Needed: 9 Ingots, 6 Hide, 2 Harvest, 1 Rare Minerals

Uses per Batch: 1 Kit

Expiration: Never

Crafting Process: The Ingots must be heated up in the crucible in sets of three.  Each one must be given 5 pumps of the bellows and then left in the forge for one turn of the hourglass.  The molten metal is then taken out and poured onto the anvil in small lines, which are then worked with the small tools to make the armorer’s tools.  One of the Harvest and the Rare Minerals must be worked into two special tools.  Each of these must be fashioned for one turn of the hourglass.  Finally, four of the Hide is sliced with the knife into very thin strips which are used as handle wrappings on some tools, as well as sewing leather cord which will go in the kit.  The last Harvest is fashioned with the knife into a sewing needle and it and the last two Hide are used to prepare the small pouch/wallet that will hold the Armorer’s Kit.

Description:  This is a small kit filled with armor-mending equipment.  It can have tools, spare materials, etc, whatever the Tinker feels she would need. It is up to the tinker to decide how big they want their kits to be.

Effect: This is a kit that any Tinker can use regardless of skill.  It allows the Tinker to Mend a suit of armor to full armor-points by expending an Ingot or Hide each time they Mend a suit of armor (the expended Resource should be placed in an Ashbin as soon as possible after use).  The Tinker must roleplay fixing the armor for a Quick Count of 200 each time it is used.  This kit is not used up when used.

Drinking Knife [Master Schematic]

Crafting Materials Needed: 3 Ingots, 4 Rare Minerals, 3 Harvest, 2 Hide

Uses per Batch: One thrown weapon

Expiration: Never

Crafting Process: Carve the Harvest into tubules, finding the natural channels in bone and tooth to create small tubes  Heat the Ingots for two turns of the hourglass in the forge before taking out splitting into two equal amounts and hammering one half into the weapon shape.  Crush Rare Minerals with knife blade and hammer.  Pour a line of the crushed Rare Minerals along the middle of the sword shape before laying the tubules in a line over the rare minerals. Heat the extra half of the metal in the forge again, stoking the fire with 15 pumps of the bellows before laying over the other half and beating solid.  Shape with hammer and tools and then wrap the hilt with the Hide before quenching in the water and then sharpening with the whetstone.

Description: This thrown weapon is one of the pinnacle items of the throwing specialist.  Its metal changes color as it draws in poisons, ready to doom others.

Effect: This item will only work for the first person that feeds it: the first user to let it drink Poison will become it’s attuned wielder.  This thrown weapon has two special properties that make it prized amongst those who specialize with thrown weapons.  The first is that by dipping the tip in a poison for a Quick Count of 30, the weapon will act as if that poison had been applied to the blade.  The poison is consumed into the blade.   No skill (such as poisoner) is needed for this to work.  In addition, the weapon gains a +1 bonus to it’s Spike damage when loaded with poison.  Finally, once per Short Rest the attuned wielder can become insubstantial, move to the thrown weapon, pick it up, move back to where they started, and then call “Dispel Insubstantial”.  While insubstantial they can do nothing else besides this.

Greater Talisman (rod/wand/orb) [Master Schematic]

Crafting Materials Needed: 4 Rare Minerals, 4 Harvest, 1 Foundation Resource Infusion - Energy (for Arcane) or Spark (for Divine), 1 Foundation Resource Infusion - Firmament.

Uses per Batch: Upgrades one improved Talisman.

Expiration: Never (unless revoked)

Crafting Process: Starting with 2 of the Harvest, cut up each into 10 small parts with the knife.  Heat the harvest in the forge with the crucible for about ½ a turn of the hourglass, or just until steam starts to rise.  Remove from heat, and take the talisman and plunge the end of it into the crucible with the steaming harvest.  Count 10 slow breaths and then remove.  Take the Rare Minerals and pound them into a fine powder for 1 turn of the hourglass.  Sprinkle the Rare Minerals over the Talisman and insert the talisma into the forge for another turn of the hourglass.  Remove and pour the Energy or Spark Foundation Resource Infusion over the Talisman.  Chop the other 2 pieces of harvest into fine pieces that are sharp.  Press them into the Talisman.  Lastly, make sure that the Talisman is touching the earth, and then pour the Firmament over the Talisman.  Let rest on the ground for 1 turn of the hourglass.

Description:  These talismans are highly prized by those that wield them have great significance.  Like all Talismans, they are attuned to the one whose caster-sigil is worked into its creation and a caster may only have one Talisman at a time.

Effect:   If the Talisman is attuned to an Arcane caster, it gives a pool of elemental power (Stone, Fire, Ice, or Water) that the caster can tap into using the Talisman.  The power can be released by packet delivery, in any increment up to the caster’s level.  The Talisman has 20 points in it.  The incant for this spell is "I invoke the [Element]" while touching the Talisman to the Packet (spell-packet or spell-ball), and the call is "[damage] by Stone/Fire/Ice/Water".  This pool refreshes after a Long Rest.  
        If the Talisman is attuned to a Divine caster, it holds a pool of healing power that can be released by packet delivery, in any increment.  The Talisman adds 20 points to the pool.  The incant for this spell is "I invoke the powers of life" while touching the Talisman to the Packet (spell-packet or spell-ball), and the call is "Heal [amount]".  This pool refreshes after a Long Rest.  A Greater Talisman
is a Signature Item (no character can ever be attuned to more than one Signature Item at a time).

Impervious Shield [Master Schematic]

Crafting Materials Needed: 10 Ingots, 1 Hide, 1 Foundation Resource Infusion - Power, 1 Foundation Resource Infusion - Refuge

Uses per Batch: 1 shield

Expiration: Never

Crafting Process: Melt three ingots in the crucible by putting it in the forge and working the bellows 10 times.  Then stir in the Foundation Resource Infusion - Power.  Pour mixture directly into quench and then take out with tongs and put aside.  Melt three more ingots in the crucible in the same way (10 bellows-pulls) and then stir in Foundation Resource Infusion - Refuge.  Quench immediately and then take out with tongs and put aside.  Melt and cool three more of the Ingots in the same way.  This should leave one Ingot, which should be placed in the crucible to become molten.  One by one, use the tongs to hold them in the forge and then beat flat with the hammer (50 blows each).  Form into a shield shape and use the melted Ingot in the crucible to put pieces together.  Finally, wrap handle in the Hide.

Description: The master tinker can defty structural reinforce key pieces of a shield to greatly beyond its base strength by using raw metal.

Effect: The Tinker can mend a shield to full shield-points and give it enormous protective power.  An Impervious Shield grants Resistance to all Effects that hit it, meaning that whether it is Shield-Breaking, Wounding, Piercing, or Death, the wielder calls “Resist” and takes 1 point of damage instead.  The two exceptions are Dispel and Shatter.  A Dispel that hits an Impervious Shield will turn it into a regular shield until the shield has a Rebuild Effect used on it.  A Shatter Effect against the shield will pass 5 points of damage on to the wielder, but will not Shatter the shield.  An Impervious Shield is a Signature Item (no character can ever be attuned to more than one Signature Item at a time).

Master Pick [Master Schematic]

Crafting Materials Needed: 1 Hide, 2 Ingots, 2 Rare Minerals

Uses per Batch: One Master Pick

Expiration: Never

Crafting Process: Take the two ingots and place them in the crucible.  With the leather gloves, carry the crucible to the forge and heat in the forge for three turns of the hourglass.  Pour onto anvil and by using the hammer, gently shape it into the pick shape.  Make sure to beat Rare Minerals into the pick-head. To fully craft the pick with the hammer, it will take at least two turns of the hourglass.  If needed, reheat in the forge while you are shaping the metal.  Once finished, quench the pick in the bucket of water.  Wrap handle with Hide.

Description:  This is a beautifully wrought pick with a sharp head meant for both digging through rock and for endurance: it keeps its tip beautifully.

Effect: This implement is specially refined to the wielder’s specification, making it the perfect weight and balance for prospecting for metals and minerals.  It can be used successfully up to 12 times before needing to be sharpened.  In addition, it is constructed with a single runesocket.  Unfortunately, due to the customization, this is an attuned item: the person is it created for is the only person that may use it for gathering.

Master Skinning Knife [Master Schematic]

Crafting Materials Needed: 2 Hide, 1 Ingot, 1 Rare Mineral, 1 Harvest

Uses per Batch: One Master Skinning Knife

Expiration: Never

Crafting Process: Take the ingot and heat it directly in the forge using leather gloves and long tongs.  Carry the metal to the anvil.  Using the hammer, gently shape it into the knife shape, folding metal around the Harvest as you go.  It should take about two turns of the hourglass.  Beat the Rare Minerals into the blade of the knife, crushing any larger grit in the Rare Minerals as you do. Take the two Hides and cut into strips.  Wrap these around the handle giving it a good grip.  If needed, reheat in the forge while you are shaping the metal.  Once finished, quench the knife in the bucket of water.  Sharpen on the whetstone.

Description: This blade is meant for the hand.  Its sharpness is obvious, as its utility for removing skin from bone.

Effect: This implement is specially refined to the wielder’s specification, making it the perfect weight and balance for prospecting for Hide and Harvest.  It can be used successfully  up to 12 times before needing to be sharpened.  In addition, it is constructed with a single runesocket.  Unfortunately, due to the customization, it is an attuned item:  the person is it created for is the only person that may use it for gathering.

Master Sickle [Master Schematic]

Crafting Materials Needed: 2 Hide, 3 Ingots, 1 Harvest

Uses per Batch: One Master Sickle

Expiration: Never

Crafting Process: Take the three ingots and place them in the crucible.  With the leather gloves, carry the crucible to the forge and heat in the forge for two turns of the hourglass.  Pour onto anvil and by using the hammer, gently shape it into the sickle shape, folding the blade around the Harvest.  It should take about one turn of the hourglass.  Take the Hides and slice into strips.  Wrap these around the handle giving it a good grip.  If needed, reheat in the forge while you are shaping the metal.  Once finished, quench the sickle in the bucket of water.

Description: With a blade that seems sharp enough to cut cloud, a Master Sickle is beautiful and functional, designed to endure without dulling.

Effect: This implement is specially refined to the wielder’s specification, making it the perfect weight and balance for harvesting Bloom and Night Prizes.   It can be used successfully up to 12 times before needing to be sharpened.  In addition, it is constructed with a single runesocket.  Unfortunately, due to the customization, this is an attuned item: the person is it created for is the only person that may use it for gathering.

Reflective Shield [Master Schematic]

Crafting Materials Needed: 3 Ingots, 5 Rare Minerals, 3 Hide

Uses per Batch: Improves one shield

Expiration: Never

Crafting Process: Place the Rare Minerals in the crucible and heat to extreme temperatures, pumping the bellows 25 times.  Sprinkle liberally over shield.  Put Hide in crucible and repeat, burning the Hide completely.  Add ingots to the crucible and melt over a period of 30 minutes.  Take out, stir, and put back in for 1 turn of the hourglass.  Then pour over shield.  Pour water over shield.  Then buff.

Description: This improves a shield, adding miniscule alloys into the original construction to collect and focus magical and other energy so that it can be stored and released.

Effect: Once per Short Rest, the wielder of the shield may Counter (Call “Absorb”)  a spell-packet that hits her shield with a damaging attack.  She can then Call a Verbal Effect against that same attacker that has the same damage amount and Accent (but nothing else) as the original spell-packet attack.  The ability cannot be used if the shield is at 0 Shield Points.  This item will attune to whomever first wears or holds it as a shield, and its special properties (other than being a shield) can only be used by that person.

Master Upgrade Magic Lock [Master Schematic]

Crafting Materials Needed: 1 Forgesource, 1 Ingot, Class 2 or 3 Magical Lock.

Uses per Batch: Adjusts one lock

Expiration: Never

Crafting Process: Take the Ingot and heat with tongs in the Forge for 2 turns of the hourglass.  Remove, quickly quench in water and then strike with Hammer 5 times lengthening the metal.  Heat again in the forge this time for just one turn of the hourglass.  Using the tongs, hammer and small tools, shape the metal into a bracket and wiring to hold the Forgesource.  Using the small tools, attach the Forgesource to the lock.  If performed correctly, a very complex coppery thread of solid magic will stretch out from the lock when it is complete.

Description: Using skill and patience, a magical lock can be upgraded to a more difficult type.

Effect: The Tinker can upgrade a Class 2 magical lock to a Class 3 magical lock.  A Class 3 lock can have multiple loose loops or one tight (but possible) loop.  The tinker can also upgrade a Class 3 lock to a Class 4 lock.  Class 4 locks have multiple tight loops or a lock that passes through itself.

Master Weapon [Master Schematic]

Crafting Materials Needed: 3 Ingots, 5 Rare Minerals, 1 Harvest, 1 Hide, 1 Forgesource

Uses per Batch: Improves melee weapon

Expiration: Never

Crafting Process: Take the Ingots and heat directly in the forge using leather gloves and long tongs.  Carry them to the anvil.  Using the hammer, gently shape it into the weapon shape, folding metal around the Harvest as you go.  It should take about two turns of the hourglass.  Beat three Rare Minerals into the blade of the weapon, crushing any larger grit in the Rare Minerals as you do.  Build the handle around the Forgesource and the Harvest.  Take the two Hides and cut into strips.  Wrap these around the handle giving it a good grip.  If needed, reheat in the forge while you are shaping the metal.  Once finished, quench the sword in the bucket of water.  Apply some of the remaining Rare Minerals to the blade and sharpen with the whetstone for one turn.  Repeat three more times.  Finally, weapon must be driven into the ground as far as it will go.  It will attune to whomever pulls it from the earth.

Description: This weapon is the pinnacle of melee weaponry.  It is usually beautiful to behold and a character who is attuned to it can feel it thrum with power.

Effect: This melee weapon must be attuned to a specific owner, and will work only as a normal sword for anyone else.  The weapon has a few special advantages that place it as the absolute pinnacle of armament.  For the attuned wielder, the arm holding the weapon has Disable Immunity (“No Effect” should be called out if that arm is hit with a Disable Effect”).  If the character has the Weapon Specialization Skill with the kind of weapon that has been fashioned, there are three additional benefits: First, if the wielder is at full Life Points, she can sacrifice 2 Life Points to do a Verbal attack against another: “[Name or Description]: 2 Force”.  Second, the wielder can expend a Spike to heal herself for 2 Life Points.  Finally, the sword itself has Wounding Immunity, allowing no Wounding damage to pass through the blade to the wielder.  “No Effect” should be called if a Wounding Effect hits the weapon.  A Master Weapon is a Signature Item (no character can be attuned to more than one Signature Item at a time).

Third Runesocket [Master Schematic]

Crafting Materials Needed: 4 Ingots, 8 Rare Minerals, 4 Harvest

Uses per Batch: Adds one socket

Expiration: Never

Crafting Process: Take the eight Rare Minerals and roughly beat with the knife and hammer until any large chunks are broken up.  Split into two piles.  Crush two Harvest and place in crucible for one turn until burned.  Without emptying the crucible, put one pile of the Rare Minerals in with two Ingots and put in the forge for 15 minutes.   Take out and immediately quench.  Then heat in the forge again with 15 pumps of the bellows.  Use the hammer and small tools to fashion a holder for a runestone.  Holder will need to be more intricately worked, and this usually loses about half the metal if done properly.  That excess should be discarded.  Pack the inside of the holder with the remaining Rare Minerals.  Crush the remaining Harvest.  With the tongs, hold the back of the socket against the hottest part of the forge.  Sprinkle crushed Harvest on the join and then place on weapon to be enhanced and fix with small tools and hammer before holding it to cool for one turn.  Melt the remaining Ingots in the crucible.  Take out and pour into the quenching bucket in a long line. Collect the line and heat momentarily (soften but not melt) in the forge, then fashion into conduits connecting all three sockets.  Leave to fully cool for one hour.

Description: Runestones are powerful object created through Runeforging.  They are imbued with ancient magics but cannot work on their own.  Instead a socket must be created on an item allowing the Runestone to anchor to the item.  Certain types of items are easier to create sockets than others.  Master Tinkers are skilled enough to craft a third socket into an item that already has a first and second socket.
Effect: The item will be given a third runesocket. These sockets can be used to anchor a Rune which will grant the item a power based on the Rune that is anchored.  One anchored with a runestone, some marking of the Primal Alphabet Rune must be visible on the item. An information card must be filled out for the item with the information of the Runestone.

Vessel of Animation [Master Schematic]

Crafting Materials Needed: 8 Ingots or Hide, 4 Rare Minerals, 4 Harvest, 4 Forgesources

Uses per Batch: Creates one construct

Expiration: Special

Crafting Process: Creating a Vessel of Animation is a large project that takes quite a bit of time, but can be split up between multiple crafters of any level.  A Master Tinker must be present and loosely supervise each part of the process from start to finish but any tinker added to the process may cumulatively shorten the entire duration.  So if two tinkers are working on the head, it would only be 15 turns of the hourglass each.  A Vessel is made up of six separate pieces: the head, the torso, two arms, and two legs.  Creating a Vessel is the culmination of training for Tinkers and much of the crafting process is up to the Tinker to use their expertise in order to customize it to their liking, instructing other tinkers along the way.  These schematics do not have precise instructions as others do in order to give the tinkers leeway in how they want to create it.  Once a part is complete, it can be left as long as is necessary, basically acting as a special resource of it’s own for the final project.

Head - Creating the head takes 2 Ingots or Hide, 2 Rare Minerals and 2 Forgesources. Depending if Ingots or Hide is used, the crafter should spend at least 30 turns of the hourglass, painstakingly assembling the head, either by forging and shaping it out of metal, or by assembling leather and skin to make the head.  At the very end the two Forgesources should be installed in the head as the final step..
Torso - Creating the torso takes 2 Ingots or Hide, 2 Harvest and 2 Forgesources.  Much like the head, the tinkers should take at least 30 turns of the hourglass working on the body, forging it out of metal, or sewing together leather and skin, using the two Forgesources at the end to power the body.
Arms - Creating the arms takes 2 Ingots or Hide, 1 Rare Minerals, and 1 Harvest.  The tinkers should take at least 15 turns of the hourglass per arm to make sure that it can stand up to the wear and tear of use once animated.  The design of the arms should fit the material and look of the entire Vessel.
Legs - Creating the legs takes 2 Ingots or Hide, 1 Rare Minerals, and 1 Harvest.  Lastly each leg should take at least 20 turns of the hourglass per leg, crafting it out of either metal or flesh.  Again the design of the legs are up to the tinkers expertise.
Final Assembly - Take the head and torso.  Using the small tools, make sure to attach the two together securely taking 5 turns of the hourglass to attach the head, making sure that all the connections are tight and secure.  Then do the same with the arms and legs, taking at least 5 turns of the hourglass to fully assemble each limb.  

Description: This being can vary depending on the master tinker. Often times beings of flesh and leather are sewn together into a monstrous ugly form, other times statues of iron and stone are hammered and carved.

Effect: Used for the Animate ritual, this is an empty construct ready to be filled with power.  By itself it is a hollow inanimate shell. This is one of the few schematics that other Tinkers may aid on as the amount of work to create it is so large.