×   Part 6: Adventuring Chapter 1: Actions Chapter 2: Combat Chapter 3: Conditions Chapter 4: Damage Types Chapter 5: Enduring Chapter 6: Brightness Chapter 7: Weather Chapter 8: Traveling Chapter 9: Languages Chapter 10: Downtime Chapter 11: Crafting Chapter 12: Chases Chapter 13: Traps Chapter 14: Puzzles Chapter 15: Random Encounters Chapter 16: Lingering Injuries Chapter 17: Madness Chapter 18: Adventure Hooks
Iron & Aether
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Part 6: Adventuring   ☰

Chapter 11: Crafting

Creating Equipment

Crafting is exactly what it sounds like: you are using tools that you own and have proficiency with to create gear and equipment from scratch (provided you also have the necessary materials). Given here is a list of tools, and for each tool, a list of items that can be created and the resources (including time and money) needed to make each item. This chapter contains a list of crafting resources and their costs. If an activity does not explicitly say how long it takes, assume it takes an entire day’s rest.


Alchemy. The details of alchemy are covered here.

Gunpowder. These tools can be used to create a pound of gunpowder, provided you also have 1 Aeon's worth of sulfur, charcoal, and saltpeter. This requires a successful DR 15 check with these tools; should you fail, you will take 2d6 burn final damage as the reagent violently explodes.

Smoke Bombs. Smoke bombs allow a creature to take the Hide action so long as they are standing within the area covered by the smoke. The smoke from one of these bombs lasts for a minute or until a strong wind blows it away. The DR to create a smoke bomb of a given size is equal to 3 times a single dimension of space that the smoke would occupy, e.g. the DR to craft a smoke bomb that covers a 6x6x6 area is 18. These can also be crafted with Explosives Kits.


Drawing. To create a drawing, you need 1 sheet of parchment and drawing utensils, both of which are included with the supplies. 6d4 hours must be spent working on the drawing, though the amount of d4s that must be rolled is reduced by an amount equal to your Art Supplies proficiency. The quality of the drawing is determined by the result of an Art Supplies check. The drawing is not worth very much on its own, but may come in handy in other ways.

Painting. To create a painting, you need an easel, paints, and paint brushes, all of which are included with the supplies. 10d10 hours must be spent working on the painting, though the amount of d10s that must be rolled is reduced by an amount equal to your Art Supplies proficiency. The quality of the painting is determined by the result of an Art Supplies check; the exact worth of the painting in Aeons is equal to half the result of your check.

Sculpture. To create a sculpture, you need sculpting tools – included with the supplies – and enough clay to sculpt your project. It takes 1d12 hours to sculpt something from 30 cubic centimeters of clay, which costs 2 Aeons. Ergo, if you wished to create a 180cm tall sculpture of a Sentient, it would cost you 12 (2 times 6) Aeons in clay and 6d12 hours in time. The worth of your creation in Aeons is equal to twice the result of your check.


Armor. To forge armor, you need a forge and enough materials to craft the desired item. For simplicity, assume a single ingot of metal is enough to forge 20 pounds of armor, and it takes a number of hours equal to double the weight of the armor to forge it. The DR to craft armor is triple the Armor bonus the armor gives you; ergo, the DR to forge Normal plate armor (Beast Hide and Steel) would be 30; to forge Masterful plate armor (Dragon Scale and Monster Hide) would be 48. Failing the check will not expend your resources, and you can try again as many times as you need.

Weapons. To forge weapons, you need a forge and enough steel or adamantite to craft the desired item (mithril is too heavy to use for weaponry). For simplicity, assume a single ingot of metal is enough to forge 20 pounds of weaponry, and it takes a number of hours equal to double the weight of the weapon to forge it. The DR to create Normal weapons is equal to double the maximum value of its base damage die, e.g. the DR to create a Normal dagger is 8, since its base damage die is a d4. For higher-quality weapons, the DR increases by the maximum value of the base damage die for each level of quality above Normal, e.g. the DR to craft a Fine dagger is 12 (8+4), the DR for an Exquisite dagger is 16, and so on. Repeaters and revolvers are the exception; for them, the Normal DR is triple the maximum value of their base damage die. Normal and Fine weapons require steel, while Exquisite and Masterful weapons require adamantite. Failing the check will not expend your resources, and you can try again as many times as you need.

Mech Weapons. To create a mech weapon, you can forge the individual parts using the normal DRs, but must use tinkering tools to amalgamate them into one object; refer to Mech Weapons under Tinkering Tools below.


Furniture. Crafting furniture requires twice the weight in timber as the final weight of the finished item, and takes 6d6 days, though the number of d6s rolled to determine the time necessary is reduced by an amount equal to your Carpentry Tools proficiency. The DR to create a piece of furniture is equal to its weight in pounds. The worth of your creation in Aeons is equal to ¼ the result of your check.


Maps. During your downtime, you can use your cartography tools to create a map of an area you are familiar or unfamiliar with. In either case, the quality and accuracy of the map is determined by the result of your check with these tools. Creating a map of an area that you are familiar with requires 1d6 Aeons in research to reaffirm your knowledge and 1 day doing the research and drawing the map; to create a map of an unfamiliar area, you need to spend 2d10 Aeons in research, 2 days doing the research and drawing the map, and you have disadvantage on the check. The Navigation bonus granted by a map is equal to half the result of your check.


Meals. Over the course of 1d4 hours, you can prepare enough food for 1-5 people that restores an amount of Health equal to the result of your check with these tools + their CON score; this can be done twice a day, and each instance must be at least 6 hours apart.

Rations. You can use 1d6 hours to prepare 1 day of rations for 1-5 people. Once per day, these rations restore an amount of Health equal to half the result of your check + their CON score.


Disguises. A disguise kit can be used to create a disguise of your design, expending the kit in so doing. To make the disguise, you must expend 1d6 Aeons and 1 day in research and resource-gathering, then spend another day creating the costume itself. The Insight/Perceive DR to see through your disguise is equal to the result of your check.


Explosives. Using a bit of gunpowder and a handful of hours, you can craft grenades and other improvised explosive devices, or IEDs.
Each meter of radius for your explosives requires ½ a pound of gunpowder and 1d6 hours; so for example, if you wanted to create a grenade that affects a 6m diameter sphere, that would require 1½ pounds of gunpowder and 3d6 hours. The fuse time – the time it takes for an explosive to explode – for a standard grenade is a few seconds, but you can specify a different fuse time for any explosives of your own creation. For a fuse time of 3 seconds, assume the grenade explodes at the end of your turn; for 3.1-6 seconds, assume it explodes during your next turn; for 6.1-9 seconds, assume it explodes during your second next turn, and so on.

The damage your explosive deals starts at 2d8 burn with ½ a pound of gunpowder, and increases with additional ½-pounds: specifically, at 1 pound of gunpowder, your explosive deals 3d8 burn damage, then 3d10 at 1½ pounds, then 4d10 at 2 pounds, then 4d12 at 2½; each additional ½-pound then increases the damage by 1d12.

Lastly, while crafting an explosive of any kind, you must succeed on a DR 10 DEX + your Explosives Kits proficiency check to avoid making a mistake and having the entire thing explode, in which case you and all other creatures in the would-be area of effect take the damage the finished explosive would have dealt; you do not reduce this damage by your R-DEF score, only your Armor score.

Smoke bombs. Smoke bombs allow a creature to take the Hide action so long as they are standing within the area covered by the smoke. The smoke from one of these bombs lasts for a minute or until a strong wind blows it away. The DR to create a smoke bomb of a given size is equal to 3 times a single dimension of space that the smoke would occupy, e.g. the DR to craft a smoke bomb that covers a 6x6x6 area is 18. These can also be crafted with Alchemy Supplies.


“Official” Documents. Using these tools, you can forge documents that state that you are someone else, including but not limited to nobles, government officials, and other aristocracy; doing so expends the parchment, ink, and wax of the kit (the cost to replace these is half the cost of the kit). To craft such papers requires 1d10 Aeons in research and 2 days to perform said research and forge the documents themselves. The Insight DR to see through your forgeries is equal to the result of your check with these tools.


Bullets. Provided you have gunpowder at your disposal, you can spend your downtime forging bullets with these tools. Over the course of a night's rest, you can make a check with these tools and create a number of bullets equal to half the result, granted you have enough gunpowder; it takes ½ an ounce of gunpowder to make 1 bullet (there are 16 ounces in a pound). During a day's rest, you make an amount of bullets equal to twice the result of your check. LRR bullets, on the other hand, take 2 ounces of gunpowder and during a night's rest, you make a number of those equal to 1/10th the result of your check, disregarding the remainder; during a day's rest, you make a number of LRR bullets equal to 1/4 the result of your check, again disregarding the remainder.


Armor. During your downtime, assuming you have the required amount of leather, you can craft any armor of your choice that is made of hide. The amount of leather required, in pounds, is equal to the weight of the armor you wish to craft; the DR to make the armor is equal to twice the weight of the armor.

Leather. Using these tools you can tan any hides you may have in your possession, turning them into leather over the course of a week. You can then use that leather to make armor.


Devices. With an appropriate amount of scrap metal (and Aetherite if necessary), you can create any device you can think of, so long as you can adequately explain how it works and how you make it, and most importantly, as long as your GM allows it. The amount of scrap metal needed to make a device is equal to twice the finished device’s weight.

Mechanical Weapons. To create mechanical weapons, you need the base weapon(s) and an amount of scrap metal equal to the weight of the desired weapon. The DR to create the weapon is equal to four times the maximum value of the desired weapon’s base damage die (if it has two or more, use the damage die with the highest value).


Carvings. Using these tools and the required amount of wood, you can whittle small, hand-held statuettes and figurines. The amount of wood required is equal to twice the weight of the finished product. The worth of your carving in Aeons is equal to half its weight.