Design Improvement & Invention



 

The Design Improvement and Invention skills allow you to improve upon already existing designs and even to create new designs. This page will provide instructions on just how to use those skills to make truly unique gear.

The Basics

Design Improvement and Invention work similarly to crafting. You need to have the right skills to make the improvement you wish to make and the right materials. Where Design Improvement and Invention differ though is that you will purchase components using skill points to improve upon a design, or to create one with invention. In order to make any design improvements or invent any new designs, you will need to have the following skills.

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Advanced Design Improvement N/A This ability allows you to improve upon existing designs. Refer to Design Improvement & Invention for more information. You need to have Novice Design Improvement to acquire this skill.  N/A self permanent

Initial Success Rate:  100

Max Success Rate:  100

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Arcane Design Improvement N/A This ability allows you to improve upon existing designs. Refer to Design Improvement & Invention for more information. This skill allows you to make magical improvements and enhancements to your designs. You need to have Advanced Design Improvement to acquire this skill.  N/A self permanent

Initial Success Rate:  100

Max Success Rate:  100

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Basic Design Improvement N/A This ability allows you to improve upon existing designs. Refer to Design Improvement & Invention for more information. N/A self permanent

Initial Success Rate:  100

Max Success Rate:  100

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Invention N/A This ability allows you to invent a new device. You must first make sure that you have the needed material and technology, and that the GM approves of your device in his or her setting. Refer to Design Improvement & Invention for more information. You need to have all of the crafting skills to acquire this skill.  N/A self permanent

Initial Success Rate:  100

Max Success Rate:  100

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Novice Design Improvement N/A This ability allows you to improve upon existing designs. Refer to Design Improvement & Invention for more information. You need to have Basic Design Improvement to acquire this skill.  N/A self permanent

Initial Success Rate:  100

Max Success Rate:  100

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You will also need to purchase the improvement component you wish to apply to your design. You purchase the improvement components using skill points. You apply those components to your design to permanently improve that aspect of the design. Once a design has been improved, anytime you craft that item your item will bear your new improved design's attributes.

You can only improve a design if you have the correct design improvement skill. Basically, the level of the crafting design will indicate the level of design improvement you will need.

  • Basic Crafting - Basic Design Improvement
  • Novice Crafting - Novice Design Improvement
  • Mediocre Crafting - Advance Design Improvement
  • Advanced Crafting - Advanced Design Improvement
  • Arcane Crafting -  Arcane Design Improvement

Applying Improvement Components

As stated above, in order to improve a design you will need to purchase improvement components and apply them to your design. Improvement components are purchased using skill points. The improvement components are broad, general components that will alter the value of one attribute of the design. These values might be the design's attack value, the material needed, evade penalties, or even adding new effects to the item. You would purchase the component for each time you wish to apply the component to the design.

For example, lets say you wanted to improve the attack value of a short sword. Lets say you wanted to increase the attack value by 1d10. You would purchase the Dice Value Attack Improvement component 10 times, adding a 1d10 to the design of the short sword. Now, every time you make a short sword, your short sword will do 1d10 more damage than a normal short sword.

Over Improving Designs

As noted above, as long as you have Basic Design Improvement, you can improve the design of the short sword since it is a basic design. As long as you don't change it too much, you should be able to improve the design. However, lets say you decided to increase the attack value by 100. Obviously that would be one powerful short sword and could hardly be considered a basic weapon any longer. It would have been over improved, making the design more complex than it was before.

Each improvement component has a complexity score attached to it.The more components you add to a design, or the more times you add a component to a design, the higher the complexity score climbs. Once the complexity score passes a certain barrier, that design becomes more complex requiring a more advanced design improvement skill to create. To best illustrate this, refer to the following chart…

Design Improvement Skill Basic Design Improvement Novice Design Improvement Advance Design Improvement
Crafting Skill Basic Crafting Novice Crafting Mediocre Crafting and Advanced Crafting
Complexity Score 0 - 50 51 - 100 100 +

Using the above table, lets revisit our short sword improvement example. In that example, we applied 10 Dice Value Attack Improvement components to give the design an additional 1d10 attack value. Each use of the Dice Value Attack Improvement component increases the complexity of the design by 4. So by applying 10 of those components, the complexity of the short sword design rose from 0 to 40. However, that is still 50 or below, making the design still a basic crafting design. On the other hand, the Flat Value Attack Improvement component increases the complexity by 8 with each use. If we had made the sword sword have a + 10 to attack value instead of + 1d10, its complexity would have increased to 80, making it a novice crafting design. If we don't have the Novice Design Improvement skill, we would have failed at making that design, wasting our skill points in the process. So it is very important to pay attention to how high you are raising the complexity score. It is easy to raise it too high quickly. Once you have the Advanced Design Improvement skill however, you won't have to worry about the complexity score because you can make any design improvement, except for magical or arcane.

Arcane Design Improvement

Arcane Design Improvement is a little different from the other design improvement skills. When you use Arcane Design Improvement, you will add Spell Components to the design. This will also require that the design incorporate a pound of ylem into the required materials needed. With any item improved with Arcane Design Improvement, that item will now possess the spell component that you applied. That item will also now require Arcane Crafting skill to create.

There are of course some caveats to consider…

  • The Spell Component has an SA charge. That SA will be drawn from the ylem added to the item. Therefore, the item will need to be kept charged.
  • The Spell Component effect has to make sense for the item. For example, it would be crazy to have a 3x3 area explosion effect when you hit someone with your short sword, but such an affect would be good with an arrow or bullet. Just use common sense here, and if in doubt, ask the GM.
  • The more Spell Components you add to your item, the higher the SA drain will be for that item with each use. The larger the drain, the more pure (and more expensive) the ylem will need to be.

Invention

With Invention, you can make from scratch your own designs. You would make them the same way that you used design improvement by adding improvement components. The exception is that you would be creating the item fully with these components, instead of adding the components to the item. Because of this, there is no built in complexity already existing for the item. It hasn't been created yet. Therefore, the cap for each improvement tier in complexity doubles…

  • Basic Crafting: From 0 - 50 to 0 - 100 with Invention
  • Novice Crafting: From 51 - 100 to 101 - 200 with Invention
  • Mediocre and Advanced Crafting: From 100 + to 200 + with Invention.

The larger complexity range is there to make it possible to invent items  that can be equal to what you can already improve. However, once you invent the design the complexity score stays with the design. Thankfully though Invention is a Tier 6 skill, you should already have all of the skills needed to improve the design later should you desire to.

Weapon Design Improvement Components

These are the improvement components to improve weapon designs.

Component Sort by Component, Ascending Sort by Component, Descending Description Sort by Description, Ascending Sort by Description, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Complexity Score Sort by Complexity Score, Ascending Sort by Complexity Score, Descending Skill Point Cost Sort by Skill Point Cost, Ascending Sort by Skill Point Cost, Descending
Decrease Material Needed - Weapon This component will allow you to make a design that requires less material. By requiring less material, the weapon will be lighter and cheaper to make. This will also double the throw range values of the weapon, if the weapon design already has a throw range value. This component can only be applied once per item design. Decrease the Weight of Material Required of the design by 30%. 10 50.00 View
Dice Value Attack Improvement This component adds an attack value in dice form. Each use of this component is 1 point, you must apply this component enough times to make a dice roll. For example, the lowest you could go is 3 points to make a 1d3, which would require applying this component 3 times. Unless agreed to by your GM, you must make common dice values. You could not make a 1d5 or a 1d9 for example. Furthermore, the dice value that will be applied is the dice value with the least amount of dice. For example, if you apply this component 20 times, you will add a 1d20, not 2d10. This component increases the attack value of the weapon by 1 point, however you must end with enough points to make a traditional dice. You can only increase up to double the amount of normal dice-value damage for the weapon design. 4 5.00 View
Faster Weapon This component makes your weapon faster, giving greater penalty to a target's evasion. Obviously, it cannot be applied on the same design as the Slower Weapon component. Each application of this component gives a 1 point penalty to enemy's evade modifier. If the weapon design had an Enemy Evade Modifier of -5, applying this once will change it to -6. This component can only be applied up to 10 times. 8 50 View
Flat Value Attack Improvement This component allows you to increase the weapon design attack value by a straight flat number. Each use of this component adds a +1 to the weapon design's attack value. Increases the weapon design's attack value by +1 with each use. You can only go up to double the normal flat value attack damage of the weapon's design. If there is no flat value, then you can apply this component up to 20 times. 8 15 View
Increase Melee Range This component allows you to increase the range of your melee (hand-held) weapon. Each use of this component increase the range of your melee weapon by 1. You can only go up to double the normal range. 20 50 View
Increase Projectile Weapon Range -Dice Value This component will allow you to increase the range for your projectile weapon. This is for the weapon itself to shoot the projectiles, such as a bow or a gun. Each use of this component is 1 point, you must apply this component enough times to make a dice roll. For example, the lowest you could go is 3 points to make a 1d3, which would require applying this component 3 times. Unless agreed to by your GM, you must make common dice values. You could not make a 1d5 or a 1d9 for example. Furthermore, the dice value that will be applied is the dice value with the least amount of dice. For example, if you apply this component 20 times, you will add a 1d20, not 2d10. Each use of this component increases the range of your projectile weapon by +1, however you must end with enough points to make a traditional dice. 3 5 View
Increase Projectile Weapon Range -Flat Value This component will allow you to increase the range for your projectile weapon. This is for the weapon itself to shoot the projectiles, such as a bow or a gun. Each use of this component increases the range of your projectile weapon by +1 8 20 View
Increase Weapon Handle This component will increase a standard one-handed weapon handle by half a hand. It can be applied twice to make it a two handed weapon handle. With this you could easily make a two-handed dagger, for example. Each application of this component increases the handle of a one-handed weapon design by 1/2 of a hand. This component can only be applied twice, increased the weapon to a two-handed weapon design. 2 10 View
Increased Parry This component will increase the Parry Modifier of a weapon design by 0.10 each time it is applied. So if you are increasing a parry modifier of a design that has "material block value x 0.15" once, it will become "material block value x 0.25", making the parry value of the completed weapon greater. Increases the multiplier value of the design's Parry Modifier by 0.10 with each application. You can only apply this modification up to 10 times. 6 20 View
Slower Weapon This component causes the weapon to be slower. This has the negative effect of giving the target a bonus to evasion, however this also causes the weapon to hit harder. With each increase to enemy evasion that you take (with each application of this component), the weapon's total attack value will increase by 10%. Therefore, if you were to apply this component five times, you would give the enemy targets a +10 to evade while increasing the weapon damage by 50%. With this you could make a truly devastating great mallet that would crush armored targets, the faster foes would evade more of your attack but if you are already wielding a great mallet you weren't worried about that anyways. This is for making the weapon that would smash heavily armored foes. While this could be applied to any weapon design, it is most suited for melee weapons. Each application of this component gives the target of the attack a +2 to their Evade, while increasing the completed total weapon damage by 10%. 4 20 View
Two Material Weapon Design

This component allows you to use two materials instead of one for any weapon design. With such a component, you could make a sword that uses both gold and silver, getting the benefits from both materials added to your weapon. For this to work, half of the required material weight will come from one material, and another half of the required material weight will come from the second material. Once you apply this component to a design however, that design will always require two materials instead of one. This component can only be applied once per design.

There are some rules to remember with this. If the original design requires or only allows for certain types of materials, then you can still only use those types of materials. For example, a staff can only use wood, bone, and stone materials, so you could not add in metal in the design.

This component allows you to make a design require two materials instead of one, allowing you to make weapons that have greater or different effects. 20 75 View
Weapon Attack Type This component allows you to add a different attack type to your weapon design. For example, if you were making a sword you would expect the sword to do slashing damage. With this component you could have the sword do slashing, piercing, or chopping damage - depending upon how you attack with the sword. While there are many different attack types, you can and should only apply the attack types that would make sense for the weapon design.

This component allows you to add an attack type to your weapon design. Each attack type you wish to add requires applying this component again to the design. The attack types are as follows:

  • Slashing: typical of swords and daggers - 10% damage to HP if attacking targets wearing cloth armor
  • Piercing: typical of spears - 20% damage to HP against armored targets unless they are wearing chain
  • Bashing: intentional blunt-force damage from weapons such as clubs, staffs, and rods - strength check to daze the target for 1d3 rounds
  • Bludgeoning: blunt-force thrusting damage from blunt weapons - When dealing bludgeoning damage (stabbing at the target), if you have Basic Weapons Proficiency in Basing Weapons ability, you will knock the air out of the target if the target is unarmored with a critical hit, dazing the target for 1d6 rounds.
  • Chopping: Chopping attacks decrease the target's armor faster, similar to piercing weapons, but being a wider blade with more weight behind the attack the target's PR decreases by double per attack.
10 50 View
Ylem Weapon Design Embedding This component is required for Arcane Design Improvement. It allows you to make a design that allows for the embedding of ylem. This component can be used on designs that have the two material component as the ylem component is strictly for arcane improvement. This component can only be used once per item design. This allows you to incorporate ylem into your weapon designs, which is a requirement for Arcane Design Improvement. 20 75 View

Armor Design Improvement Components

These are the improvement components to improve armor designs.

Component Sort by Component, Ascending Sort by Component, Descending Description Sort by Description, Ascending Sort by Description, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Complexity Score Sort by Complexity Score, Ascending Sort by Complexity Score, Descending Skill Point Cost Sort by Skill Point Cost, Ascending Sort by Skill Point Cost, Descending
Armor Design Combination This component allows you to combine two different armor designs for the same armor type into one design. For example, with this you can combine chain mail with brigandine granting the brigandine some limited chain mail added protection while still classifying as light cloth armor for professions that require it. You would have to have both designs that you wish to combine. When you combine them, you take half of the values from each and combine them, effectively making a new design. This component allows you to combine two armor designs into one armor design, sharing half of the values from each. This component can only be used once per armor design. 50 150 View
Decrease Material Needed - Armor This component will allow you to make a design that requires less material. By requiring less material, the armor will be lighter and cheaper to make. This component can only be applied once per item design. Decrease the Weight of Material Required of the design by 25%. 10 50 View
Evade Improvement This component reduces the armor design's penalty to the wearer's evade. With enough application, this component could give a bonus to the wearer's evade. Each application of this component reduces the penalty to Evade by 1. 12 80 View
Increase Block Value This component will allow you to increase the block value of a design by 1 with each application of this component. This will only work for designs that have a block value such as shields. Increase the block value of an armor design that has a block value by 1. 2 10 View
Increase Magic Protection Multiplier Value This component allows you to increase the value of the design's Magic Protection Multiplier. Increase the Magic Protection Multiplier of the design by 0.1 with each application. 8 65 View
Increase PR Multiplier Value This component will allow you to increase the PR multiplier value. This component will only work on designs that have a PR value. Increase the PR Multiplier Value by 0.1 with each application. 7 60 View
Increased Protection Against Weapon Attack Types This component allows you to add a protection against different attack types to your armor design. For example, with this component you could make leather armor that does protect against chopping attacks or plate mail that is resistant to piercing attacks.

This component allows you to add protection against an attack type to your armor design. Each attack type you wish to add protection for requires applying this component again to the design. The attack types are as follows:

  • Slashing: typical of swords and daggers - increases PR against slashing damage by 20%.
  • Piercing: typical of spears - reduces the piercing damage to HP by half
  • Bashing: intentional blunt-force damage from weapons such as clubs, staffs, and rods - add 1/2 fortitude to strength for strength check against dazed status
  • Bludgeoning: blunt-force thrusting damage from blunt weapons - treats attack as a normal bashing attack - add 1/2 fortitude to strength for strength check against dazed status
  • Chopping: removes the double PR drain and grants cloth armor half PR protection
15 75 View
Two Material Armor Design This component allows you to use two materials instead of one for any armor design. With such a component, you could make a helmet that uses both gold and silver, getting the benefits from both materials added to your armor. For this to work, half of the required material weight will come from one material, and another half of the required material weight will come from the second material. Once you apply this component to a design however, that design will always require two materials instead of one. This component can only be applied once per design. This component allows you to make a design require two materials instead of one, allowing you to make armor that have greater or different effects. 20 75 View
Ylem Armor Design Embedding This component is required for Arcane Design Improvement. It allows you to make a design that allows for the embedding of ylem. This component can be used on designs that have the two material component as the ylem component is strictly for arcane improvement. This component can only be used once per item design. This allows you to incorporate ylem into your armor designs, which is a requirement for Arcane Design Improvement. 20 75 View