Custom Crafting
The Custom Crafting System is a choose-your-own-adventure mini-game where you design unique items, guide their creation through narrative choices, and bring something truly special into the world. Success is guaranteed, but your decisions and luck determine your item’s quality, features, and flair!
How It Works
- Player initiates the mini-game by going to Custom Shop > Start a Crafting Game.
- Support opens a new thread in the #catalysts-and-games channel.
- For each round of the crafting attempt, the player will be presented with a narrative challenge related to the item’s creation and 3 choices with clear Risk Levels (Low, Medium, High).
- Player selects one option, Support completes rolls (explained below), and the outcome is narrated.
- Steps 3 & 4 are repeated until the player's requested duration has been hit.
- The final outcome is decided and posted, XP is calculated, and the new item is placed into your character inventory.
Basic Procedure
- Support rolls a number between 1 - 20 to give you your baseline result.
- Support adds your Proficiency Bonus to the baseline (see Proficiency for more information).
- The combined total is used to determine the outcome of the last scenario: Setback, Standard, Enhanced, or Exquisite.
- The outcome you roll can have effects such as adding bonus items or features, causing temporary illnesses, and also determines the Quality Points collected for this round.
- At the end of the event, the number of Quality Points from each round are added up, producing a final result.
Quality Points (QP)
| Outcome | QP Gained | Possible Special Events |
|---|---|---|
| Setback | 0 QP | A flaw or complication may arise |
| Standard | 1 QP | A minor feature (equivalent to a Talent under 1k) is added, or a small bonus is received |
| Enhanced | 2 QP | A standard feature (equivalent to a 1-1.5k Talent) is added, or a medium bonus is received |
| Exceptional | 3 QP | A major feature (equivalent to a 3-6k Talent) is added, or a major bonus is received |
Special Event Triggers
Special Events can add extra traits, flaws, or hidden features.
| Trigger | Condition | Effect |
|---|---|---|
| Natural 1 | Always | Negative Event (flaw/complication) |
| Natural 20 | Always | Positive Event (bonus trait) |
| High Risk + Low Roll | Roll ≤ (5 – Bonus) | Negative Event (if not natural 1) |
| High Risk + High Roll | Roll ≥ (19 – Bonus) | Positive Event (if not natural 20) |
| Style/Mood/Theme Mismatch | Choice conflicts with Style, Mood, or Theme | 50% chance of mixed event |
Final Item Quality
After your final step, total your QP:
| Total QP | Item Quality | Bonuses |
|---|---|---|
| 0–3 | Standard | Base item as requested |
| 4–7 | Enhanced | +1 bonus trait (e.g., +5% resale value, one minor extra function) |
| 8+ | Exceptional | +2 bonus traits, possible upgrade slot, +10% resale value |
Crafting Types
| Activity | Yields |
|---|---|
| Alchemy | Salves, potions, tonics, and alcoholic beverages |
| Artificing | Jewelry, talismans, and artifacts |
| Cooking | Snacks, meals, and desserts |
| Sewing | Clothing, fabrics, and accessories |
| Smithing | Weapons, armor, and tools |
| Woodworking | Totems, tools, and structures |
Proficiency
Earning Crafting Points (XP)
- Completion:
Duration × 2XP - Quality Bonus: Enhanced +2 XP, Exceptional +4 XP
- Special Event Bonus: +1 XP per event
Proficiency Levels
| Level | Title | Proficiency Bonus | XP Needed (Total) | Unlocks & Perks |
|---|---|---|---|---|
| 0 | Novice | +0 | 0 | Base system |
| 1 | Apprentice | +1 | 25 | Reroll one Setback per session |
| 2 | Journeyman | +2 | 50 | Unlock Style choices |
| 3 | Adept | +3 | 100 | +1 QP on themed crafts |
| 4 | Expert | +4 | 150 | Add one minor trait without rolling |
| 5 | Master | +5 | 200 | Guaranteed Enhanced on one step |
| 6 | Grandmaster | +6 | 250 | Craft two unique items in one session |
| 7 | Legendary | +7 | 325 | Items gain fame (+10% resale), high tier/extreme bonuses |
Outcome Tables
Tier 1: Beginners (Proficiency Levels 0 - 2)
| Risk Level | Setback Range | Standard Range | Enhanced Range | Exceptional Range |
|---|---|---|---|---|
| Low | 1 - 5 | 6 - 20 | – | – |
| Medium | 1 - 3 | 4 - 15 | 16 - 20 | – |
| High | 1 - 5 | 6 - 14 | 15 - 18 | 19 - 20 |
Tier 2: Intermediate (Proficiency Levels 3 - 5)
Your skill narrows the Setback range and widens the Exceptional range.
- Setback: Roll of 1 up to (5 - Bonus)
- Exceptional: Roll of (19 - Bonus) up to 20
| Risk Level | Setback Range | Standard Range | Enhanced Range | Exceptional Range |
|---|---|---|---|---|
| Low | 1 - (5 - Bonus) | Rest | – | – |
| Medium | 1 - (3 - Bonus/2) | 4 - 15 | 16 - 18 | (19 - Bonus) - 20 |
| High | 1 - (5 - Bonus) | 6 - 14 | 15 - 18 | (19 - Bonus) - 20 |
Example at Level 3 (Bonus +3):
- Setback range: 1 - 2 (because 5 - 3 = 2)
- Exceptional range: 16 - 20 (because 19 - 3 = 16)
Tier 3: Masters (Proficiency Levels 6 - 7)
You rarely face Setbacks, and Exceptional results are more common.
- Setback: Only if you roll a 1 (before adding bonus)
- Exceptional: Roll of (19 - Bonus) up to 20
| Risk Level | Setback | Standard | Enhanced | Exceptional |
|---|---|---|---|---|
| Low | 1 only | 2 - 20 | – | – |
| Medium | 1 only | 2 - 15 | 16 - 18 | (19-Bonus)–20 |
| High | 1 only | 2 - 14 | 15 - 18 | (19-Bonus)–20 |
Example at Bonus +7:
- Setback: Only on natural 1
- Exceptional range: 12 - 20 (because 19 - 7 = 12)
Style Choice (Unlocked at Proficiency Level 2+)
At the final step, you may choose a Style:
| Style Name | Adds +1 Feature From | Risk Modifier |
|---|---|---|
| Spatial | Dimensional | Expand both Setback and Exceptional ranges by +1 |
| Emotive | Emotional | Lower Risk Level by one |
| Elemental | Environmental | +1 to Standard range |
| Cerebral | Mental | +1 to Enhanced range |
| Pactbound | Pacts | Roll twice, take the higher if Enhanced/Exceptional OR the lower if Setback |
| Bodily | Physical | -1 to Exceptional range, but -2 to Setback range |
| Ritual | Spiritual | If crafting is thematically aligned → +2 QP |
| Adaptive | Versatile | After the roll, shift the result one step up or down |
Optional Features
Bulk Batches
If you wish to make multiple copies (e.g., to list on the Open Market, or grant group members matching items), mention it in Special Notes. The final yield is 1 + (total QP ÷ 4) copies (round down), all of the same base quality. Extra features may vary slightly per copy.
Material Themes
A Material Theme is a narrative and aesthetic motif that defines the essence of your crafted item. Choosing a theme adds flavor and occasional mechanical benefits to your crafting adventure. Benefits:
- Choosing a theme grants a flat +1 Quality Point (QP) at the end of your crafting adventure, regardless of outcomes.
- Your theme shapes every step of your adventure. The admin will ensure each scene has a connection to your chosen theme. Example:
- Theme: Draconic
- Step 1: "To forge a dragon-scale shield, you must first obtain scales. Do you: A) Seek a dragon's lair (High Risk), B) Trade with a scale merchant (Medium Risk), C) Search for shed scales in the mountains (Low Risk)"
- Step 2: "The scales need to be tempered. Do you: A) Use dragon's breath (High Risk), B) Use volcanic lava (Medium Risk), C) Use enchanted forge (Low Risk)"
- If a Special Event occurs, it will be thematically appropriate to your chosen theme. Example Themes & Possible Special Events:
- Draconic: Item occasionally emits smoke, grants minor fire resistance, or has scale-like patterning.
- Moonlit: Glows in darkness, stronger during full moons, or grants dream-related insights.
- Clockwork: Makes ticking sounds, can be wound for temporary effects, or has hidden compartments.
| Theme | Narrative Focus | Example Scene Elements |
|---|---|---|
| Draconic | Scales, fire, treasure, ancient power, dominance | Dragon encounters, hoards, fiery environments, ancient ruins |
| Moonlit | Silver, cycles, dreams, night, reflection | Moon phases, nocturnal creatures, mirrors, silver materials |
| Abyssal | Shadows, chaos, corruption, whispers, void | Dark rituals, unstable magic, forbidden knowledge, shadow creatures |
| Verdant | Growth, seasons, life, plants, renewal | Forests, blooming flowers, herbalism, seasonal changes |
| Clockwork | Gears, precision, steam, logic, mechanics | Workshops, puzzles, mechanical creatures, time-based challenges |
| Celestial | Stars, divinity, light, order, constellations | Temples, star maps, holy sites, angelic/demonic influences |
| Spectral | Ghosts, echoes, memory, invisibility, spirit | Haunted locations, spirit negotiations, memory crystals |
| Volcanic | Fire, earth, passion, eruption, endurance | Volcanoes, forges, explosive materials, endurance tests |
| Oceanic | Water, tides, depth, mystery, adaptation | Seas, storms, underwater exploration, fluid challenges |
| Feywild | Whimsy, illusion, charm, nature, trickery | Enchanted forests, pranks, magical bargains, illusions |
Crafting Mood
Select your mood when submitting your crafting template. It applies to the entire adventure.
| Mood | Mechanical Effect | Best For |
|---|---|---|
| Bold | Replaces a Low or Medium option each round with a second High risk option; randomly adds or subtracts +1QP when a High risk option is selected. | Players who want the best chance at Exceptional results and Special Events. |
| Careful | Once per adventure, reroll any Low or Medium Risk choice after seeing the initial outcome. | Players who want reliability and control, especially with lower proficiency. |
| Inspired | Start the adventure with +1 Quality Point (QP) already earned. | Players crafting items that need to hit specific quality thresholds, especially in short adventures. |
| Weathered | Ignore the first Setback encountered (treat as Standard with 1 QP). | Players taking risky paths who want protection from early failures. |
| Methodical | Once per adventure, lower the Risk Level of any choice by one step (High → Medium, Medium → Low). | Tactical players who want to manage risk while pursuing specific results. |
| Passionate | On a natural 20, gain +2 QP (instead of +3) but the item gains a powerful secondary trait. | Roleplay-focused players creating signature, character-connected items. |
Location Types & Benefits
Home Workshop Benefits
If your character has a dedicated workspace (forge, laboratory, studio, etc.) and is crafting at home, you gain the following advantages.
Workshop Benefits: You will receive all benefits when crafting in a home workshop.
- Once per adventure, after seeing the outcome you may reroll one Setback.
- Once per adventure, +1 will be added to one roll.
- Unlocks special scene options related to your workspace.
- Some rooms may add additional benefits.
Types of Workshops:
| Type | For |
|---|---|
| Forge/Smithy | For smithing |
| Laboratory | For alchemy and artificing |
| Kitchen | For cooking and brewing |
| Studio | For sewing and artificing |
| Workshop | For woodworking |
Requirements:
- Must be established in your character's housing/profile.
- Can only use one workshop benefit per adventure.
- Workshop must be appropriate to your craft type.
Guild Halls & Settlement Crafting Stations
If your character is a member of a guild and crafting at the Guildhall, or crafting in a settlement's designated crafting station, you gain the following advantages.
Benefits:
| Guild Hall | Benefit | Drawback |
|---|---|---|
| Assembly of Knowledge (Scholars) | Research Access: Once per attempt, you may replace a Standard outcome with an Enhanced outcome (gaining +2 QP instead of +1). Bonuses may be themed for the guild. | Academic Rigor: Cannot choose High Risk options. |
| Circle of Vitalis (Healers) | Healing Touch: Once per attempt, you may ignore a Setback and treat it as Standard (gain 1 QP). Bonuses may be themed for the guild. | Non-Violent Ethos: Cannot craft weapons or intentionally harmful items. |
| Crafter's Coalition (Artisans) | Master's Guidance: Reroll up to two failed rolls (Setbacks) per adventure. Bonuses may be themed for the guild. | Guild Dues: Pay 10% of item's max resell value (minimum 50 coppers) for facility use. |
| Golden Ledgers (Merchants) | Market Insight: Gain +10% resale value on your final item if it's Enhanced or Exceptional quality. Bonuses may be themed for the guild. | Contractual Obligation: Give one item of any kind to the guild in exchange for facility use. |
| Helping Hands (Humanitarian Aid) | Community Effort: Your crafting attempt requires one less step (minimum 1 step). Bonuses may be themed for the guild. | Open Doors: Once per adventure, your chosen Risk Level may switch to Low after you declare it, representing an interruption. |
| Order of the Seekers (Adventurers) | Danger Bonus: High Risk choices grant +1 additional QP on successful outcomes (Standard, Enhanced, or Exceptional). Bonuses may be themed for the guild. | Wear & Tear: Cannot apply the Cerebral or Emotive styles during crafting. |
| Wild Wardens (Tamers) | Nature's Blessing: If your item has a nature-themed Material Theme (Verdant, Oceanic, Volcanic, etc.), you gain +2 QP from the theme instead of +1. Bonuses may be themed for the guild. | Untamed Essence: Cannot apply the Clockwork material theme or Spatial style. |
| Wraithbone Atelier (Whispering Atoll) | Votive Carving: Guarantees finished products will have at least 1 Spectral feature, even if Spectral was not selected as a theme. | Ritual Rigor: Cannot choose High Risk options during this crafting attempt to prevent the loss of a donated bone. |
Mobile Crafting Station
Mobile Workstation Benefits:
One random benefit will be applied when you use a mobile workstation.
| RNG | Benefit | Mechanical Effect |
|---|---|---|
| 1 | Adaptable Setup | You may change the Material Theme of your item after the first step. |
| 2 | Scavenger’s Eye | Use found or scavenged materials, reducing the required crafting duration by 1 step (min. 1). |
| 3 | On-the-Fly Adjustments | Once per attempt, after a roll, you may shift the outcome one step up (e.g., Standard → Enhanced). |
| 4 | Portable Efficiency | If your attempt has 3 or more steps, gain +1 bonus QP on the final step. |
| 5 | Traveler’s Insight | When crafting in a location that matches your item’s Material Theme (e.g., forging in a volcano for Volcanic), gain +1 to all rolls; if matches Primary Theme +2. |
Mobile Workstation Drawbacks:
One random drawback will be applied when you use a mobile workstation.
| RNG | Drawback | Mechanical Effect |
|---|---|---|
| 1 | Unstable Workspace | Once per attempt, a re-roll may automatically occur on any Exceptional result (Natural 20 excluded). |
| 2 | Limited Toolset | You cannot apply the Cerebral or Precision-based styles. |
| 3 | Improvised Materials | Once per attempt, an Enhanced result may only give +1 QP instead of +2. |
| 4 | Exposed to Elements | Inclement weather or hostile environments may trigger an automatic Setback in one step. |
| 5 | Cramped Conditions | You cannot craft bulk batches in a mobile workstation. All creations are single items. |
Location Themes (for Traveler's Insight)
| Location | Primary Theme | Secondary Themes |
|---|---|---|
| Aethelreach | Celestial | Draconic, Clockwork |
| Chromabloom Isle | Verdant | Feywild, Moonlit |
| Dreadmire Swamp | Abyssal | Verdant, Spectral |
| The Drowned Tangle | Oceanic | Spectral, Celestial |
| Frostveil | Oceanic | Celestial, Volcanic |
| Hollowdeep Caves | Celestial | Verdant, Spectral |
| Mistmere Beach | Oceanic | Moonlit, Spectral |
| Nocthollow Forest | Feywild | Verdant, Spectral |
| Scorched Desert | Volcanic | Celestial, Draconic |
| Serenity Falls | Celestial | Verdant, Moonlit |
| Skyrend Mountains | Celestial | Verdant, Draconic |
| Telos Gestalt | Verdant | Spectral, Abyssal |
| The Whispering Atoll | Spectral | Moonlit, Celestial |
| Pyronmouth (General) | Oceanic | Clockwork, Volcanic |
| Emerald District | Verdant | Celestial, Draconic |
| Sapphire District | Celestial | Clockwork, Oceanic |
| Ruby District | Verdant | Oceanic, Draconic |
| Obsidian/Ash District | Volcanic | Abyssal, Draconic |
| Copper District | Draconic | Clockwork, Oceanic |
| Iron District | Oceanic | Clockwork, Draconic |
| Platinum District/The Hub | Clockwork | Celestial, Volcanic |
Helper NPCs, Companions, & Pets
Assistants can provide valuable assistance during crafting.
How Helpers Work:
- Mention your helper in your crafting request.
- The helper provides one random benefit from the benefit list.
- Some NPCs, Companions, and Pets may offer additional benefits beyond the base choices below.
Assistant Benefit List:
| RNG | Benefit | Mechanical Effect |
|---|---|---|
| 1 | Steadying Presence | Rerolls the dice for one step. You must accept the second result. |
| 2 | Lucky Charm | Adds +3 to the result of one roll. |
| 3 | Damage Control | Switches a Setback outcome to a Standard outcome. |
| 4 | Inspired Aid | Gain +1 bonus Quality Point (QP) at the end of the adventure. |
| 5 | Resourceful Fetch | Flips a Negative Special Event to a Positive Event one; if it was already positive, it provides a slightly stronger effect. |
| 6 | Risk Mitigator | Lowers the Risk Level of one choice by one step (High → Medium, Medium → Low). |
| 7 | Efficient Partner | Your crafting attempt requires 1 fewer step to complete (minimum of 1 step). |
| 8 | Focus Ward | Nullify all negative effects from a Negative Special Event (including from a Natural 1), treating that step as having no Special Event. |
| 9 | Synergistic Spark | An Enhanced or Exceptional outcome adds +1 to the QP gained from that step (e.g., Enhanced gives 3 QP instead of 2). |
| 10 | Unexpected Insight | Randomly triggers during the attempt, adds +1 Proficiency Bonus for the rest of the attempt. |