Article 29801 of rec.games.frp:
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From: [a--y--r] at [gara.une.oz.au] (Adam Naylor)
Newsgroups: rec.games.frp
Subject: Dragonquest
Message-ID: <[9--4] at [gara.une.oz.au]>
Date: 16 Nov 91 09:27:16 GMT
Organization: University of New England, Armidale, Australia
Lines: 225

A useful skill to colour NPCS, but maybe useful to characters as well .

66.81 A craftsman may choose one ability feild when he/she reaches the 
following ranks . 0 , 2 , 5 , 8 , 10 .

Instead of selecting a new field, the character if so desired may
'specialize' in one area of that ability . ie if he were a potter,
he may wish to specialize in making vases . A specialist adds [Rank]
to all chances of success . Armourers and Weapon Makers add [1/2 Rank]
chances to success however . 

Here is a list of following ability fields . 

Armourer , Blacksmith, Bowyer/Fletcher, Brewer, Carpenter, Cobbler
Glassblower, Leather Worker, Seamstress (Tailor), Stonemason, 
Weapon Smith, Weaver . 

66.82 A craftsman can dicern for flaws in any item he has an
ability field in .

For example a potter he could detect for flaws in any item made of
clay . 
The craftsman spend (11-Rank) minutes to detect a flaw and assay its
worth (see 66.83) . The chance of discovering a flaw is [ [4 x Perception]
 + [7 x Rank] - [2 x Creators Rank] ]% . Eg Drannor, a rank 5 craftsman
who has the weaponsmiths ability and a perception of 10, has a [ 4 x 10
 + [7 x 5] - [2 x 2] ] or a 71% to detect any flaws in a weapon
manufactured by a Rank 2 craftsman . 

66.83 A craftsman (while checking for flaws) can assay the value of
any item he has an ability field in .

Assume the craftsman is a merchant of equal rank, and use the merchants
assaying rules (ignore language restrictions) . An example of common,
uncommon, and rare goods are as follows 

Common : A dagger or horseshoe (etc) . 
Uncommon : A rapier, or a vase from a different country . 
Rare : A katana (assuming craftsmen in psuedo - medieval setting) or
a suit of antique partial platemail . 

66.84 A craftsman must be able to read and write at least one language
before attaining rank 8 . Failure to do so increases the experience
cost by 10% 

66.85 Certain races gain a bonus to chances of success in certain fields
. Dwarves add [Rank] to all chances of success involving ability fields to
do with metal and stone . Orces add [1/2 Rank] to all chances of success
involving weaponsmithing . Elves add [Rank] to all chances of success 
involving bowyer (bows only), armourer (When making chainmail), and
Tailor . Fire Giants add [Rank]% to all chances of success in any
ability involving metal . 

66.86 Everyday items have a chance of being flawed . The chance is 
[10 - Rank]% . If the craftsman has specilized in that item, then
divide his bonus by 3 . All items have a 1% chance of being flawed . 

66.87 A craftsman can attempt to make an item that is exceptional,
or uncommon, or of quality (enough to be 'endowed' by magic) . To do
this, he must resort to a 'Creation' roll . 

The craftsman can make ordinary items in his chosen ability fields without
havbing to resort to a creation roll . Items such as saddles, jugs, 
plain sheets of common glass, common work boots etc . But if the craftsman
wished to make an exceptional piece eg a saddle commisioned by a noble,
a detailed tapestry, an exceptional wine, an extra sharp sword, a roll is
required . 
The chance for success is [ [1/2 x Manual Dexterity] + [1/2 Willpower] +
[Rank x 8] ]% . If the GM feels the item would be excptionaly hard
to make (say a medieval weaponer attempting to make a katana) then a 
subtraction of 1 - 25% may be applied . 
Exceptional items recieve ( [base selling price] x [2 x Rank] ) .

66.88 The following notes are regarding craftsman ability fields 

Armourer : An armourer may make scale mail, chainmail, and partial plate
without having to resort to a creation roll . To make full plate and
improved plate a creation roll is required . To repair armour, a 
creation roll is also required (a failure means the item will with
satnd 1 hit, then revert to its original damaged state) . 

Thus a craftsman attempting to make an exceptional suit of improved
plate, would have to make two 'creation' rolls . (One for the armour
 another to make it exceptional) . 

A flawed itms (ie one that failed an 'creation' roll) would mean
a reduction of [ [10 - Rank]/5 ] protection rating of the armour . 

An exceptional work would gain a bonus of 1 protection every 4 ranks . And
a reduction in the armours weight by [5 x Rank]% . 

Blacksmith : Can make items such as horseshoes, basic tools, supports,
and grappeling hooks without having to resort to a creation roll . A
creation roll would be needed for items such as intricate wrought 
iron cages, clockwork devices etc . 

A flawed item (one that failed its creation roll) would break after 
[Rank] days . 

Bowyer / Fletcher : A bowyer chooses to be either a bowyer, or a 
crossbowman . If a player wishes both, an ability field must be
sacrificed for it . A bowyer can fashion all kinds of bows and
crossbows, shafts, and fletch arrows . However a blacksmith or
weaponsmith would be required to fashion metal arrow heads . If
an fletcher wished to cast his own arrow heads, a creation roll
would be needed for every batch (say 30 arrow heads) . 

Exceptionaly crafted bows gain a bonus of (2 x Rank) to range, 
and a bonus of [ [Users PS - 15]/3 ] to damage . 
Flawed works (those that failed creation rolls) will break after
[Rank] uses ands its range reduced by [ [10 - Rank] x 2 ] . 
Flawed arrows break on impact, and reduced the SC by [10 - Rank]% .

Brewing : Craftsman practiced in the arts of brewing alcohol . A 
creation role is needed to duplicate another craftsmans formula, or
to create an exceptional batch (or new formula) . 
Flawed works mean the alcohol is contaminated, and the batch either
goes off (and is undrinkable), or its gives the drinker stomach 
cramps . 

"Er gee conan, didnt you like that ale, well I'm sorry then, look ... 
dont pull out your sword we can sort this out ARRRRGGGGGGHHHH" 

Carpenter : This ability involves any woodworking jobs . ie cabintry,
joinery etc . 
A creation roll would be needed if the proper tools were not availible
, or upon building a complicated wooden device (such as a catapult) .
If a mechanician is not availible (the 'engineers of DQ) then if
then craftsman were building a house, then a creation roll would be
needed . 
Flawed items break after [Rank] uses . In the case of larger constructions
, the GM's discretion is applied . 

Cobbler : Making boots, and shoes etc . A creation roll would be required
for items such as nobles footwear, waterproof boots etc . 

Leatherworker : Fashion stuff from leather such as backpacks, saddles,
sacks etc . A leatherworker can also make leather armour . However if
this is not done in conjunction with a craftsman skilled in the 
armourer ability, a creation roll would be required . 
Flawed works fall apart much earlier than expected . 

Pottery : Fashion items out of clay, such as drinking vessels  . A 
creation roll would be required for 'artworks' and heavily glazed
items etc . 
Flawed works are much more fragile, and prone to breakage . 

Seamstress (Tailor) : The craftsman can design pieces, sew
, embroider, and do ornamental work . Creation rolls would be
needed for items such as weatherproof cloaks, nobles clothing etc . 
Flawed works are more prone to fall apart, tear, let in the weather etc .

"Look conan, I'm sure it must have been embarrising having your
loincloth fall apart in a fight, but we can work some---- Uhh" [Thud]

Stonemason : The craftsman can build stoneworks that are designed
to withstand the passage of time . Items such as buildings, archways,
bridges, cathedrals, etc . Items such as statues or intricate 
stonework require a creation roll . Large scale works will 
require the aid of a mechancian or a creation roll will be needed .
If the craftsman is attempting to create an exceptional large scale
contruction, then take the average of the craftsmans rank and
the mechanicians rank (the same applies to carpenters) . 
Flawed works are likely to 'wear' out in a much shorter time span .
They will also fall apart more easily after taking punichment .
g A dragon sat on it, a fierce storm etc . 

Weaponsmith : Perhaps the most desired by players of all the 
ability fields . Craftsmen with this ability can do the difficult and
excating work of making metal weapons . A creation roll would be
needed if making an uncommon or unusual weapon : eg a broadsword
with a hidden compartment in the hilt, or a rapier . 
Exceptional works add [Rank/4] to damage and [Rank] to the strike
chance  . 
Flawed works break on a 91+ . and do [ [10 - Rank]/5 ] less damage, 
and subtract [10 - Rank] from the strike chance . 

Weaver : can fashion items such as garments, tapestries, and draperies,
from cotton or wool . A creation roll is required for items such as
intricate tapestries etc .
Flawed works fall apart, tear, and wear more easily . 

66.89 A craftsman must spend (100 + [50 x Rank]) silver pennies per
ability field and specialization a year . This sum represents tools,
and basic materials, and a place in which to work . Assume that 20%
of the final selling price of the items crafted was spent on materials,
and extra overhead . 

A craftsman who does not spend the above amount, operates as if he
were 2 ranks less proficient in that ability field . If the rank of
that ability field is reduced to a negative number, then that skill
is temperarily lost . 

Experience Point Costs : Same as astrologer or 
Rank 0 = 400, Rank 1 = 150, Rank 2 = 500, Rank 3 = 1150, Rank 4 = 2050,
Rank 5 = 3100, Rank 6 = 4400, Rank 7 = 5900, Rank 8 = 7500, Rank 9 = 
9400, Rank 10 = 11500 . 

NB

A) If the character is more proficient as a mechancian, then the 
cost to rise in ranks in craftsman is halved . The reverse is also true
B) If the character is a member of the shaper college, the cost to rise
in ranks in craftsman is halved . The reverse is NOT true . 
C) A dwarf need only pay three - quarters the experience cost to rise
in ranks in craftsman . 
D) The experience point cost to rise in ranks is increased by 10%, if 
the ability fields principle stat is less than 15 . The cost to rise
in ranks is decreased by 10% if the ability fields principle stat is 
greater than 22 . The principle stat is fairly logical . PS would be 
then principal stat for blacksmith, MD for a seamstress etc . 

Notes

The descriptions for the ability fields are a direct rip off TSR's
2nd Edition Players Handbook . This is freely admitted . 

Any problems just mail me . 

Edmund 

Thanks to all those that emailed me with their own stuff .