Guide

Crafting: Combining Items and Abilities

The Crafting system lets you combine items and abilities from your inventory to create something new. Drop ingredients into the slots, describe what you want to make, and the narrator evaluates whether the combination is plausible in your world.


1. Opening the Crafting Panel

Look for the wrench icon in the bottom input bar (the Command Pill). Click it to open the Crafting panel. The panel slides up as a full overlay where you can browse your inventory and assemble combinations.

Quick Access

The crafting button appears next to the dice and send buttons in the input bar. It is always available during play, provided you have items in your inventory.


2. How It Works

Crafting follows a simple three-step flow:

Step 1: Fill the Slots. The panel shows four empty slots. Browse your items and abilities below, then click to add them. You need at least two items to attempt a craft. Click a filled slot to remove it.

Step 2: Describe Your Intent (Optional). Below the slots, there is a text field: "What are you trying to make?". This is optional but powerful. If you type "a reinforced shield" or "a healing salve", the narrator will factor that intent into the result. Leave it blank and the narrator will improvise based on the ingredients.

Step 3: Hit Craft. The Craft button sends your combination to the narrator as a structured action. The narrator evaluates the plausibility of your combination, may call for a dice roll, and describes the result narratively. If successful, the new item appears in your inventory.


3. What Can You Combine?

You can add any items or abilities from your inventory and spell list:

  • Items + Items - Combine a blade and drake scales to reinforce a weapon. Mix herbs to brew a potion. Fuse armor pieces.
  • Items + Abilities - Channel a fire spell through a gemstone. Enchant a ring with a ward ability.
  • Abilities + Abilities - Merge two spells to attempt a hybrid technique. The narrator decides if the combination holds.
The Narrator Decides

Crafting is not a guaranteed formula. The narrator evaluates whether your combination makes sense in your world. A blacksmith combining iron and leather makes sense. Combining a fish and a helmet might produce an unexpected (and entertaining) result, or the narrator may determine it is not feasible.


4. Tips for Better Results

  • Be specific with your intent. "A poison-tipped dagger" gives the narrator a clear target. Vague combinations without intent rely entirely on the narrator's interpretation.
  • Consider your world's logic. A cyberpunk world might let you combine circuit boards and weapons. A medieval world might not.
  • Use abilities creatively. Enchanting items with spells can produce powerful gear that carries passive bonuses.
  • Experiment freely. There is no penalty for attempting a craft that fails. The narrator will simply narrate why the combination did not work.

5. After Crafting

When a craft succeeds:

  • The new item is added to your inventory automatically.
  • The source items may be consumed (the narrator determines this based on the combination).
  • You may receive a dice roll to determine the quality of the result. Higher rolls can produce superior or even masterwork versions.

The crafting panel closes after you submit, and the narrator weaves the result into the ongoing scene.