1. Flesh-Smithing
  2. When a creature with bones is killed, a skilled individual can pluck the bones from its body to begin shaping them into weapons and armor. Most agree that it requires a creature of true strength to create a weapon that is worthwhile, and none but the strongest of human or animal bones fulfill that requirement.
  3. When creating a flesh-smithed weapon or piece of armor, check the maximum toughness of the creature you are making it from. This number, divided by two and then subtracted by four is the number of points the flesh-smithed object has to put towards the power of its statistics. For example, a creature with 10 Toughness would provide a net +1 bonus to the quality of a flesh-smithed object made from its body (10/2 = 5, -4 = 1). However, weak bones can provide penalties to the quality of an object (A creature with toughness 4, for example, would provide -2 quality bones. The maximum quality bonus flesh-smithed objects can provide is +5. No more than half of this bonus (rounded down) may be spent on a single type of quality (See below).
  4. The other requirement for an object of this type is that it reasonably most make sense to be capable of building the desired object out of the creature in question. Certainly, you could turn a man's femur into a truncheon, but there's no bones in his body large enough to create a claymore. Similarly, one would be hard pressed to turn his skin into hard armor, but leather would be easy enough. Note, however, that Firearms require their barrels to be much stronger than the quality of the average bone.
  5. When an object is created in this way, its weight is determined by the bonus it provides - every +1 increases the weight by 25% (Or reducing it by the same in the case of low quality objects). Round to the nearest 0.5.
  6. For weapons, every point bonus can be devoted to one of several things - lowering the TN of Either Striking attacks, Thrusting attacks, or the Defense TN, increasing the damage value of the weapon by one for either strike or thrust, or to add a weapon quality not commonly applied to this weapon (Note: Draw starts at 3 and must be bought again to be made lower. Other numerical weapon qualities must be bought starting at 1). Conversely, one must sacrifice quality if they attempt to make a weapon out of low-grade flesh. A weapon of -2 quality must buy off the deficit during the creation process.
  7. For Armor, the quality bonus may be used to raise (or lower, in the case of low quality objects) the armor values as a whole, requiring two points of quality per armor value that is raised. Alternately, one can raise a single armor value by one instead for one point.