Take existing armor, gloves/belt/cloaks... gear that takes damage and needs repair:
Enable a master-Crafter with high DC be able to do a "repair" on an item that uses materials of the standard craftable version of said item to ADD # of Charges ABOVE what it already has.
This increased to the # of charges on equipment can only be done when the equipment is at FULL CHARGE (i.e. has been fully repaired, or has not damage)
This is a temporary boost to # charges and should those charges fall below the original charge, it can only be repaired back up to the original amount.
Example:
Gauntlets, at full repair, have 19 charges. A master Armorsmith applies a reinforcing kit, plus added materials, to increase the number of Charges from 19 to 27. -when the re-enforced Gauntlet drops down to 18 charges, it can only be repaired back up to 19.... then, once brought back to the original 19 (full charge) -another- reinforce kit can be applied to raise it up to 27 again.
Reinforcing equipment also makes the equipment more resistant to taking damage, meaning it will last longer and be more durable.
-this should only be able to be performed by a high-skill level "master" craftsperson, giving an added perk to those who invest heavily in a craft and give them something they can use that investment with for more than making that rare/super expensive top-tier item.. which in all honesty, with the rarity of some of these material goods, how often are super-master-craftspersons going to take full advantage of, say 50+ points of crafting in a single craft???
This would allow them to take advantage of that level of specialization even for a simple common piece of equipment... which in turn makes their skill much more desirable AND creates the additional revenue stream that encourages and rewards RP interaction.
Crafting: Re-Inforced Equipment
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Crafting: Re-Inforced Equipment
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