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Crafting: Difference between revisions

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Raw materials can be gathered in play using the [[Foraging]] and [[Gathering]] skills.
Raw materials can be gathered in play using the [[Foraging]] and [[Gathering]] skills.


A list of standard raw materials follow. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.
A list of standard raw materials follow. Others exist, but may be harder to source, or require specific in character actions such as [[Surgery#Butchery and Bloodletting|harvesting]] the bodies of fallen foes.

By default, all raw materials expire '''two years''' after being gathered, unless refined or used.


Crafters can refine these materials in various ways, creating '''finished materials'''; some designs for doing so are listed in the next section below.
Crafters can refine these materials in various ways, creating '''finished materials'''; some designs for doing so are listed in the next section below.

Revision as of 11:57, 13 August 2024

Crafting

Crafting is the art of refining, cleaning, and shaping mundane materials – cloth, stone and metal, wood, glass or gemstones – into useful forms. Skilled crafters can make items of greater quality or special properties, or temporarily improve or enhance normal objects. Crafting is also ideal for preparing items or materials to receive magic, via Invocation, Ritual Magic or other forms of investment.

There are three main crafting skills, each of which paves the way for two or more specialised Archetype skills:

Mundane Cosmology

Crafting, Alchemy and Surgery aren’t exactly like real-world science or engineering. The world of Renewal is a magical one, and while the creator’s mechanical actions – cutting and moulding, sewing and staining, smelting and grinding – directly shape the objects of their work, it’s ultimately the creator’s will and intent that changes their underlying pattern. That is, both the physical act and the will of the creator are essential.

And since all things are made of magic, what mundane work does, in the end, is move magic around: crafting tends to strip magic out to clear impurities; Alchemy tends to concentrate magic to enhance its properties; and Surgery does neither – since magic constantly flows through the body – but blocks, dams or redirects magic to change the body’s functioning.

This tends to affect how the products of mundane work interact with magical skills. Crafted objects, being low in magic, are eminently suited to receiving magical investment, while it is notoriously dangerous to try to add more magic to already magically-dense alchemical brews.

Artisan

A character with Artisan skill can refine bone, cloth, glass, leather, paper, stone or wood from the relevant raw materials. They can also craft any superior quality items other than weapons, armour, jewellery and mechanisms, per the tables at the end of this chapter, or identify any item made with this skill or any of the below skills.

Artisan is a prerequisite for the following Archetype skills:

  • Carpenter: A carpenter can craft mastercrafted items from wood.
  • Glassblower: A glassblower can craft mastercrafted items from glass.
  • Papermaker: A papermaker can craft mastercrafted items from paper. Papermaker is the prerequisite for Printer, which allows them to make and operate printing presses.
  • Sculptor: A sculptor can craft mastercrafted items from stone or clay. Sculptor is the prerequisite for Sapper, which allows them to destroy structures in battle.
  • Tailor: A tailor can craft mastercrafted items from cloth, leather and fur.

A character with three of the above specialisms can also learn the skill Jury Rig, which draws on the breadth of their knowledge to improvise structures and simple devices in the field.

Blacksmith

A character with Blacksmith skill can refine metal, wood or leather from the relevant raw materials. They can craft any superior quality weapons or armour, or most items made from base metal, per the tables at the end of this chapter, or identify any item made with this skill or any of the below skills.

Blacksmith is a prerequisite for the following archetype skills:

  • Armourer: An armourer can craft mastercrafted armour and shields. Armourer is the prerequisite for Hardening, which allows them to craft armour resistant to the damage call Through.
  • Weaponsmith: A weaponsmith, can craft mastercrafted weapons. Weaponsmith is also the prerequisite for Metallurgist, which allows them to craft weapons out of silver alloy.

Jeweller

A character with the Jeweller skill can refine copper, silver and gold from the relevant ores. They can craft any superior quality jewellery and mechanisms, or identify any item made with this skill or any of the below skills.

Jeweller is a prerequisite for the following archetype skills:

  • Gemcutter: A gemcutter can cut gems to make them more magically accessible and increase their value. Gemcutter is the prerequisite of Gem Cleansing, which allows them to polish gems to focus and enrich their magics.
  • Goldsmith: A goldsmith can craft mastercrafted jewellery.
  • Locksmith: A locksmith can craft mastercrafted locks. This skill is also the prerequisite for the skill Mechanician, which allows them to craft mechanical traps and other mechanisms.

Identifying Crafted Items

Any crafter can, after a few seconds’ handling and examination, identify crafted items as follows:

If the crafter knows how to make the item, they recognise exactly what it is, including its quality, the materials and Work Units required to make it, and any specific mechanical effects it has.

If they don’t know how to make the item, but it lies within their skill tree (e.g. a character with the Artisan skill examining an item that requires the Carpenter skill to make), they can identify its quality, and a brief summary of its effects.

Any crafter examining a signature item made with any skill within their skill tree can recognise the crafter’s distinctive style.

Example:

Torja the Mighty, a blacksmith specialising in weaponsmithing, is examining a suit of mastercrafted armour hardened to resist the call Through three times per day. She knows it’s mastercrafted, and that it has been reinforced in some way, but not the specific mechanical effects.

Workshops

Any use of crafting skills that expends Work Units or Study Units, including creation, alteration, repair or research, requires the use of a suitably equipped workshop.

As with all equipment, a standard quality workshop has no in-character cost; all that’s needed is a physical representation. Higher-quality workshops must be bought or made in play and provided with item cards. Research specifically requires a superior or higher quality workshop.

There are three standard types of workshop, corresponding to the general skills required to use them: an Alchemist’s Laboratory, a Blacksmith’s Forge, or a Jeweller’s Bench.

Although consisting of several parts, a workshop is treated as a single item in game; a higher quality workshop receives a single item card to track its existence, which must be attached to the work surface (table, bench etc.).

Note: All the rules in this section apply to an Alchemist’s Laboratory or a Surgeon's Bed as well.

Representing a Workshop

At minimum, a phys rep of a workshop must consist of a surface to work on – a table, bench or bed, or even a roll-up mat or blanket – and at least three appropriate tools or fixtures, as follows:

  • Artisan’s Workshop: Tools and fixtures for a workshop vary hugely depending on the materials the Crafter is working on, including chisels, hammers, saws and files, lathes and vices, potter’s wheels, crucibles and blow irons, needles and thread, looms, frames and shuttles.
  • Blacksmith’s Forge: Tools and fixtures for a forge include hammers, tongs, files and anvils, crucibles and moulds, and furnace and bellows.
  • Jeweller’s Bench: Tools and fixtures for a Jeweller’s bench include hammers, pliers, vices and dowels, crucibles and moulds and Jeweller’s loupes.

Tools do not necessarily have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. sharp scalpels, saws or needles must only ever be used in camp, at the creator’s workshop, and away from areas where fighting is likely to occur.

Very enthusiastic players may wish to bring phys reps that incorporate real fire, moving water, smoke or other practical effects. Anything along these lines must be submitted to the player’s Faction Command and members of the Event Team to ensure they are safe and that suitable precautions (including e.g. access to fire extinguishers) are being taken, and must never be left unattended.

Note: The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with all phys reps, any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.

Transporting a Workshop

Transporting a workshop (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the workshop can physically move it, they can move it in character.

Note: Transporting a workshop requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.

Workshop Quality

Like all equipment, workshops vary in quality. A higher-quality workshop can be configured by its owner, optimising it for their use. A configured workshop grants the Crafter who has configured it (only) bonus Work Units and a discount to the Study Units target. Other characters can use the workshop (i.e. can make use of the phys rep), but gain no benefits from the workshop's quality unless and until they reconfigure it for themselves.

To configure a new workshop, the owner must register it with a Crafting Referee, and then spend a day using it without any benefit (as they work out how to arrange it best, etc.). The benefits come into effect the next day.

  • Standard: As with all standard equipment, a standard workshop is un-carded and has no in character cost; the player need only provide suitable props to represent it.
  • Superior: A superior workshop allows research. Once configured by its owner it grants the owner 3 bonus Work Units per day and reduces Study Units targets for research.
  • Mastercrafted: A mastercrafted workshop may be configured by its owner, granting 6 bonus Work Units per day and reduces Study Units targets for research.


With research, a Crafter may learn to configure a workshop to give different benefits for specific tasks.

A damaged or broken workshop becomes unconfigured; once repaired, it will need to be configured again as though new.

Reconfiguring a Workshop

A stolen workshop, or one that has been sold or traded in play, can be reconfigured by its new owner to benefit them. In both cases, this requires the owner (or new owner) to register the change with a crafting referee and use the workshop for a day without benefit.

Note: The new owner of a stolen or traded workshop cannot start reconfiguring it until the day after acquiring it.

Making a Workshop

Any Crafter can make their own higher-quality workshop, at a cost in materials and work units.

Workshops Skill Costs Work Units
Superior Artisan’s workshop Artisan 2 wood (O), 2 metal (H), 5 metal (O), 7 Charcoal 20
Mastercrafted Artisan's workshop Carpenter, Glassblower, Papermaker, Sculptor or Tailor 2 wood (O), 9 metal (H), 9 charcoal 40
Superior Blacksmith’s forge Blacksmith 2 wood (O), 2 metal (H), 5 metal (O), 7 charcoal 20
Mastercrafted Blacksmith’s forge Armourer or Weaponsmith 2 wood (O). 2 metal (H), 9 charcoal 40
Superior Jeweller’s bench Jeweller 2 wood (O), 2 metal (H), 3 metal (O), 2 glass (O), 5 charcoal, 2 sand 20
Mastercrafted Jeweller’s bench Gemcutter, Goldsmith or Locksmith 2 wood (O), 6 metal (H), 3 glass (O), 2 glass (H), 6 charcoal, 3 sand 40

Note: All designs using charcoal yield 1 unit of ash as a byproduct, and all designs using metal yield one unit of powdered metal.

Tools

By default, a crafter’s tools don’t receive separate item cards from their workshop; in game terms, the tools are part of the workshop. That said, some of a crafter’s actions can be performed away from their workshop, e.g. a Blacksmith can repair armour in the field with an armour staple, or an artisan can use the Jury Rig skill to improvise a device; this requires some phys reps of suitable tools, which need not be carded.

A Creator may make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a workshop.

Crafting Materials

Crafting makes use of a range of materials available in the Renewal campaign: stone, wood, metal, leather and other workable substances suitable for shaping as required.

There are two main types of materials in the game:

  • Raw materials, which can be gathered in the wild in play; and
  • Finished materials, which may be created in game through various skills, or produced as a byproduct of other processes.

All materials can also be received via the Resources skill, bought from traders, received as a reward in plot or otherwise acquired in play.

Raw Materials

Raw materials can be gathered in play using the Foraging and Gathering skills.

A list of standard raw materials follow. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.

By default, all raw materials expire two years after being gathered, unless refined or used.

Crafters can refine these materials in various ways, creating finished materials; some designs for doing so are listed in the next section below.

Rarity

A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity:

  • Very common (VC),
  • Common (C),
  • Uncommon (UC) or
  • Rare (R).

Rarity serves as a general indicator of value; as a very rough guide, very common resources are worth around 1 copper coin each, common resources around 1 silver coin each, uncommon resources around 3-4 silver coins each, and rare resources around 9-12 silver coins.

Common Materials

Material Rarity Material Rarity
Chalk VC Rock VC
Clay VC Sand VC
Fleece VC Timber VC
Hide VC Wax VC
Ore VC

Gems

Material Rarity Material Rarity Material Rarity
Agate U Carnelian U Jet U
Amber U Garnet U Moonstone U
Amethyst U Gypsum U Opal U
Beryl U Hematite U Peridot U
Bloodstone U Jade U Topaz U

Metal Ores

Material Rarity
Metal Ores Rarity
Cold Iron VC
Copper Ore R
Gold Ore C
Silver Ore C

Finished Materials

The following finished materials can be created from various raw materials. The required skills, materials and cost in work units vary, and are listed below.

Material Rarity Skill Costs Work unit
Bone (O) C Artisan 1 body part, 1 sand 1
Bone (H) U Artisan 3 body part, 1 sand 3
Copper metal U Blacksmith, Jeweller 1 copper ore, 1 charcoal 3
Cloth (O) C Artisan 1 fleece, 1 fluid 1
Cloth (H) U Artisan 1 fleece, 1 fluid 3
Glass (O) C Artisan or Jeweller 1 sand, 1 charcoal 1
Glass (H) U Artisan or Jeweller 3 sand, 1 charcoal 3
Gold metal U Blacksmith or Jeweller 1 gold ore, 1 charcoal 3
Leather (O) C Artisan or Blacksmith 1 hide, 1 cream 1
Leather (H) U Artisan or Blacksmith 3 hide, 1 cream 3
Metal (O) C Blacksmith 1 ore, 1 charcoal 1
Metal (H) U Blacksmith 3 ore, 1 charcoal 3
Paper (O) C Artisan 1 timber, 1 fluid 1
Paper (H) U Artisan 3 timber, 1 fluid 3
Silver metal U Blacksmith or Jeweller 1 silver ore, 1 charcoal 3
Stone (O) C Artisan 1 rock, 1 sand 1
Stone (H) U Artisan 3 rock, 1 sand 3
Wood (O) C Artisan or Blacksmith 1 timber, 1 fluid 1
Wood (H) U Artisan or Blacksmith 3 timber, 1 fluid 3

Gemstones

Jewellers can refine gems in two ways. When gathered in the wild, gems start out cloudy, with a mix of colours, and uncut, with no facets. The Gemcutter skill allows the Jeweller to cut stones, which makes them useful for certain magical tasks; and the Gem Cleansing skill allows them to polish them, which simplifies and aligns the magics within them.

Passive Materials

Already largely stripped of magic, passive materials have use to both crafters and alchemists – blacksmiths burn charcoal to melt metal, tanners use cream to make leather, alchemists use fluid or oil as a base for their potions.

Material Rarity Skill Costs Work units
Ash (3 units) VC Artisan or Blacksmith 1 timber 1
Charcoal (3 units) VC Artisan or Blacksmith 1 timber 1
Ink (3 units) VC Alchemist or Artisan 1 charcoal 1
Powdered bone (3 units) VC Artisan 1 bone 1
Powdered dye (3 units) VC Alchemist or Artisan 1 herb 1
Powdered gemstone (3 units) C Jeweller 1 gem 1
Powdered metal (3 units) VC Blacksmith 1 metal 1

Note: Any herb can be used; this has no mechanical effect unless specified otherwise.

Many passive materials are also produced as a byproduct of other processes: cutting and polishing gems yields powdered gemstone, burning charcoal produces ash, working metal yields powdered metal etc. Byproducts are listed under the respective designs.

Making Crafted Items

A crafter may make any of the standard items known to them per their skills, or any unique designs they have learned through research or teaching. If a crafter wishes to produce a common item not listed in these rules, they may usually do so without special research; discuss with a crafting referee.

Every design has a cost in work units and materials.

Work Units

Most Creator skills grant a number of Work Units, required to create or alter anything:

  • A character with one skill that uses Work Units has a base of 10 points per day,
  • Someone with two skills has 15 points per day, and
  • With three or more skills, 20 points per day.

Characters with the creator archetype can purchase up to 10 additional work units, for a total maximum of 30 per day.

Work Units represent the creator’s capacity to concentrate and exert themselves every day. Higher quality workspaces grant more work units.

Unlike magic points, the player does not need any visible way of tracking these points; all Work Units must be spent at the character’s workplace, and are logged and tracked by the referee dispensing the relevant cards.

Roleplaying and Logging Work

To craft on any day, the player must engage in at least 30 minutes’ suitable roleplay at their workshop either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime cutting, sewing, grinding, polishing, melting etc. as appropriate to their craft.

They must then log their work with a referee, who will confirm that the character knows how to craft the items (checking design cards, if relevant), confirm any benefit they get from using a configured workshop, collect the resources consumed, and note how many work units the crafter is using.

A Crafter may produce an item over more than one day to spread the cost, handing over all required resources when they start working; they don’t need to finish one item before starting the next. In this way, they can have multiple projects in progress at a time.

Completing the Design

Once the Crafter has accumulated enough work units to complete the project, the referee will confirm any features or signature style the crafter wishes to add to the item and then issue an item card for the item. Every crafted item must be represented by a suitable phys rep, to which the card must be attached.

Note: All items expire eventually. An expired item may be “restored” at the same cost in materials and work units as it takes to make it, allowing a character to treat the item as existing continuously for roleplaying purposes.

Features and Details

Generally, purely cosmetic details of a crafted item needn’t be noted on the item card; but if the crafter wishes (e.g. if it is important for plot purposes), they may stipulate an item’s appearance, colour or other details, which will be recorded on the item card. Any crafter may add a “maker’s mark” to an item at this time, to show it is their work, although note that such a mark can be imitated by others.

Very skilled Crafters can learn to make signature items, crafted in highly distinctive style that is unique to them, and which can be readily recognised by characters with the Evaluate skill, even without a maker’s mark. A Crafter’s signature style cannot usually be imitated by another crafter. This ability must be researched.

Repairing Crafted Items

Any Crafter can repair any damaged or broken item they already know how to make.

  • Damaged: Repairing a damaged item is trivial; the crafter can restore it in their workshop with about 2 minutes’ roleplayed effort (retying straps, welding cracks or knocking out dents etc.), at no cost in work units or materials. If for some reason a damaged item must be repaired perfectly, leaving no sign of the damage, this generally costs 1 work unit and 1 unit of an appropriate resource.
  • Broken: Repairing a broken item (e.g. burned, melted or heavily rusted) requires substantially recrafting it, at some fraction of the work units and materials needed to make it, depending on how badly broken it is (minimum 25%, rounded up).

Repairing an object made up of many easily removable parts (e.g. a workshop) may take longer, and additionally require work units from someone skilled in its use, to assemble and identify components; a referee can give guidance on requirements.

Note: It is not possible to repair a destroyed item.

Field Repair

While the above rules apply to repairing any crafted item in a workshop, Blacksmiths can quickly repair battle-damaged armour in the field, using a phys rep of smithing tools and consuming Armour Staples. Repairing the armour on one location takes 15 seconds and consumes 1 armour staple, while repairing a whole suit of armour takes 30 seconds and consumes 3 armour staples.

Apprentices

A Crafter can work with the aid of an apprentice, a junior crafter aiding them in their efforts. The apprentice must at least know the relevant general skill (Artisan, Blacksmith or Jeweller) for the project, but does not need to know the design for the project - or the Archetype skill, if any, the project is based on. The apprentice does not need their own workshop.

For every 2 work units contributed by the apprentice, 1 work unit is added to the crafter’s total. The apprentice cannot contribute more work units (after halving) than the crafter.

Example:

Tythus Garmaul spends 15 work units on a suit of mastercrafted heavy armour. His apprentice Gen-evieve Beauchamps spends 16 work units, which adds 8 work units to Tythus’s efforts, for a total of 23 work units for the day.

A Crafter cannot benefit from more than one apprentice on any day, although they can work on multiple designs in that day.

Crafting Designs

The following designs are known to crafters with the relevant skills.

Armour

High quality armour may be enchanted or otherwise magically invested, and allows a warrior to use skills such as Armoured Caster or Sturdy Shield more often.

Below costs are per location. For costs for a full suit, multiply by six.

Light Armour

Items Quality Skill Costs Work units
Padded Cloth Superior Artisan or Blacksmith 1 cloth (O) 2
Padded Cloth Mastercrafted Armourer or Tailor 2 cloth (O) 4
Hide Superior Artisan or Blacksmith 3 hide 3
Hide Mastercrafted Armourer or Tanner 6 hide 6
Leather Superior Artisan or Blacksmith 1 leather (O), 1 oil 3
Leather Mastercrafted Armoureror Tanner 2 leather (O), 2 oil 6

Medium Armour

Items Quality Skill Costs Work units
Layered Leather Superior Blacksmith 2 leather (O), 2 oil 4
Layered Leather Mastercrafted Armourer 4 leather (O), 4 oil 8
Studded Cloth Superior Blacksmith 1 cloth (O), 1 metal (O), 1 charcoal 4
Studded Cloth Mastercrafted Armourer 2 cloth (O), 1 metal (O), 1 charcoal 8
Studded Leather Superior Blacksmith 1 leather (O), 1 leather (O), 1 metal (O), 1 charcoal 4
Studded Leather Mastercrafted Armourer 2 leather (O), 1 metal (O), 1 charcoal 8

Heavy Armour

Items Quality Skill Costs Work units
Chain or Ring Superior Blacksmith 2 metal (O), 2 charcoal 5
Chain or Ring Mastercrafted Armourer 1 metal (H), 1 metal (O), 2 charcoal 10
Plate Superior Blacksmith 1 metal (H), 1 metal (O), 2 charcoal 6
Plate Mastercrafted Armourer 2 metal (H), 2 charcoal 12

Shields

Items Quality Skill Costs Work units
Metal Shield Superior Blacksmith 2 metal (O), 2 charcoal 5
Metal Shield Mastercrafted Armourer 4 metal (O), 4 charcoal 10
Wooden Shield Superior Artisan or Blacksmith 2 wood (O), 2 oil 5
Wooden Shield Mastercrafted Armourer or Carpenter 4 wood (O), 4 oil 10

Notes:

  • In addition, plate armour requires leather for straps etc. One unit of leather(O) is sufficient for up to six locations.
  • All designs using charcoal yield 1 unit of ash as a byproduct and all designs using metal yield one unit of powdered metal.

Ornate Armour

Armour of any quality can be made ornate by various means: cloth can be dyed or embroidered, leather can be dyed or inlaid with precious metals, gilded links can be incorporated into chain. Plate can be especially elaborate, either inlaid with precious metals or covered in fine dyed cloth to make brigandine.

Add the below costs to the costs above. These costs are per location. For costs for a full suit, multiply by six.

Items Quality Skill Costs Work units
Padded Cloth Ornate Artisan or Blacksmith 3 powdered dye 3
Leather Ornate Artisan or Blacksmith 1 jewellery metal, 1 charcoal 4
Chain or Ring Ornate Blacksmith 1 jewellery metal, 1 charcoal 5
Plate Ornate Blacksmith 1 jewellery metal, 1 charcoal 6
Brigandine Plate Ornate Blacksmith 1 cloth (H), 1 powdered dye 8
Metal Shield Ornate Blacksmith 1 jewellery metal, 1 charcoal 4
Wooden Shield Ornate Artisan or Blacksmith 1 jewellery metal, 1 charcoal 4

Note: Jewellery metal can be copper, silver or gold, for example

Hardened Armour

Hardened armour is fashioned from tightly linked rings, closely overlapping layers of leather, reinforced plates etc., to prevent it being penetrated by sharpened weapons or skilled attacks. Hardened armour takes one armour hit from an arrow, a crossbow bolt, or any mundane attack calling Through (i.e. not accompanied by the magical damage types Artefact', Corporeal, Elemental or Spiritual) as though it were a standard attack. Through attacks after the first hit bypass the armour as usual, until the armour is repaired.

This benefit stacks with the skill Through Defence; using the skill doesn’t use the armour’s own benefit.

Items Quality Skill Costs Work units
Layered Leather Hardened Hardening 4 leather (H), 4 oil 16
Studded Cloth Hardened Hardening 2 cloth (H), 1 metal (H), 1 charcoal 16
Studded Leather Hardened Hardening 2 leather (H), 1 metal (H), 1 charcoal 16
Chain or Ring Hardened Hardening 3 metal (H), 3 charcoal 18
Plate Hardened Hardening 4 metal (H), 4 charcoal 20

Hardened armour is also automatically mastercrafted. With research, a Blacksmith with the Hardening skill can research improved designs that resist multiple (or all) Through blows.

Armour Staples

Any Blacksmith can craft Armour Staples. Using a phys rep of relevant tools, a Blacksmith can consume staples to repair armour quickly in the field.

Items Quality Skill Costs Work units
Armour Staples x 3 N/A Blacksmith 1 metal (O), 1 charcoal 1

Clothing

High quality clothing may be enchanted or otherwise magically invested; a high quality cloak allows a scout to use the skills Chameleon and Move in Cover more often.

The below is representative and broadly reflects the amount of the body covered. For clothing not listed here, use the nearest equivalent item.

Small Items

Items Quality Skill Costs Work units
Boots Superior Artisan 2 leather (O), 2 oil 4
Boots Mastercrafted Tanner 2 leather (H), 2 oil 8
Gloves Superior Artisan 1 cloth (H) nor 1 leather (H), 2 oil 4
Gloves Mastercrafted Tailor or Tanner 2 cloth (H) or 2 leather (H), 2 oil 8
Hat Superior Artisan 1 cloth (O), 1 fluid or 1 leather (O), 1 oil 3
Hat Mastercrafted Tailor or Tanner 1 cloth (H), 1 fluid or 1 leather (H), 1 oil 6
Mask or Headband Superior Artisan 1 leather (O), 1 oil 2
Mask or Headband Mastercrafted Tanner 1 leather (O), 1 oil 4
Sash Superior Artisan 1 cloth (O) 1
Sash Mastercrafted Tailor 1 cloth (H) 2
Shoes Superior Artisan 2 leather (O), 2 oil 3
Shoes Mastercrafted Tanner 2 leather (H), 2 oil 6

Large Items

Items Quality Skill Costs Work units
Cloak Superior Artisan 2 cloth (O) or 2 leather (O), 2 oil 4
Cloak Mastercrafted Tailor or Tanner 2 cloth (H) or 2 leather (H), 2 oil 8
Dress Superior Artisan 2 cloth (O) 4
Dress Mastercrafted Tailor 2 cloth (H) 8
Robes Superior Artisan 3 cloth (O) 8
Robes Mastercrafted Tailor 3 cloth (H) 16
Shirt Superior Artisan 2 cloth (O) 4
Shirt Mastercrafted Tailor 2 cloth (H) 8
Trousers Superior Artisan 2 cloth (O) 4
Trousers Mastercrafted Tailor 2 cloth (H) 8

Ornate Clothing

Clothing of any quality can be made ornate by dyeing or embroidering, adding precious metal thread or incorporating glass or gems.

Add the below costs to the costs of small items of clothing or double to large items.

Finishes Qualtiy Skill Costs Work units
Dyed or embroidered Ornate Artisan 3 powdered dye 3
Precious metal thread Ornate Artisan 1 jewellery metal, 1 charcoal 4
Glass or gems Ornate Artisan 1 glass (H) or 3 gems 5

Notes:

  • Metals can be copper, silver or gold
  • All designs using charcoal yield 1 unit of ash as a byproduct

Ornate Items

The costs listed here reflect the minimum materials and labour to produce functional but plain items; crafters may wish to spend more on materials and finishing to make their goods beautiful. These items are referred to as ornate.

Ornate isn’t a standard trait, but a range of options: bright dyes for cloth or leather, intricate woven patterns and engraving, gold or silver flourishes, gems and cut glass stones. When making an ornate item, the crafter describes the embellishments they wish to add and discusses costs with the crafting referee.

An ornate item’s extra features are described on the item card, and the extra costs are listed separately in the Evaluate box.

Example

Tornak Goldentouch fashions an ornate superior longsword for a wealthy prince. The item card describes it as “a longsword with an engraved blade and a gilt hilt set with 3 gemstones,” and the Evaluate box lists it as “Superior Longsword (10s + 8 WU), Ornate (12s + 5 WU).

Common Items

High quality clothing may be enchanted or otherwise magically invested.

The below list is representative and broadly reflects the most common materials from which items are made. Most of these items can be made using alternative materials and skills, e.g. a Glassblower could fashion a mastercrafted glass bowl with 1 glass (H) and 2 work units. Speak to a crafting referee to confirm.

Items Quality Skill Costs Work units
Backpack Superior Artisan 2 leather (O), 2 oil 4
Backpack Mastercrafted Tanner 1 leather (H), 1 leather (O), 2 oil 8
Bowl or Plate Superior Artisan 3 clay, 1 charcoal or 1 wood (H), 1 oil 1
Bowl or Plate Mastercrafted Carpenter or Potter 6 clay, 2 charcoal or 1 wood (H), 1 oil 2
Box or Chest Superior Artisan or Blacksmith 2 wood (O), 1 metal (O), 2 oil, 1 charcoal 4
Box or Chest Mastercrafted Armourer or Carpenter 2 wood (O), 1 metal (H), 2 oil, 1 charcoal 8
Candle (for 3) Artisan 1 wax 1
Candle Holder Superior Artisan or Jeweller 3 clay, 1 charcoal or 1 silver metal, 1 charcoal 2
Candle Holder Mastercrafted Goldsmith or Potter 3 clay, 1 charcoal or 1 silver metal, 1 charcoal 6
Chair or Throne Superior Artisan 4 wood (O), 4 oil or 4 stone (O), 4 sand 5
Chair or Throne Mastercrafted Carpenter or Mason 2 wood (H), 2 wood (O), 4 oil or 2 stone (H) 2 stone (O), 4 sand 10
Cup Superior Artisan 3 clay, 1 charcoal 1
Cup Mastercrafted Potter 6 clay, 2 charcoal 2
Doll Superior Artisan 1 cloth (O) 3
Doll Mastercrafted Tailor 1 cloth (H) 6
Drinking Horn Superior Artisan 1 bone (O), 1 sand 2
Drinking Horn Mastercrafted Tanner 1 bone (H), 1 sand 4
Glass Vial Superior Artisan 1 glass (O) 2
Glass Vial Mastercrafted Glassblower 3 clay, 1 charcoal or 1 jewellery metal, 1 charcoal 4
Goblet Superior Artisan or Jeweller 3 clay, 2 charcoal or 2 jewellery metal, 2 charcoal 2
Goblet Mastercrafted Goldsmith or Potter 6 clay, 2 charcoal or 2 jeweller metal, 2 charcoal 4
Hourglass Superior Artisan 1 wood (O), 1 glass (O), 1 oil, 1 charcoal 5
Hourglass Mastercrafted Glassblower 1 wood (H), 1 glass (H), 1 oil, 1 charcoal 10
Lantern Superior Artisan 1 metal (O), 1 glass (O), 2 charcoal 5
Lantern Mastercrafted Glassblower 1 metal (H), 1 glass (H), 2 charcoal 10
Manacles Superior Blacksmith 2 metal (O), 2 charcoal 4
Manacles Mastercrafted Armourer 1 metal (H), 1 metal (O), 2 charcoal 8
Mirror Superior Artisan 1 silver metal (O), 1 glass (O), 1 charcoal 6
Mirror Mastercrafted Glassblower 1 silver metal (H), 1 glass (H), 1 charcoal 12
Pen Superior Artisan 1 wood (O), 1 oil 2
Pen Mastercrafted Carpenter 1 wood (H), 1 oil 4
Scabbard Superior Artisan 1 leather (O), 1 oil 3
Scabbard Mastercrafted Tailor or Tanner 1 leather (H), 1 oil 6
Spectacles Superior Artisan or Jeweller 1 metal (H), 1 glass (H), 1 charcoal 6
Spectacles Mastercrafted Gemcutter 1 metal (H), 2 gems, 1 charcoal 10
Table Superior Artisan 8 wood (O), 8 oil 6
Table Mastercrafted Carpenter 4 wood (H), 4 wood (O), 8 oil 12
Thief's Tools Superior Jeweller 2 metal (H), 2 charcoal 8
Thief's Tools Mastercrafted Locksmith 3 metal (H), 3 charcoal 16
Toy Superior Artisan 1 wood (O), 1 oil 3
Toy Mastercrafted Carpenter 1 wood (H), 1 oil 6
Wax Seal Superior Jeweller 1 silver metal, 1 charcoal 2
Wax Seal Mastercrafted Goldsmith 1 silver metal, 1 charcoal 6

Note: All designs using charcoal yield 1 unit of ash as a byproduct, designs using bone yield 1 unit of powdered bone and designs using metal yield one unit of powdered metal.

Ornate Common Items

Common items of any quality can be made ornate by adding precious metal gilt or inlays, engraving the item, or incorporating glass or gems.

Add the below costs to the costs of all items except tables, chairs and thrones, above, or double the below cost to tables, chairs and thrones.

Finishes Quality Skill Costs Work units
Gilt or Inlay Ornate Artisan, Jeweller 1 jewellery metal, 1 charcoal 2
Engraving Ornate Artisan, Jeweller N/A 4
Glass or gems Ornate Artisan, Jeweller 1 glass (H) or 3 gems 3

Note: Metal can be copper, silver or gold

There’s No Price List!

Crafted items don’t have an official value in coin, since prices are set by players themselves. For the purposes of the Evaluate skill, every item has a cost to produce, reflecting the rough value of the materials and work units to create them; non player character traders will generally base prices on that value.

Gemstones

Gemstones start out cloudy and uncut, and can be finished in two ways: cutting a stone makes it more magically accessible, allowing it to be ritually enchanted or otherwise invested (the first cut is the equivalent of a superior-crafted item), while polishing simplifies the colour, making it more powerful in narrower ways.

Finishes Skill Costs Work units
First Cut Gemcutter 1 gem 9 or 27
First Polish Gem Cleansing 1 gem, 1 sand 9 or 27

Note: Cutting a polished stone or polishing a cut stone requires 27 work units.

A cloudy gem lists three colours on the back of the card; when polishing, the Jeweller must specify which colour they are moving it towards. Cutting and polishing gems always carries a small risk of destroying the gemstone.

Example:

Edgar of Oxford has dug up an amethyst, an uncut, cloudy purple stone which he knows is rich in spiritual and elemental magics. Over a number of days, he polishes it once, turning it into a spiritually-strong blue amethyst, then he cuts it once, producing a first-cut blue amethyst.

The Gemcutter and Gem Cleansing skills grant knowledge of the first cut and first polish only. Research can unlock finer cuts and deeper polishes, and reduce (but not eliminate) the risk of destroying the gem.

Note: Cutting a gem always yields one unit of powdered gemstone as a byproduct.

Jewellery

High quality jewellery may be enchanted or otherwise magically invested. Jewellery may be crafted with an inlay of amalgam to invest as an amulet.

Items Quality Skill Costs Work units
Bracelet Superior Jeweller 1 jewellery metal, 1 charcoal 3
Bracelet Mastercrafted Goldsmith 1 jewellery metal, 1 charcoal 9
Brooch Superior Jeweller 1 jewellery metal, 1 charcoal 3
Brooch Mastercrafted Goldsmith 1 jewellery metal, 1 charcoal 9
Circlet or Torc Superior Jeweller 2 jewellery metal, 2 charcoal 4
Circlet or Torc Mastercrafted Goldsmith 2 jewellery metal, 2 charcoal 12
Crown or Tiara Superior Jeweller 2 jewellery metal, 2 charcoal 6
Crown or Tiara Mastercrafted Goldsmith 2 jewellery metal, 2 charcoal 18
Pendant or Necklace Superior Jeweller 1 jewellery metal, 1 charcoal 4
Pendant or Necklace Mastercrafted Goldsmith 1 jewellery metal, 1 charcoal 12
Ring or Earring Superior Jeweller 1 jewellery metal, 1 charcoal 3
Ring or Earring Mastercrafted Goldsmith 1 jewellery metal, 1 charcoal 9

Notes:

  • Jewellery metal can be copper, silver or gold.
  • All designs using charcoal yield 1 unit of ash as a byproduct.

Bejewelled Jewellery

Jewellery is already by definition ornate, but can be made more precious with the addition of glass jewels or gems. Add one unit of glass (H) or 1 or more gems to the above.

Magical Tools

High quality magical tools may be enchanted, bound as a path focus or otherwise magically invested.

Magical Tool Quality Skill Casts Work units
Candle (for 3) Artisan 1 wax 1
Censer Superior Jeweller 1 silver metal, 1 charcoal 4
Censer Mastercrafted Goldsmith 2 gold metal, 2 charcoal 8
Crystal Ball Superior Artisan 2 glass (O), 2 sand 4
Crystal Ball Mastercrafted Glassblower 2 glass (H), 2 sand 8
Incense (for 3) Artisan, Alchemist 1 herb, 1 powder 1
Rod Superior Artisan 1 wood (O), 1 oil 3
Rod Mastercrafted Carpenter 1 wood (H), 1 oil 6

Notes:

  • Any herb can be used. This has no mechanical effect unless specified otherwise.
  • All designs using charcoal yield 1 unit of ash as a 'byproduct.

Invocation Items

The below items are crafted to be magically invested via Invocation.

Charms

Charms Skill Casts Work units
Trinket (for 3) Any 1 ordinary grade material 3
Sigil Stone Artisan 1 stone (O), 1 sand 2
Scroll Paper Artisan 1 paper (O), 1 fluid 2
Scroll Vellum Papermaker 1 leather (H), 1 fluid 3

Charms are one-shot items:

  • Trinkets are simple tokens inscribed or stained with mundane ink and charged with the Invest Trinket rite;
  • Scrolls are sheets of paper or vellum written with a relevant magical ink and charged with the Invest Scroll rite; and
  • Sigil stones are stone or clay discs inscribed with mystical sigils in magical ink and charged with the Invest Stone rite.

Talismans

Talisman Spell level Skill Casts Work units
Amulet Lesser Jeweller per superior jewellery, plus 1 amalgam
Amulet Greater Goldsmith per mastercrafted jewellery, plus 2 amalgam
Brand Weaponsmith per mastercrafted weapon, plus 2 amalgam
Wand Lesser Artisan 1 wood (H), 1 amalgam, 1 oil 3
Wand Greater Carpenter 1 wood (H), 2 amalgam, 1 oil 9

Talismans are charged items, inlaid with an inscription in a relevant magical amalgam and invested with the Invest Talisman rite. Talismans must be crafted to at least superior quality to hold lesser spells, or mastercrafted quality to hold greater spells.

Mechanisms

High quality mechanisms may be enchanted or otherwise magically invested, and are harder for thieves to foil, per the Scoundrel and Device Proficiency skills.

Mechanism Quality Skill Casts Work units
Padlock Superior Jeweller 1 metal (H), 1 charcoal 8
Padlock Mastercrafted Locksmith 1 metal (H), 1 charcoal 16
Small Lock Superior Jeweller 1 metal (H), 1 charcoal 5
Small Lock Mastercrafted Locksmith 1 metal (H), 1 charcoal 10
Large Lock Superior Jeweller 2 metal (H), 2 charcoal 5
Large Lock Mastercrafted Locksmith 2 metal (H), 2 charcoal 10
Needle Trap Superior Mechanism 1 metal (H), 1 charcoal 10
Needle Trap Mastercrafted Mechanism 1 metal (H), 1 charcoal 20
  • Small locks are fitted to boxes and chests,
  • Large locks are required for doors, gates etc.
  • Padlocks can be moved between different places, but are more intricate and harder to make.
  • Needle traps strike someone triggering them with a small needle, which inflicts no damage, but can be coated with any blade venom.

Note:' All designs using charcoal yield 1 unit of ash as a byproduct, and all designs using metal yield one unit of powdered metal.

Paper and Printing

Scroll paper can be invested with Invocation; high quality presses can be used to efficiently print scrolls, saving on ink.

Items Quality Skill Casts Work units
Book Superior Artisan 1 leather (O), 5 paper (O), 1 oil 10
Book Mastercrafted Papermaker 1 leather (H), 5 paper (H), 1 oil 20
Scroll Paper Artisan 1 paper (O), 1 fluid 2
Scroll Vellum Papermaker 1 paper (H), 1 fluid 3
Printing Press Superior Printer 2 wood (H), 1 stone (O), 1 leather (H), 1 metal (O), 2 oil, 1 sand, 1 charcoal 12
Printing Plate Superior Printer 1 stone (H), 1 sand 2

Printing presses use block-and-plate hand printing, one plate must be engraved for each page to be printed. There is always a chance of a press misprinting, wasting paper and ink; with research, printers can learn to reduce (but not eliminate) this chance.

Note: All designs using charcoal yield 1 unit of ash as a byproduct, and all designs using metal yield one unit of powdered metal.

Printing Scrolls

Printing presses can be used to print scrolls, making more efficient use of expensive magical inks. The above listed press is able to print lesser scrolls, printing 6 scrolls from one pot of ink (rather than 3); printers can research presses able to print greater scrolls.

A printed scroll still needs to be magically invested with the Invest Scroll rite.

Weapons

High quality weapons may be enchanted or otherwise magically invested; a small or one-handed weapon can be inlaid with an amalgam to make a brand. A high quality weapon allows a scout or warrior to use skills such as Disarming, Strikedown Blow or Treacherous Blow more often.

The below is representative and broadly reflects “made of wood,” “made of metal” and “made with a wooden shaft and a metal striking head.” For weapons not listed here, use the nearest equivalent item.

Small and Thrown Weapons

Items Quality Skill Casts Work units
Dagger Superior Blacksmith 2 metal (O), 2 charcoal 4
Dagger Mastercrafted Weaponsmith 1 metal (H), 1 metal (O), 2 charcoal 8
Hatchet Superior Blacksmith 1 metal (O), 1 wood (O), 1 charcoal, 1 oil 4
Hatchet Mastercrafted Weaponsmith 1 metal (H), 1 wood (O), 1 charcoal, 1 oil 8
Truncheon Superior Artisan or Blacksmith 2 wood (O), 2 oil 3
Truncheon Mastercrafted Carpenter or Weaponsmith 1 wood (H), 1 wood (O), 2 oil 6

One-Handed Weapons

Items Quality Skill Casts Work units
Axe or Mace Superior Blacksmith 2 metal (O), 2 wood (O), 2 charcoal, 2 oil 6
Axe or Mace Mastercrafted Weaponsmith 1 metal (H), 1 metal (O), 2 wood (O), 2 charcoal, 2 oil 12
Club or Stick Superior Artisan or Blacksmith 4 wood (O), 4 oil 5
Club or Stick Mastercrafted Carpenter or Weaponsmith 2 wood (H), 2 wood (O), 4 oil 9
Sword Superior Blacksmith 4 metal (O), 4 charcoal 6
Sword Mastercrafted Weaponsmith 2 metal (H), 2 metal (O), 4 charcoal 12

Two-Handed Weapons

Items Quality Skill Casts Work units
Axe or Mace Superior Blacksmith 4 metal (O), 4 wood (O), 4 charcoal, 4 oil 8
Axe or Mace Mastercrafted Weaponsmith 2 metal (H), 2 metal (O), 4 wood (O), 4 charcoal, 4 oil 16
Club or Stick Superior Artisan or Blacksmith 8 wood (O), 8 oil 6
Club or Stick Mastercrafted Carpenter or Weaponsmith 4 wood (H), 4 wood (O), 8 oil 12
Sword Superior Blacksmith 8 metal (O), 8 charcoal 8
Sword Mastercrafted Weaponsmith 4 metal (H), 4 metal (O), 8 charcoal 16

Polearms

Items Quality Skill Casts Work units
Spear or Polaxe Superior Blacksmith 2 metal (O), 3 wood (O), 2 charcoal, 3 oil 10
Spear or Polaxe Mastercrafted Weaponsmith 1 metal (H), 1 metal (O), 3 wood (O), 2 charcoal, 3 oil 20
Staff Superior Artisan or Blacksmith 5 wood (O), 5 oil 8
Staff Mastercrafted Carpenter or Weaponsmith 2 wood (H), 3 wood (O), 5 oil 15

Projectile Weapons

Items Quality Skill Casts Work units
Bow Superior Artisan or Blacksmith 4 wood (O), 4 oil 5
Bow Mastercrafted Carpenter or Weaponsmith 2 wood (H), 2 wood (O), 4 oil 10
Arrow (for 3) Superior Artisan or Blacksmith 1 wood (O), 1 oil 2
Arrow (for 3) Mastercrafted Carpenter or Weaponsmith 1 wood (H), 1 oil 4
Crossbow Superior Blacksmith 2 wood (O), 2 metal (O), 2 oil, 2 charcoal 8
Crossbow Mastercrafted Weaponsmith 1 wood (H), 1 wood (O), 1 metal (H), 1 metal (O), 2 oil, 2 charcoal 16
Bolt Superior Artisan or Blacksmith 1 wood (O), 1 oil 2
Bolt Mastercrafted Carpenter or Weaponsmith 1 wood (H), 1 oil 4

Note: All designs using charcoal yield 1 unit of ash as a byproduct, and all designs using metal yield one unit of powdered metal.

Ornate Weapons

Weapons of any quality can be made ornate by adding precious metal gilt or inlays, engraving the weapon, or incorporating glass or gems.

Add the below costs to the costs of small or one-handed weapons or bows, above, or double the below cost to two-handed weapons, polearms or crossbow.

Finish Quality Skill Casts Work units
Gilt or Inlay Ornate Blacksmith 1 jewellery metal, 1 charcoal 2
Engraving Ornate Blacksmith N/A 4
Glass or Gems Ornate Blacksmith 1 glass (H) or 3 gems 3

Note: Metal can be copper, silver or gold.

Silver Weapons

A blacksmith with the Metallurgist skill can create silver weapons, producing a complex alloy rich enough in silver to harm werewolves, but still hard enough to keep an edge. Attacks with silver weapons use the damage call Silver.

Any melee weapon with any metal in the above list can be made out of silver alloy by replacing half the metal (O) with silver metal and spending half again as many work units (in both cases rounding up).

Example:

Elspeth Wolfsbane has the skills Blacksmith, Weaponsmith and Metallurgist, and is forging a mastercrafted silver one-handed sword to kill the werewolf who murdered her father.

A mastercrafted one-handed sword normally costs 2 metal (H), 2 metal (O), 4 charcoal and 12 work units to craft; Elspeth’s silver sword will cost 2 metal (H), 1 metal (O), 1 silver, 4 charcoal and 18 work units.

Metallurgists can also make silvering powder, a fine powder combining iron filings, powdered silver and other ingredients, which can be rubbed onto any normal metal weapon by a skilled blacksmith to grant it the call Silver for 1 minute.

One unit of silvering powder costs 1 unit of silver metal, 1 unit of powdered metal and 1 work unit to make.