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Crafting: Difference between revisions

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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 [[Equipment and Resources#Equipment Quality|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.
==Crafting==


==Crafting Skills==
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]] or other forms of investment.


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


===Mundane Cosmology===
====Artisan====


A character with [[Artisan]] skill can [[#Finished Materials|refine]] bone, cloth, glass, leather, paper, stone or wood from the relevant [[#Raw Materials|raw materials]]. They can also craft any [[Equipment and Resources#Equipment Quality|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.
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.


Artisan is a prerequisite for the following [[Character Creation#Archetype Skills|archetype skills]]:
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.


:*'''[[Carpenter]]:''' A carpenter can craft mastercrafted items from wood.
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.
:*'''[[Glassblower]]:''' A glassblower can craft mastercrafted items from glass.
:*'''[[Papermaker]]:''' A papermaker can craft mastercrafted items from paper.
:*'''[[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.
===Artisan ===


====Blacksmith====
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.


A character with [[Blacksmith]] skill can [[#Finished Materials|refine]] metal, wood or leather from the relevant [[#Raw Materials|raw materials]]. They can craft any [[Equipment and Resources#Equipment Quality|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.
Artisan is a prerequisite for the following archetype skills:


[[Blacksmith]] is a prerequisite for the following archetype skills:
*'''[[Carpenter]]:''' A carpenter can craft mastercrafted items from wood.


:*'''[[Armourer]]:''' An armourer can craft mastercrafted armour and shields. Armourer is the prerequisite for [[Hardening]], which allows them to craft armour [[Crafting Designs#Hardened Armour|resistant]] to the [[Calls#Damage Calls|damage call]] ''Through''.
*'''[[Glassblower]]:''' A glassblower can craft mastercrafted items from glass.
:*'''[[Weaponsmith]]:''' A weaponsmith can craft mastercrafted weapons. Weaponsmith is also the prerequisite for [[Metallurgist]], which allows them to craft weapons out of [[Crafting Designs#Silver Weapons|silver alloy]].


====Jeweller====
*'''[[Mason:]]''' A mason can craft mastercrafted items from stone. This skill is also the prerequisite for the skill [[Sapper]], which allows them to destroy structures in battle.


A character with the [[Jeweller]] skill can [[#Finished Materials|refine]] copper, silver and gold from the relevant [[#Raw Materials|ores]]. They can craft any [[Equipment and Resources#Equipment Quality|superior quality]] jewellery and mechanisms, or identify any item made with this skill or any of the below skills.
*'''[[Papermaker]]:''' A papermaker can craft mastercrafted items from paper. This skill is also the prerequisite for the skill [[Printer]], which allows them to make and operate printing presses.


[[Jeweller]] is a prerequisite for the following archetype skills:
*'''[[Potter]]:''' A potter can craft mastercrafted items from clay.


:*'''[[Gemcutter]]:''' A gemcutter can [[Crafting Designs#Gemstones|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.
*'''[[Tailor]]:''' A tailor can craft mastercrafted items from wood.
:*'''[[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 [[Crafting Designs#Mechanisms|mechanisms]].


====Identifying Crafted Items====
*'''[[Tanner]]:''' A tanner can mastercrafted items from leather and fur.


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


If the crafter knows how to make the item, they recognise exactly what it is, including its [[Equipment and Resources#Equipment Quality|quality]], the [[#Crafting Materials|materials]] and [[Creation#Work Units|work units]] required to make it, and any specific mechanical effects it has.
==Blacksmith==


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.
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.


Any crafter examining a [[Equipment and Resources#Equipment Quality|signature item]] made with any skill within their skill tree can recognise the crafter’s distinctive style.
Blacksmith is a prerequisite for the following archetype skills:


:'''Example'''
*'''[[Armourer]]:''' An armourer can craft mastercrafted armour and shields. This skill is also the prerequisite for the skill [[Hardening]], which allows them to craft armour resistant to the damage call ''Through''.
:Torja the Mighty has the skill [[Weaponsmith]] but not the skill [[Hardening]], and is examining a suit of mastercrafted armour [[Crafting Designs#Hardened 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==
*'''[[Weaponsmith]]:''' A weapons, can craft mastercrafted weapons. This skill is also the prerequisite for the skill [[Metallurgist]], which allows them to craft weapons out of silver alloy.


Any use of crafting skills that expends [[Creation#Work Units|work units]] or [[Character Progression#Study Units|study units]], including creation, alteration, repair or research, requires the use of a suitably equipped '''workshop'''.
==Jeweller==


As with all equipment, a standard [[Equipment and Resources#Equipment Quality| 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.
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.


There are five standard types of workshop, corresponding to the '''general skills''' required to use them: an [[Alchemy#Laboratories|alchemist’s laboratory]], an artisan’s workshop, a blacksmith’s forge, a jeweller’s bench or a [[Surgery#Surgeon’s Bed|surgeon’s bed]].
Jeweller is a prerequisite for the following archetype skills:


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.).
*'''[[Gemcutter]]:''' A gemcutter can cut gems to make them more magically accessible and increase their value. This skill is also the prerequisite of the skill [[Gem Cleansing]], which allows them to polish gems to focus and enrich their magics.


====Representing a Workshop====
*'''[[Goldsmith]]:''' A goldsmith can craft mastercrafted jewellery.


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:
*'''[[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.


:*'''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.
===Identifying Crafted Items===
:*'''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.
Any crafter can, after a few seconds’ handling and examination, identify crafted items as follows:


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.
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.


'''Note:''' The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with [[Equipment and Resources|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.
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.


====Transporting a Workshop====
''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.''


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


====Workshop Quality====
==Workshops==


Like all equipment, workshops vary in [[Equipment and Resources#Equipment Quality|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 [[Creation#Work Units|work units]]. 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.
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.


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.
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.


:*'''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.
There are three standard types of workshop, corresponding to the general skills required to use them: an artisan’s workshop, a blacksmith’s forge, or a Jeweller’s bench.
:*'''Superior:''' A superior workshop allows [[Research|research]]. Once configured by its owner it grants the owner 3 bonus [[Creation#Work Units|work units]] per day.
:*'''Mastercrafted:''' A mastercrafted workshop may be configured by its owner, granting 6 bonus [[Creation#Work Units|work units]] per day.


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.).


With research, a Crafter may learn to configure a workshop to give different benefits for specific tasks.
'''Note:''' All the rules in this section apply to an Alchemist’s laboratory or a Surgeon’s bed as well.


A [[Equipment and Resources#Damaged and Broken Items|damaged or broken]] workshop becomes unconfigured; once repaired, it will need to be configured again as though new.
===Representing 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. The new owner of a stolen or traded workshop cannot start reconfiguring it until the day ''after'' acquiring it.
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:


====Making a Workshop====
*'''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.


Any crafter can make their own higher-quality workshop, at a cost in materials and work units.
'''Blacksmith’s Forge:''' Tools and fixtures for a forge include hammers, tongs, files and anvils, crucibles and moulds, and furnace and bellows.


{{Workshops Table}}
'''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====
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.


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 [[Crafting Designs#Armour Staples|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.
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.


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.
'''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.


===Workshop Quality===
==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.
Like all equipment, workshops vary in quality. A higher-quality workshop can be configured by its owner, optimising it for their creative method. A configured workshop grants the crafter who has configured it (only) bonuses for certain actions. Other characters can use the workshop (i.e. can make use of the phys rep), but gain no benefits from the configuration unless and until they reconfigure it for themselves.


There are three main types of materials in the game:
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.
:*'''Raw''' materials, which can be gathered in the wild in play using the [[Gathering]] skill.
:*'''Finished''' materials, which may be created in game through the various crafting skills.
:*'''Passive''' materials, which may be created in game 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.
*'''Standard:''' As with all standard equipment, a standard workshop is uncarded and has no in character cost; the player need only provide suitable props to represent it.


{| class="wikitable" style="background-color: #ECE2FF"
*'''Superior:''' A superior workshop allows research (p. 00). It may be configured by its owner to a specific specialism (e.g. the Armourer or Carpenter skills). This grants the owner 3 bonus work units per day, which must be used for tasks governed by that specialism; and reduces study units targets (p. 00) for research involving that specialism.
|-
| '''Rarity'''


A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity:
*'''Mastercrafted:''' A mastercrafted workshop may be configured by its owner to a specific specialism, as above, granting 6 bonus work units for tasks governed by that specialism and reducing study units targets for research involving that specialism.


:*Very Common (VC)
With research, a crafter may learn to configure a workshop in ways other than by specialism, e.g. for efficiency (granting a bonuses to all lower-work unit tasks), precision (granting a bonus to all higher-work unit tasks), or research (granting a higher research bonus but no work unit bonus).
:*Common (C)
:*Uncommon (U)
:*Rare (R)


Rarity reflects how easy it is to find in the game, and should roughly indicate value.
A damaged or broken workshop becomes unconfigured; once repaired, it will need to be configured again as though new.
|}


===Reconfiguring a Workshop===
====Raw Materials====


Raw materials can be gathered in play using the [[Gathering]] skill. Crafters can refine these materials in various ways, creating [[#Finished Materials|finished materials]]; some designs for doing so are listed below.
A workshop can be reconfigured by its owner, changing the specialism for which it grants its benefits; in the same way, a stolen workshop 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, as above.


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.
'''Note:''' The new owner of a stolen workshop cannot start reconfiguring it until the day after stealing it.


By default, all raw materials [[Equipment and Resources#Expiry|expire]] '''two years''' after being gathered, unless refined or used.
===Transporting a Workshop===


{{Raw Materials}}
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.


====Finished Materials====
'''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.


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.
===Making a Workshop===


By default, all finished materials [[Equipment and Resources#Expiry|expire]] '''three years''' after being refined, unless used.
Any crafter can make their own higher-quality workshop, at a cost in materials and work units.


{{Finished Materials}}
{| class="wikitable"
! Item !! 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]], [[Mason]], [[Papermaker]], [[Potter]], [[Tailor]] or [[Tanner]]|| 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
|}


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


[[Jeweller]]s can refine gems in two ways. When gathered in the wild, gems start out '''cloudy''', with a mixed colour (e.g. a topaz is orange-yellow), 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 '''cleanse''' them, which simplifies and aligns the magics within them.
==Tools==


By default, cut or cleansed gems [[Equipment and Resources#Expiry|expire]] '''three years''' after being cut or cleansed.
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.


====Passive Materials====
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.


Already largely stripped of magic, passive materials and [[Alchemy#Passive Ingredients|ingredients]] have use to both crafters and [[Alchemy|alchemists]] – blacksmiths burn charcoal to melt metal, tanners use cream to make leather, alchemists use fluid or oil as a base for their potions.
==Crafting Materials==


Costs and materials to produce passive materials are listed below. 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.
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.


By default, all passive materials [[Equipment and Resources#Expiry|expire]] '''two years''' after being produced, unless used.
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.


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


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


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


A crafter may make any of the [[Crafting Designs|items known to them per their skills]], or any unique designs they have learned through [[Research|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.
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.


Every design has a cost in '''[[Creation#Work Units|work units]]''' and '''[[#Crafting Materials|materials]]'''.
Crafters can refine these materials in various ways, creating finished materials; some designs for doing so are listed in the next section below.


====Roleplaying and Logging Work====
===Rarity===


To craft on any day, the player must engage in at least 30 minutes’ suitable roleplay at their [[#Workshops|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.
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).


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.
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.


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.
{| class="wikitable"

! Material !! Rarity !! Material !! Rarity !! Material !! Rarity
====Completing the Design====
|-

| ''Common Materials'' || || ''Metal Ores'' || || ''Gems''
Once the crafter has accumulated enough [[Creation#Work Units|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 [[Equipment and Resources#Item Tracking|item card]] for the item. Every crafted item must be represented by a suitable phys rep, to which the card must be attached.
|-

| Chalk || VC || Cold iron || Chalk || VC || Agate || U
'''Note:''' By default, superior and mastercrafted items [[Equipment and Resources#Expiry|expire]] after '''three years''', degrading (e.g. rusting, blunting, fading, cracking etc.) to uselessness. Crafted items may be '''maintained''' before expiring, at a cost in materials and [[Creation#Work Units|work units]], extending their useful life. Expired items may be '''restored''' by a crafter with the skill to create the original, at the same cost in materials and work units as making the item.
|-

| Clay || VC || Copper Ore || R || Amber || U
====Features and Details====
|-

| Fleece || VC || Gold ore || C || Amethyst || U
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.
|-

| Hide || VC || Silver ore || C || Beryl || U
Very skilled crafters can [[Research|research]] how 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.
|-

| Ore || VC || || || Bloodstone || U
====Ornate Items====
|-

| Rock || VC || || || Carnelian || U
The standard costs listed under ''[[Crafting Designs]]'' 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'''.
|-

| Sand || VC || || || Garnet || U
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.
|-

| Timber || VC || || || Gypsum || U
An ornate item’s extra features are described on the [[Equipment and Resources#Item Tracking|item card]], and the extra costs are listed separately.
|-

| || || || || Hematite || U
:'''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).”
| || || || || Jade || U

|-
==Repairing Crafted Items==
| || || || || Jet || U

|-
Any Crafter can repair any [[Equipment and Resources#Damaged and Broken Items|'''damaged''' or '''broken''']] item they already know how to make.
| || || || || Moonstone || U

|-
:*'''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 [[Creation#Work Units|work units]] or [[#Crafting Materials|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.
| || || || || Opal || U
:*'''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).
|-

| || || || || Peridot || U
It is not possible to repair a '''destroyed''' item.
|-

| || || || || Topaz || U
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.
|-

VC |}
====Field Repair====

While the above rules apply to repairing any crafted item in a workshop, a character with the [[Blacksmith]] skill can quickly repair battle-damaged armour in the field, using a phys rep of smithing tools and consuming [[Crafting Designs#Armour Staples|armour staples]]:

:*Repairing the armour on one location takes 15 seconds and consumes 1 armour staple
:*Repairing a whole suit of armour takes 30 seconds and consumes 3 armour staples.

==Maintaining Crafted Items==

Crafted items may be '''maintained''' at regular intervals to extend their useful life, at a cost in [[Creation#Work Units|work units]] and [[#Crafting Materials|materials]]. Items must be maintained before they [[Equipment and Resources#Expiry|expire]] (but see below for restoring expired items).

A crafter must have sufficient skill to produce the original item in order to maintain it (e.g. you must have the [[Weaponsmith]] skill to maintain a mastercrafted sword), although they don’t have to know the specific recipe.

The cost to maintain a crafted item depends on the [[Equipment and Resources#Equipment Quality|quality]] of the original item:

:*'''Superior''' items may be maintained at a cost of 60% of the work units and materials required to create them (rounded up).
:*'''Mastercrafted''' items may be maintained at a cost of 40% of the work units and materials required to create them (rounded up).

The cost of any [[#Ornate Items|ornate features]], if any, must be factored into the above costs.

:'''Example'''
:Keira Ironsdaughter is maintaining a mastercrafted one-handed sword (which cost 6 metal (H), 6 charcoal and 12 work units to make) with a silver inlay design (which adds 1 jewellery metal (H), 1 charcoal and 2 work units to the costs), for a total cost of 6 metal (H), 1 jewellery metal (H), 7 charcoal and 14 work units.
:Maintaining the weapon will cost 40% of the total costs to produce the sword, rounded up, or 3 metal (H), 1 jewellery metal (H), 4 charcoal and 6 work units.

Maintaining a crafted item resets the item’s expiry date to three years after the date it was last maintained.

====Restoring Crafted Items====

If a crafted item has actually [[Equipment and Resources#Expiry|expired]], it can no longer be maintained, but may be '''restored'''. As with maintenance, a crafter must be sufficiently skilled to produce the original item to restore it, although they don’t have to know the specific recipe.

The cost to restore an expired item, in [[Creation#Work Units|work units]] and [[#Crafting Materials|materials]], is equal to 100% of the original cost of creating it in the first place.

Restoring an item will reset its expiry date to three years after the date it was restored.

==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 [[Character Creation#Archetype Skills|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 Genevieve 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 that crafter and apprentice can work on multiple designs in that day.

Latest revision as of 07:35, 14 September 2024

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.

Crafting Skills

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

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.
  • 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:

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 has the skill Weaponsmith but not the skill Hardening, and 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 five standard types of workshop, corresponding to the general skills required to use them: an alchemist’s laboratory, an artisan’s workshop, a blacksmith’s forge, a jeweller’s bench or a surgeon’s bed.

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.).

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. This 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. 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.
  • Mastercrafted: A mastercrafted workshop may be configured by its owner, granting 6 bonus work units per day.


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.

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. 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 40
Mastercrafted Artisan's workshop Carpenter, Glassblower, Papermaker, Sculptor or Tailor 2 wood (O), 9 metal (H), 9 charcoal 70
Superior Blacksmith’s forge Blacksmith 2 wood (O), 2 metal (H), 5 metal (O), 7 charcoal 40
Mastercrafted Blacksmith’s forge Armourer or Weaponsmith 2 wood (O). 2 metal (H), 9 charcoal 70
Superior Jeweller’s bench Jeweller 2 wood (O), 2 metal (H), 3 metal (O), 2 glass (O), 5 charcoal, 2 sand 40
Mastercrafted Jeweller’s bench Gemcutter, Goldsmith or Locksmith 2 wood (O), 6 metal (H), 3 glass (O), 2 glass (H), 6 charcoal, 3 sand 70
Superior Alchemist’s Laboratory Artisan 2 wood (O), 2 metal (H) 40
Mastercrafted Alchemist’s Laboratory Glassblower 2 wood (O), 3 metal (H), 6 glass (H), 3 charcoal, 6 sand 70
Superior Surgeon’s Bed Artisan 2 wood (O), 3 cloth (O), 1 metal (H), 3 metal (O), 4 charcoal 40
Mastercrafted Surgeon’s Bed Carpenter or Tailor 2 wood (O), 3 cloth (O), 6 metal (H), 6 charcoal 70

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 three main types of materials in the game:

  • Raw materials, which can be gathered in the wild in play using the Gathering skill.
  • Finished materials, which may be created in game through the various crafting skills.
  • Passive materials, which may be created in game 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.

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 (U)
  • Rare (R)

Rarity reflects how easy it is to find in the game, and should roughly indicate value.

Raw Materials

Raw materials can be gathered in play using the Gathering skill. Crafters can refine these materials in various ways, creating finished materials; some designs for doing so are listed below.

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.

Common Materials Rarity Gems Rarity Ores Rarity
Chalk VC Agate U Cold Iron R
Clay VC Amber U Copper Ore C
Fleece VC Amethyst U Gold Ore U
Hide VC Beryl U Lead Ore C
Ore VC Bloodstone U Platinum Ore U
Rock VC Carnelian U Silver Ore U
Sand VC Garnet U Tin Ore C
Timber VC Gypsum U
Wax VC Hematite U
Jade U
Jet U
Moonstone U
Opal U
Peridot U
Topaz U

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.

By default, all finished materials expire three years after being refined, unless used.

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
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
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
Jewellery metal (O) (Copper) U Blacksmith or Jeweller 1 copper ore, 1 charcoal 3
Jewellery metal (H) (Gold) R Blacksmith or Jeweller 1 gold ore, 1 charcoal 9
Jewellery metal (O) (Lead) U Blacksmith or Jeweller 1 lead ore, 1 charcoal 3
Jewellery Metal (H) (Platinum) R Blacksmith or Jeweller 1 platinum ore, 1 charcoal 9
Jewellery metal (O) (Tin) U Blacksmith or Jeweller 1 tin ore, 1 charcoal 3
Jewellery metal (H) (Silver) R Blacksmith or Jeweller 1 silver ore, 1 charcoal 9
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 mixed colour (e.g. a topaz is orange-yellow), 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 cleanse them, which simplifies and aligns the magics within them.

By default, cut or cleansed gems expire three years after being cut or cleansed.

Passive Materials

Already largely stripped of magic, passive materials and ingredients 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.

Costs and materials to produce passive materials are listed below. 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.

By default, all passive materials expire two years after being produced, unless used.

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.

Making Crafted Items

A crafter may make any of the 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.

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: By default, superior and mastercrafted items expire after three years, degrading (e.g. rusting, blunting, fading, cracking etc.) to uselessness. Crafted items may be maintained before expiring, at a cost in materials and work units, extending their useful life. Expired items may be restored by a crafter with the skill to create the original, at the same cost in materials and work units as making the item.

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 research how 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.

Ornate Items

The standard costs listed under Crafting Designs 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.

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).”

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).

It is not possible to repair a destroyed item.

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.

Field Repair

While the above rules apply to repairing any crafted item in a workshop, a character with the Blacksmith skill 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
  • Repairing a whole suit of armour takes 30 seconds and consumes 3 armour staples.

Maintaining Crafted Items

Crafted items may be maintained at regular intervals to extend their useful life, at a cost in work units and materials. Items must be maintained before they expire (but see below for restoring expired items).

A crafter must have sufficient skill to produce the original item in order to maintain it (e.g. you must have the Weaponsmith skill to maintain a mastercrafted sword), although they don’t have to know the specific recipe.

The cost to maintain a crafted item depends on the quality of the original item:

  • Superior items may be maintained at a cost of 60% of the work units and materials required to create them (rounded up).
  • Mastercrafted items may be maintained at a cost of 40% of the work units and materials required to create them (rounded up).

The cost of any ornate features, if any, must be factored into the above costs.

Example
Keira Ironsdaughter is maintaining a mastercrafted one-handed sword (which cost 6 metal (H), 6 charcoal and 12 work units to make) with a silver inlay design (which adds 1 jewellery metal (H), 1 charcoal and 2 work units to the costs), for a total cost of 6 metal (H), 1 jewellery metal (H), 7 charcoal and 14 work units.
Maintaining the weapon will cost 40% of the total costs to produce the sword, rounded up, or 3 metal (H), 1 jewellery metal (H), 4 charcoal and 6 work units.

Maintaining a crafted item resets the item’s expiry date to three years after the date it was last maintained.

Restoring Crafted Items

If a crafted item has actually expired, it can no longer be maintained, but may be restored. As with maintenance, a crafter must be sufficiently skilled to produce the original item to restore it, although they don’t have to know the specific recipe.

The cost to restore an expired item, in work units and materials, is equal to 100% of the original cost of creating it in the first place.

Restoring an item will reset its expiry date to three years after the date it was restored.

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 Genevieve 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 that crafter and apprentice can work on multiple designs in that day.