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Crafting: Difference between revisions

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==Crafting==
==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]] or other forms of investment.
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 general crafting skills, each of which paves the way for two or more specialised archetype skills.
There are three main general crafting skills, each of which paves the way for two or more specialised archetype skills.
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===Mundane Cosmology===
===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.
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.
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.
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Artisan is a prerequisite for the following archetype skills:
Artisan is a prerequisite for the following archetype skills:


*'''[[Carpenter]]:''' A carpenter can craft mastercrafted items from wood.
:*'''[[Carpenter]]:''' A carpenter can craft mastercrafted items from wood.


*'''[[Glassblower]]:''' A glassblower can craft mastercrafted items from glass.
:*'''[[Glassblower]]:''' A glassblower can craft mastercrafted items from glass.


*'''[[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.
:*'''[[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.


*'''[[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.
:*'''[[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.


*'''[[Potter]]:''' A potter can craft mastercrafted items from clay.
:*'''[[Potter]]:''' A potter can craft mastercrafted items from clay.


*'''[[Tailor]]:''' A tailor can craft mastercrafted items from wood.
:*'''[[Tailor]]:''' A tailor can craft mastercrafted items from wood.


*'''[[Tanner]]:''' A tanner can mastercrafted items from leather and fur.
:*'''[[Tanner]]:''' A tanner can mastercrafted items from 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.
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==
===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.
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:
[[Blacksmith]] is a prerequisite for the following archetype skills:


*'''[[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''.
:*'''[[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''.


*'''[[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.
:*'''[[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.


==Jeweller==
===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.
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:
[[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. This skill is also the prerequisite of the skill [[Gem Cleansing]], which allows them to polish gems to focus and enrich their magics.
:*'''[[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.


*'''[[Goldsmith]]:''' A goldsmith can craft mastercrafted jewellery.
:*'''[[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.
:*'''[[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===
===Identifying Crafted Items===
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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.
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.


{| class="wikitable"
''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.''
| ''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.''
|}


Any crafter examining a signature item made with any skill within their skill tree can recognise the crafter’s distinctive style.
Any crafter examining a signature item made with any skill within their skill tree can recognise the crafter’s distinctive style.
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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.
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 artisan’s workshop, a blacksmith’s forge, or a Jeweller’s bench.
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]].


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


===Representing a Workshop===
===Representing a Workshop===
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*'''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.
*'''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.
:*'''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.
:*'''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.
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.
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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.
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 uncarded and has no in character cost; the player need only provide suitable props to represent it.
:*'''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 (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.
:*'''Superior:''' A superior workshop allows [[Research|research]]. 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 for research involving that specialism.


*'''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.
:*'''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.


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).
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).


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


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


{| class="wikitable"
{| class="wikitable"
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==Tools==
==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.
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.
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 Materials==
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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.
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====


{| class="wikitable"
{| class="wikitable"
! Material !! Rarity !! Material !! Rarity !! Material !! Rarity
! Material !! Rarity !! Material !! Rarity !! Material !! Rarity
|-
|-
| '''Common Materials''' || || '''Metal Ores''' || || '''Gems'''
| '''Common Materials''' || Rarity || '''Common Materials''' || Rarity
|-
|-
| Chalk || VC || Cold iron || VC || Agate || U
| Chalk || VC || Ore || VC
|-
|-
| Clay || VC || Copper Ore || R || Amber || U
| Clay || VC || Rock || VC
|-
|-
| Fleece || VC || Gold ore || C || Amethyst || U
| Fleece || VC || Sand || VC
|-
|-
| Hide || VC || Silver ore || C || Beryl || U
| Hide || VC || Timber || VC
|}

====Metal Ores====

{| class="wikitable"
! Material !! Rarity !! Material !! Rarity !! Material !! Rarity
|-
|-
| '''Metal Ores''' || Rarity
| Ore || VC || || || Bloodstone || U
|-
|-
| Rock || VC || || || Carnelian || U
| Cold Iron || VC
|-
|-
| Sand || VC || || || Garnet || U
| Copper Ore || R
|-
|-
| Timber || VC || || || Gypsum || U
| Gold Ore || C
|-
|-
| || || || || Hematite || U
| Silver Ore || C
|}

====Gems====

{| class="wikitable"
! Material !! Rarity !! Material !! Rarity !! Material !! Rarity
|-
|-
| '''Common Materials''' || Rarity || '''Common Materials''' || Rarity
| || || || || Jade || U
|-
|-
| || || || || Jet || U
| Agate || U || Carnelian || U || Jet || U
|-
|-
| || || || || Moonstone || U
| Amber || U || Garnet || U || Moonstone || U
|-
|-
| || || || || Opal || U
| Amethyst || U || Gypsum || U || Opal || U
|-
|-
| || || || || Peridot || U
| Beryl || U || Hematite || U || Peridot || U
|-
|-
| || || || || Topaz || U
| Bloodstone || U || Jade || U || Topaz || U
|}
|}


===Finished Materials===
====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.
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.
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|}
|}


===Gemstones===
====Gemstones====


[[Jewellers]] can refine gems in two ways. When gathered in the wild, gems start out cloudy, with a mix of colours, and are 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.
[[Jewellers]] can refine gems in two ways. When gathered in the wild, gems start out cloudy, with a mix of colours, and are 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===
====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.
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.
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===Work Units===
===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 (marked with a W on the relevant skills lists) has a base of 10 points per day; someone with two skills has 15 points, 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.
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, 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 workplaces grant more work units, and some other routes may exist in play to improve a creator’s output.
Work Units represent the creator’s capacity to concentrate and exert themselves every day. Higher quality workplaces grant more work units, and some other routes may exist in play to improve a creator’s output.


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.
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===
===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.
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.
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, but can have up to three projects in progress at a time. If they wish to start work on a fourth projects, they must either complete one of their open items or abandon one, losing any work units and materials expended so far.
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, but can have up to three projects in progress at a time. If they wish to start work on a fourth projects, they must either complete one of their open items or abandon one, losing any work units and materials expended so far.


===Completing the Design===
===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 (see box) 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.
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 that '''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.
'''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===
===Features and Details===
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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.
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 [[Merchant]] skill, even without a maker’s mark. A crafter’s signature style cannot usually be imitated by another crafter. This ability must be researched.
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 [[Merchant]] 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==
=+Repairing Crafted Items==


Any crafter can repair any damaged or broken item they already know how to make.
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.
:*'''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, partially melted or heavily rusted requires substantially recrafting it, at some proportion of the work units and materials needed to make it, depending on how badly broken it is (minimum 25%, rounded up).
:*'''Broken:''' Repairing a broken item (e.g. burned, partially melted or heavily rusted) requires substantially recrafting it, at some proportion 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.
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 that it is not possible to repair a destroyed item.
'''Note:''' It is not possible to repair a destroyed item.


===Field Repair===
===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.
While the above rules apply to repairing any crafted item in a workshop, [[Blacksmith]]s 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==
==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.
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 two work units contributed by the apprentice, one work unit is added to the crafter’s total for completing the design. The apprentice cannot contribute more work units (after halving) than the crafter.
For every two work units contributed by the apprentice, one work unit is added to the crafter’s total for completing the design. The apprentice cannot contribute more work units (after halving) than the crafter.


{| class="wikitable"
''Example. Tythus Garmaul is working on a suit of mastercrafted heavy armour, assisted by his apprentice Genevieve Beauchamps. Tythus has the skill Armourer, and Genevieve has the skill Blacksmith. They are working on Tythus’s superior forge, which is configured to armourer designs.''
| ''Example:''
''Tythus Garmaul is working on a suit of mastercrafted heavy armour, assisted by his apprentice Genevieve Beauchamps. Tythus has the skill Armourer, and Genevieve has the skill Blacksmith. They are working on Tythus’s superior forge, which is configured to armourer designs.''


''Tythus spends 15 work units on the suit for the day. Genevieve spends 16 work units, which adds 8 work units to Tythus’s total, for a total of 23 work units for the day.''
''Tythus spends 15 work units on the suit for the day. Genevieve spends 16 work units, which adds 8 work units to Tythus’s total, 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.
A Crafter cannot benefit from more than one apprentice on any day, although they can work on multiple designs in that day.


==Crafting Designs==
==Crafting Designs==
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The following designs are known to crafters with the relevant skills.
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]], [[Sturdy Shield]] or [[Through Defence]] more often.
:*'''Armour:''' High quality armour may be enchanted or otherwise magically invested, and allows a warrior to use skills such as [[Armoured Caster]], [[Sturdy Shield]] or [[Through Defence]] more often.


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


'''Light Armour'''
====Light Armour====


{| class="wikitable"
{| class="wikitable"
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|}
|}


'''Medium Armour'''
====Medium Armour====


{| class="wikitable"
{| class="wikitable"
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|}


====Heavy Armour====

'''Heavy Armour'''


{| class="wikitable"
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|}
|}


'''Shields'''
====Shields====


{| class="wikitable"
{| class="wikitable"
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'''Notes:'''
'''Notes:'''
*Studded Armour includes incorporating small plates, rinks or other pieces of metal.
:*Studded Armour includes incorporating small plates, rinks or other pieces of metal.
*In addition, plate armour requires leather for straps etc. One unit of leather(O) is sufficient for up to six locations.
:*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.
:*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===
====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.
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.
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'''Note:''' Jewellery metal can be copper, silver or gold
'''Note:''' Jewellery metal can be copper, silver or gold


===Hardened Armour===
====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 (i.e. not accompanied by the magical damage types Artefact, Corporeal, Elemental or Spiritual) calling Through as though it were a standard attack. Through attacks after the first hit bypass the armour as usual, until the armour is repaired.
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 (i.e. not accompanied by the magical damage types Artefact, Corporeal, Elemental or Spiritual) calling ''Through'' 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.
This benefit stacks with the skill [[Through Defence]]; using the skill doesn’t use the armour’s own benefit.
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|}
|}


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.
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===
===Armour Staples===


Any blacksmith can craft three armour staples at a cost of 1 metal (O), 1 charcoal and 3 work units. Using a phys rep of relevant tools, a blacksmith can consume staples to repair armour quickly in the field.
Any [[Blacksmith]] can craft three [[Armour Staples]] at a cost of 1 metal (O), 1 charcoal and 3 work units. Using a phys rep of relevant tools, a blacksmith can consume staples to repair armour quickly in the field.


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


{| class="wikitable"
{| class="wikitable"
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|}
|}


'''Large Items'''
====Large Items====


{| class="wikitable"
{| class="wikitable"
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|}
|}


===Ornate Clothing===
====Ornate Clothing====


Clothing of any quality can be made ornate by dyeing or embroidering, adding precious metal thread or incorporating glass or gems.
Clothing of any quality can be made ornate by dyeing or embroidering, adding precious metal thread or incorporating glass or gems.
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'''Note:''' Metals can be copper, silver or gold
'''Note:''' Metals can be copper, silver or gold


===Common Items===
====Common Items====


High quality clothing may be enchanted or otherwise magically invested.
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.
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.


{| class="wikitable"
{| class="wikitable"
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'''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.
'''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===
====Ornate Common Items====


Common items of any quality can be made ornate (p. 00) by adding precious metal gilt or inlays, engraving the item, or incorporating glass or gems.
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.
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.
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'''Note:''' Cutting a polished stone or polishing a cut stone requires 27 work units.
'''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.
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.


{| class="wikitable"
''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 polishes it again to turn it into a pure sapphire, which he then cuts once, producing a first-cut sapphire.''
| ''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 polishes it again to turn it into a pure sapphire, which he then cuts once, producing a first-cut sapphire.''
|}


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


===Jewellery===
===Jewellery===
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'''Notes:'''
'''Notes:'''
*Jewellery metal can be copper, silver or gold.
:*Jewellery metal can be copper, silver or gold.
*All designs using charcoal yield 1 unit of ash as a byproduct.
:*All designs using charcoal yield 1 unit of ash as a byproduct.


===Bejewelled Jewellery===
====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.
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.
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===Magical Tools===
===Magical Tools===


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


{| class="wikitable"
{| class="wikitable"
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'''Notes:'''
'''Notes:'''
*Any herb can be used. This has no mechanical effect unless specified otherwise.
:*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.
:*All designs using charcoal yield 1 unit of ash as a byproduct.


===Invocation Items===
===Invocation Items===
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The below items are crafted to be magically invested via [[Invocation]].
The below items are crafted to be magically invested via [[Invocation]].


'''Charms'''
====Charms====

{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Items !! Skill !! Casts !! Work units
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|}
|}


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'''

====Talismans====

{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Items !! Skill !! Casts !! Work units
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| Greater Wand || [[Carpenter]] || 1 wood (H), 2 amalgam, 1 oil || 9
| Greater Wand || [[Carpenter]] || 1 wood (H), 2 amalgam, 1 oil || 9
|}
|}

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 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.
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.
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|}
|}


Printing presses use standard block-and-plate hand printing to efficiently use ink to make copies of printed texts. One plate must be engraved for each page to be printed. There is always a chance of a printing press misprinting, wasting paper and ink; with research (p. 00), printers can learn to reduce (but not eliminate) this chance.
Printing presses use standard block-and-plate hand printing to efficiently use ink to make copies of printed texts. One plate must be engraved for each page to be printed. There is always a chance of a printing 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.
'''Note:''' All designs using charcoal yield 1 unit of ash as a byproduct, and all designs using metal yield one unit of powdered metal.
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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.
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'''
====Small and Thrown Weapons====


{| class="wikitable"
{| class="wikitable"
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|}
|}


'''One-Handed Weapons'''
====One-Handed Weapons====


{| class="wikitable"
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|}


====Two-Handed Weapons====

'''Two-Handed Weapons'''


{| class="wikitable"
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|}


'''Polearms'''
====Polearms====


{| class="wikitable"
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'''Projectile Weapons'''
====Projectile Weapons====


{| class="wikitable"
{| class="wikitable"
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'''Note:''' All designs using charcoal yield 1 unit of ash as a byproduct, and all designs using metal yield one unit of powdered metal.
'''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===
====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.
Weapons of any quality can be made ornate by adding precious metal gilt or inlays, engraving the weapon, or incorporating glass or gems.
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'''Note:''' Metal can be copper, silver or gold.
'''Note:''' Metal can be copper, silver or gold.


===Silver Weapons===
====Silver Weapons====


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


{| class="wikitable"
''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.''
| ''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.''
''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.
[[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.
One unit of silvering powder costs 1 unit of silver metal, 1 unit of powdered metal and 1 work unit to make.

Revision as of 10:30, 16 May 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 general 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.
  • 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.
  • 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.
  • Potter: A potter can craft mastercrafted items from clay.
  • Tailor: A tailor can craft mastercrafted items from wood.
  • Tanner: A tanner can mastercrafted items from 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. This skill is also the prerequisite for the skill Hardening, which allows them to craft armour resistant to the damage call Through.
  • 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.

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. This skill is also the prerequisite of the skill 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.

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.

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

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 Artisan’s Workshop, 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.

Workshop Quality

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.

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. 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 for research involving that specialism.
  • 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.

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).

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

Reconfiguring a Workshop

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.

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

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.

Making a Workshop

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

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

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.

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 Material Rarity
Common Materials Rarity Common Materials Rarity
Chalk VC Ore VC
Clay VC Rock VC
Fleece VC Sand VC
Hide VC Timber VC

Metal Ores

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

Gems

Material Rarity Material Rarity Material Rarity
Common Materials Rarity Common Materials 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

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, Jeweller 1 sand, 1 charcoal 1
Glass (H) U Artisan, Jeweller 3 sand, 1 charcoal 3
Gold metal U Blacksmith, Jeweller 1 gold ore, 1 charcoal 3
Leather (O) C Artisan, Blacksmith 1 hide, 1 cream 1
Leather (H) U Artisan, 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, 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, Blacksmith 1 timber, 1 fluid 1
Wood (H) U Artisan, 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 are 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, Blacksmith 1 charcoal or 1 timber 1
Charcoal (3 units) VC Artisan, Blacksmith 1 timber 1
Ink (3 units) VC Alchemist, Artisan 1 charcoal 1
Powdered bone (3 units) VC Artisan 1 bone 1
Powdered dye (3 units) VC Alchemist, 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 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, 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 workplaces grant more work units, and some other routes may exist in play to improve a creator’s output.

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, but can have up to three projects in progress at a time. If they wish to start work on a fourth projects, they must either complete one of their open items or abandon one, losing any work units and materials expended so far.

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 Merchant 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, partially melted or heavily rusted) requires substantially recrafting it, at some proportion 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 two work units contributed by the apprentice, one work unit is added to the crafter’s total for completing the design. The apprentice cannot contribute more work units (after halving) than the crafter.

Example:

Tythus Garmaul is working on a suit of mastercrafted heavy armour, assisted by his apprentice Genevieve Beauchamps. Tythus has the skill Armourer, and Genevieve has the skill Blacksmith. They are working on Tythus’s superior forge, which is configured to armourer designs.

Tythus spends 15 work units on the suit for the day. Genevieve spends 16 work units, which adds 8 work units to Tythus’s total, 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.

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

Light Armour

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

Medium Armour

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

Heavy Armour

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

Shields

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

Notes:

  • Studded Armour includes incorporating small plates, rinks or other pieces of metal.
  • 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 Skill Costs Work units
Ornate Padded Cloth Artisan, Blacksmith 3 powdered dye 3
Ornate Leather Artisan, Blacksmith 1 jewellery metal, 1 charcoal 4
Ornate Chain or Ring Blacksmith 1 jewellery metal, 1 charcoal 5
Ornate Plate Blacksmith 1 jewellery metal, 1 charcoal 6
Ornate Brigandine Plate Blacksmith 1 cloth (H), 1 powdered dye 8
Ornate Metal Shield Blacksmith 1 jewellery metal, 1 charcoal 4
Ornate Wooden Shield Artisan, Blacksmith 1 jewellery metal, 1 charcoal 4

Note: Jewellery metal can be copper, silver or gold

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 (i.e. not accompanied by the magical damage types Artefact, Corporeal, Elemental or Spiritual) calling Through 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 Skill Costs Work units
Hardened Layered Leather Hardening 4 leather (H), 4 oil 16
Hardened Studded Cloth Hardening 2 cloth (H), 1 metal (H), 1 charcoal 16
Hardened Studded Leather Hardening 2 leather (H), 1 metal (H), 1 charcoal 16
Hardened Chain or Ring Hardening 3 metal (H), 3 charcoal 18
Hardened Plate 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 three Armour Staples at a cost of 1 metal (O), 1 charcoal and 3 work units. Using a phys rep of relevant tools, a blacksmith can consume staples to repair armour quickly in the field.

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

Large Items

Items Skill Costs Work units
Superior Cloak Artisan 2 cloth (O) or 2 leather (O), 2 oil 4
Mastercrafted Cloak Tailor, Tanner 2 cloth (H) or 2 leather (H), 2 oil 8
Superior Dress Artisan 2 cloth (O) 4
Mastercrafted Dress Tailor 2 cloth (H) 8
Superior Robes Artisan 3 cloth (O) 8
Mastercrafted Robes Tailor 3 cloth (H) 16
Superior Shirt Artisan 2 cloth (O) 4
Mastercrafted Shirt Tailor 2 cloth (H) 8
Superior Trousers Artisan 2 cloth (O) 4
Mastercrafted Trousers 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, above, or double the below cost to large items.

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

Note: Metals can be copper, silver or gold

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

Items Skill Costs Work units
Gilt or Inlay Artisan, Jeweller 1 jewellery metal, 1 charcoal 2
Engraving Artisan, Jeweller N/A 4
Glass or gems 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 the market is ultimately set by players themselves. For some purposes (e.g. the Evaluate skill), every item has a cost to produce, reflecting the rough value of the materials and the work units to create something; and 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.

Items 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 polishes it again to turn it into a pure sapphire, which he then cuts once, producing a first-cut sapphire.

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

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

Items 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

Items Skill Casts Work units
Less Amulet Jeweller per superior jewellery, plus 1 amalgam
Greater Amulet Goldsmith per mastercrafted jewellery, plus 2 amalgam
Brand Weaponsmith per mastercrafted weapon, plus 2 amalgam
Lesser Wand Artisan 1 wood (H), 1 amalgam, 1 oil 3
Greater Wand 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.

Items Skill Casts Work units
Superior Padlock Jeweller 1 metal (H), 1 charcoal 8
Mastercrafted Padlock Locksmith 1 metal (H), 1 charcoal 16
Small Superior Lock Jeweller 1 metal (H), 1 charcoal 5
Small Mastercrafted Lock Locksmith 1 metal (H), 1 charcoal 10
Large Superior Lock Jeweller 2 metal (H), 2 charcoal 5
Large Mastercrafted Lock Locksmith 2 metal (H), 2 charcoal 10
Superior Needle Trap Mechanism 1 metal (H), 1 charcoal 10
Mastercrafted Needle Trap Mechanism 1 metal (H), 1 charcoal 20

Small locks are fitted to boxes and chests, while 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

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

Items Skill Casts Work units
Superior Book Artisan 1 leather (O), 5 paper (O), 1 oil 10
Mastercrafted Book 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
Superior Printing Press Printer 2 wood (H), 1 stone (O), 1 leather (H), 1 metal (O), 2 oil, 1 sand, 1 charcoal 12
Superior Printing Plate Printer 1 stone (H), 1 sand 2

Printing presses use standard block-and-plate hand printing to efficiently use ink to make copies of printed texts. One plate must be engraved for each page to be printed. There is always a chance of a printing 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 crafted with an inlay of 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 Skill Casts Work units
Superior Dagger Blacksmith 2 metal (O), 2 charcoal 4
Mastercrafted Dagger Weaponsmith 1 metal (H), 1 metal (O), 2 charcoal 8
Superior Hatchet Blacksmith 1 metal (O), 1 wood (O), 1 charcoal, 1 oil 4
Mastercrafted Hatchet Weaponsmith 1 metal (H), 1 wood (O), 1 charcoal, 1 oil 8
Superior Truncheon Artisan, Blacksmith 2 wood (O), 2 oil 3
Mastercrafted Truncheon Weaponsmith 1 wood (H), 1 wood (O), 2 oil 6

One-Handed Weapons

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

Two-Handed Weapons

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

Polearms

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

Projectile Weapons

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

Items Skill Casts Work units
Gilt or Inlay Blacksmith 1 jewellery metal, 1 charcoal 2
Engraving Blacksmith N/A 4
Glass or Gems 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 and similar beasts, but still hard enough to take and 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.