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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 Magic]] 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.


===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.


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.
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.
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===Artisan ===
===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.
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:
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.
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:*'''[[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. Mason is the prerequisite for [[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. Papermaker is the prerequisite for [[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.
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[[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. Armourer is the prerequisite for [[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 weaponsmith, can craft mastercrafted weapons. Weaponsmith is also the prerequisite for [[Metallurgist]], which allows them to craft weapons out of silver alloy.


===Jeweller===
===Jeweller===
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[[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. Gemcutter is the prerequisite of [[Gem Cleansing]], which allows them to polish gems to focus and enrich their magics.


:*'''[[Goldsmith]]:''' A goldsmith can craft mastercrafted jewellery.
:*'''[[Goldsmith]]:''' A goldsmith can craft mastercrafted jewellery.
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Any crafter can, after a few seconds’ handling and examination, identify crafted items as follows:
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 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.
If they don’t know how to make the item, but it lies within their skill tree (e.g. a character with the [[Artisan]] skill examining an item that requires the [[Carpenter]] skill to make), they can identify its quality, and a brief summary of its effects.

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


{| class="wikitable"
{| class="wikitable"
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''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.''
''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==
==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.
Any use of crafting skills that expends [[work unit]]s or [[study unit]]s, 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.
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.).
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===Representing a Workshop===
===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:
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.
*'''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.
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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.


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

===Transporting a Workshop===

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

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


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


To configure a new workshop, the owner must register it with a crafting referee, and then spend a day using it without any benefit (as they work out how to arrange it best, etc.). The benefits come into effect the next day.
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.
:*'''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|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.
:*'''Superior:''' A superior workshop allows [[research]]. Once configured by its owner it grants the owner 3 bonus [[Work Units]] per day and reduces [[study units]] targets for research.


:*'''Mastercrafted:''' A mastercrafted workshop may be configured by its owner 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, granting 6 bonus [[work units]] per day and reduces [[study units]] targets for research.


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 to give different benefits for specific tasks.


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


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


'''Note:''' The new owner of a stolen workshop cannot start reconfiguring it until the day after stealing it.
'''Note:''' The new owner of a stolen or traded workshop cannot start reconfiguring it until the day ''after'' acquiring 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===
===Making a Workshop===
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{| class="wikitable"
{| class="wikitable"
! Item !! Skill !! Costs !! Work Units
! Workshops !! Skill !! Costs !! Work Units
|-
|-
| Superior Artisan’s workshop || [[Artisan]] || 2 wood (O), 2 metal (H), 5 metal (O), 7 Charcoal || 20
| Superior Artisan’s workshop || [[Artisan]] || 2 wood (O), 2 metal (H), 5 metal (O), 7 Charcoal || 20
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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==


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.
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.
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.
All materials can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.
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A list of standard raw materials follow. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.
A list of standard raw materials follow. Others exist, but may be harder to source, or require specific in character actions such as 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.
Crafters can refine these materials in various ways, creating '''finished materials'''; some designs for doing so are listed in the next section below.


===Rarity===
===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).
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.
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.
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| '''Common Materials''' || Rarity || '''Common Materials''' || Rarity
| '''Common Materials''' || Rarity || '''Common Materials''' || Rarity
|-
|-
| Chalk || VC || Ore || VC
| Chalk || VC || Rock || VC
|-
|-
| Clay || VC || Rock || VC
| Clay || VC || Sand || VC
|-
|-
| Fleece || VC || Sand || VC
| Fleece || VC || Timber || VC
|-
|-
| Hide || VC || Timber || VC
| Hide || VC || Wax || VC
|-
| Ore || VC || ||
|}
|}


====Metal Ores====
====Gems====


{| class="wikitable"
{| class="wikitable"
! Material !! Rarity !! Material !! Rarity !! Material !! Rarity
! Material !! Rarity !! Material !! Rarity !! Material !! Rarity
|-
|-
| '''Metal Ores''' || Rarity
| '''Common Materials''' || Rarity || '''Common Materials''' || Rarity
|-
|-
| Cold Iron || VC
| Agate || U || Carnelian || U || Jet || U
|-
|-
| Amber || U || Garnet || U || Moonstone || U
| Copper Ore || R
|-
|-
| Gold Ore || C
| Amethyst || U || Gypsum || U || Opal || U
|-
|-
| Beryl || U || Hematite || U || Peridot || U
| Silver Ore || C
|-
| Bloodstone || U || Jade || U || Topaz || U
|}
|}


====Gems====
====Metal Ores====


{| class="wikitable"
{| class="wikitable"
! Material !! Rarity !! Material !! Rarity !! Material !! Rarity
! Material !! Rarity !! Material !! Rarity !! Material !! Rarity
|-
|-
| '''Common Materials''' || Rarity || '''Common Materials''' || Rarity
| '''Metal Ores''' || Rarity
|-
|-
| Agate || U || Carnelian || U || Jet || U
| Cold Iron || VC
|-
|-
| Copper Ore || R
| Amber || U || Garnet || U || Moonstone || U
|-
|-
| Amethyst || U || Gypsum || U || Opal || U
| Gold Ore || C
|-
|-
| Silver Ore || C
| Beryl || U || Hematite || U || Peridot || 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.


{| class="wikitable"
{| class="wikitable"
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| Cloth (H) || U || [[Artisan]] || 1 fleece, 1 fluid || 3
| Cloth (H) || U || [[Artisan]] || 1 fleece, 1 fluid || 3
|-
|-
| Glass (O) || C || [[Artisan]], [[Jeweller]] || 1 sand, 1 charcoal || 1
| Glass (O) || C || [[Artisan]] or [[Jeweller]] || 1 sand, 1 charcoal || 1
|-
|-
| Glass (H) || U || [[Artisan]], [[Jeweller]] || 3 sand, 1 charcoal || 3
| Glass (H) || U || [[Artisan]] or [[Jeweller]] || 3 sand, 1 charcoal || 3
|-
|-
| Gold metal || U || [[Blacksmith]], [[Jeweller]] || 1 gold ore, 1 charcoal || 3
| Gold metal || U || [[Blacksmith]] or [[Jeweller]] || 1 gold ore, 1 charcoal || 3
|-
|-
| Leather (O) || C || [[Artisan]], [[Blacksmith]] || 1 hide, 1 cream|| 1
| Leather (O) || C || [[Artisan]] or [[Blacksmith]] || 1 hide, 1 cream|| 1
|-
|-
| Leather (H) || U || [[Artisan]], [[Blacksmith]] || 3 hide, 1 cream || 3
| Leather (H) || U || [[Artisan]] or [[Blacksmith]] || 3 hide, 1 cream || 3
|-
|-
| Metal (O) || C || [[Blacksmith]] || 1 ore, 1 charcoal || 1
| Metal (O) || C || [[Blacksmith]] || 1 ore, 1 charcoal || 1
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| Paper (H) || U || [[Artisan]]|| 3 timber, 1 fluid || 3
| Paper (H) || U || [[Artisan]]|| 3 timber, 1 fluid || 3
|-
|-
| Silver metal || U|| [[Blacksmith]], [[Jeweller]] || 1 silver ore, 1 charcoal || 3
| Silver metal || U|| [[Blacksmith]] or [[Jeweller]] || 1 silver ore, 1 charcoal || 3
|-
|-
| Stone (O) || C || [[Artisan]] || 1 rock, 1 sand || 1
| Stone (O) || C || [[Artisan]] || 1 rock, 1 sand || 1
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| Stone (H) || U || [[Artisan]] || 3 rock, 1 sand || 3
| Stone (H) || U || [[Artisan]] || 3 rock, 1 sand || 3
|-
|-
| Wood (O) || C || [[Artisan]], [[Blacksmith]] || 1 timber, 1 fluid || 1
| Wood (O) || C || [[Artisan]] or [[Blacksmith]] || 1 timber, 1 fluid || 1
|-
|-
| Wood (H) || U || [[Artisan]], [[Blacksmith]]|| 3 timber, 1 fluid || 3
| Wood (H) || U || [[Artisan]] or [[Blacksmith]]|| 3 timber, 1 fluid || 3
|}
|}


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


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


====Passive Materials====
====Passive Materials====
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! Material !! Rarity !! Skill !! Costs !! Work units
! Material !! Rarity !! Skill !! Costs !! Work units
|-
|-
| Ash (3 units) || VC || [[Artisan]], [[Blacksmith]] || 1 charcoal or 1 timber || 1
| Ash (3 units) || VC || [[Artisan]] or [[Blacksmith]] || 1 timber || 1
|-
|-
| Charcoal (3 units) || VC || [[Artisan]], [[Blacksmith]] || 1 timber || 1
| Charcoal (3 units) || VC || [[Artisan]] or [[Blacksmith]] || 1 timber || 1
|-
|-
| Ink (3 units) || VC || [[Alchemist]], [[Artisan]] || 1 charcoal || 1
| Ink (3 units) || VC || [[Alchemist]] or [[Artisan]] || 1 charcoal || 1
|-
|-
| Powdered bone (3 units) || VC || [[Artisan]] || 1 bone || 1
| Powdered bone (3 units) || VC || [[Artisan]] || 1 bone || 1
|-
|-
| Powdered dye (3 units) || VC || [[Alchemist]], [[Artisan]] || 1 herb || 1
| Powdered dye (3 units) || VC || [[Alchemist]] or [[Artisan]] || 1 herb || 1
|-
|-
| Powdered gemstone (3 units) || C || [[Jeweller]] || 1 gem || 1
| Powdered gemstone (3 units) || C || [[Jeweller]] || 1 gem || 1
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'''Note:''' Any herb can be used; this has no mechanical effect unless specified otherwise.
'''Note:''' Any herb can be used; this has no mechanical effect unless specified otherwise.

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


==Making Crafted Items==
==Making Crafted Items==
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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 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 per day, and
:*With three or more skills, 20 points per day.


Characters with the '''creator archetype''' can purchase up to 10 additional work units, for a total '''maximum of 30 per day'''.
Work Units represent the creator’s capacity to concentrate and exert themselves every day. Higher quality 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 workspaces grant more work units.


Unlike magic points, the player does not need any visible way of tracking these points; all Work Units must be spent at the character’s workplace, and are logged and tracked by the referee dispensing the relevant cards.
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.
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===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. In this way, they can have multiple projects in progress at a time.


===Completing the Design===
===Completing the Design===
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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 [[Evaluate]] skill, even without a maker’s mark. A Crafter’s signature style cannot usually be imitated by another crafter. This ability must be '''researched'''.


==Repairing Crafted Items==
==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, melted or heavily rusted) requires substantially recrafting it, at some fraction of the work units and materials needed to make it, depending on how badly broken it is (minimum 25%, rounded up).


Repairing an object made up of many easily removable parts (e.g. a workshop) may take longer, and additionally require work units from someone skilled in its use, to assemble and identify components; a referee can give guidance on requirements.
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.
'''Note:''' It is not possible to repair a '''destroyed''' item.


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


{| class="wikitable"
{| class="wikitable"
| ''Example:''
| ''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 Garmaul spends 15 work units on a suit of mastercrafted heavy armour. His apprentice Gen-evieve Beauchamps spends 16 work units, which adds 8 work units to Tythus’s efforts, for a total of 23 work units for the day.''

''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.''
|}
|}


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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===
:*'''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.


High quality armour may be enchanted or otherwise magically invested, and allows a warrior to use skills such as [[Armoured Caster]] or [[Sturdy Shield]] more often.
Below costs are per location. For costs for a full suit, multiply by six.


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


====Light Armour====
====Light Armour====
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! Items !! Skill !! Costs !! Work units
! Items !! Skill !! Costs !! Work units
|-
|-
| Superior Padded Cloth || [[Artisan]], [[Blacksmith]] || 1 cloth (O) || 2
| Superior Padded Cloth || [[Artisan]] or [[Blacksmith]] || 1 cloth (O) || 2
|-
|-
| Mastercrafted Padded Cloth || [[Armourer]], [[Tailor]] || 2 cloth (O) || 4
| Mastercrafted Padded Cloth || [[Armourer]] or [[Tailor]] || 2 cloth (O) || 4
|-
|-
| Superior Hide || [[Artisan]], [[Blacksmith]] || 3 hide || 3
| Superior Hide || [[Artisan]] or [[Blacksmith]] || 3 hide || 3
|-
|-
| Mastercrafted Hide || [[Armourer]], [[Tanner]] || 6 hide || 6
| Mastercrafted Hide || [[Armourer]] or [[Tanner]] || 6 hide || 6
|-
|-
| Superior Leather || [[Artisan]], [[Blacksmith]] || 1 leather (O), 1 oil || 3
| Superior Leather || [[Artisan]] or [[Blacksmith]] || 1 leather (O), 1 oil || 3
|-
|-
| Mastercrafted Leather || [[Armourer]], [[Tanner]] || 2 leather (O), 2 oil || 6
| Mastercrafted Leather || [[Armourer]]or [[Tanner]] || 2 leather (O), 2 oil || 6
|}
|}


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| Mastercrafted Metal Shield || [[Armourer]] || 4 metal (O), 4 charcoal || 10
| Mastercrafted Metal Shield || [[Armourer]] || 4 metal (O), 4 charcoal || 10
|-
|-
| Superior Wooden Shield || [[Artisan]], [[Blacksmith]] || 2 wood (O), 2 oil || 5
| Superior Wooden Shield || [[Artisan]] or [[Blacksmith]] || 2 wood (O), 2 oil || 5
|-
|-
| Mastercrafted Wooden Shield|| [[Armourer]], [[Carpenter]] || 4 wood (O), 4 oil || 10
| Mastercrafted Wooden Shield|| [[Armourer]] or [[Carpenter]] || 4 wood (O), 4 oil || 10
|}
|}


'''Notes:'''
'''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.
:*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====
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! Items !! Skill !! Costs !! Work units
! Items !! Skill !! Costs !! Work units
|-
|-
| Ornate Padded Cloth || [[Artisan]], [[Blacksmith]] || 3 powdered dye || 3
| Ornate Padded Cloth || [[Artisan]] or [[Blacksmith]] || 3 powdered dye || 3
|-
|-
| Ornate Leather || [[Artisan]], [[Blacksmith]] || 1 jewellery metal, 1 charcoal || 4
| Ornate Leather || [[Artisan]] or [[Blacksmith]] || 1 jewellery metal, 1 charcoal || 4
|-
|-
| Ornate Chain or Ring || [[Blacksmith]] || 1 jewellery metal, 1 charcoal|| 5
| Ornate Chain or Ring || [[Blacksmith]] || 1 jewellery metal, 1 charcoal|| 5
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| Ornate Metal Shield || [[Blacksmith]] || 1 jewellery metal, 1 charcoal|| 4
| Ornate Metal Shield || [[Blacksmith]] || 1 jewellery metal, 1 charcoal|| 4
|-
|-
| Ornate Wooden Shield || [[Artisan]], [[Blacksmith]] || 1 jewellery metal, 1 charcoal|| 4
| Ornate Wooden Shield || [[Artisan]] or [[Blacksmith]] || 1 jewellery metal, 1 charcoal|| 4
|}
|}


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


====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 calling ''Through'' (i.e. not accompanied by the magical '''damage types''' ''Artefact', ''Corporeal'', ''Elemental'' or ''Spiritual'') as though it were a standard attack. ''Through'' attacks after the first hit bypass the armour as usual, until the armour is repaired.


This benefit stacks with the skill [[Through Defence]]; using the skill doesn’t use the armour’s own benefit.
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 [[Armour Staples]] at a cost of 1 work unit per staple; up to three staples can be made from 1 metal (O) and 1 charcoal. 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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| Superior Gloves || [[Artisan]] || 1 cloth (H) nor 1 leather (H), 2 oil || 4
| 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
| Mastercrafted gloves || [[Tailor]] or [[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
| 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
| Mastercrafted Hat|| [[Tailor]] or [[Tanner]]|| 1 cloth (H), 1 fluid or 1 leather (H), 1 oil|| 6
|-
|-
| Superior Mask or Headband || [[Artisan]]|| 1 leather (O), 1 oil || 2
| Superior Mask or Headband || [[Artisan]]|| 1 leather (O), 1 oil || 2
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| Superior Cloak || [[Artisan]] || 2 cloth (O) or 2 leather (O), 2 oil || 4
| 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
| Mastercrafted Cloak || [[Tailor]] or [[Tanner]] || 2 cloth (H) or 2 leather (H), 2 oil || 8
|-
|-
| Superior Dress || [[Artisan]] || 2 cloth (O) || 4
| Superior Dress || [[Artisan]] || 2 cloth (O) || 4
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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.


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


{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Costs !! Work units
! Finishes !! Skill !! Costs !! Work units
|-
|-
| Dyed or embroidered || [[Artisan]] || 3 powdered dye || 3
| Dyed or embroidered || [[Artisan]] || 3 powdered dye || 3
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|}
|}


'''Notes:'''
'''Note:''' Metals can be copper, silver or gold
:*Metals can be copper, silver or gold
:*All designs using charcoal yield 1 unit of ash as a '''byproduct'''

===Ornate Items===

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

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

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

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


====Common Items====
====Common Items====
Line 585: Line 613:


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


'''Note:''' All designs using charcoal yield 1 unit of ash as a byproduct, designs using bone yield 1 unit of powdered bone and designs using metal yield one unit of powdered metal.
'''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====
Line 683: Line 711:


{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Costs !! Work units
! Finishes !! Skill !! Costs !! Work units
|-
|-
| Gilt or Inlay || [[Artisan]], [[Jeweller]] || 1 jewellery metal, 1 charcoal || 2
| Gilt or Inlay || [[Artisan]], [[Jeweller]] || 1 jewellery metal, 1 charcoal || 2
Line 696: Line 724:
===There’s No Price List!===
===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.
Crafted items don’t have an official value in coin, since prices are set by players themselves. For the purposes of the [[Evaluate]] skill, every item has a '''cost to produce''', reflecting the rough value of the materials and work units to create them; non player character traders will generally base prices on that value.


===Gemstones===
===Gemstones===
Line 703: Line 731:


{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Costs !! Work units
! Finishes !! Skill !! Costs !! Work units
|-
|-
| First Cut || [[Gemcutter]] || 1 gem || 9 or 27
| First Cut || [[Gemcutter]] || 1 gem || 9 or 27
Line 716: Line 744:
{| class="wikitable"
{| class="wikitable"
| ''Example:''
| ''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.''
''Edgar of Oxford has dug up an '''amethyst''', an uncut, cloudy purple stone which he knows is rich in spiritual and elemental magics. Over a number of days, he polishes it once, turning it into a spiritually-strong '''blue amethyst''', then he cuts it once, producing a '''first-cut blue amethyst'''.''
|}
|}


The [[Gemcutter]] and [[Gem Cleansing]] skills grant knowledge of the first cut and first polish only. [[Research]] can unlock finer cuts and deeper polishes, and reduce (but not eliminate) the risk of destroying the gem.
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.
'''Note:''' Cutting a gem always yields one unit of powdered gemstone as a '''byproduct'''.


===Jewellery===
===Jewellery===
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{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Costs !! Work units
! Items !! Quality !! Skill !! Costs !! Work units
|-
|-
| Superior Bracelet || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 3
| Bracelet || Superior || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 3
|-
|-
| Mastercrafted Bracelet || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 9
| Bracelet || Mastercrafted || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 9
|-
|-
| Superior Brooch || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 3
| Brooch || Superior || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 3
|-
|-
| Mastercrafted Brooch || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 9
| Brooch || Mastercrafted || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 9
|-
|-
| Superior Circlet or Torc || [[Jeweller]] || 2 jewellery metal, 2 charcoal || 4
| Circlet or Torc || Superior || [[Jeweller]] || 2 jewellery metal, 2 charcoal || 4
|-
|-
| Mastercrafted Circlet or Torc || [[Goldsmith]] || 2 jewellery metal, 2 charcoal || 12
| Circlet or Torc || Mastercrafted || [[Goldsmith]] || 2 jewellery metal, 2 charcoal || 12
|-
|-
| Superior Crown or Tiara || [[Jeweller]] || 2 jewellery metal, 2 charcoal || 6
| Crown or Tiara || Superior || [[Jeweller]] || 2 jewellery metal, 2 charcoal || 6
|-
|-
| Mastercrafted Crown or Tiara || [[Goldsmith]] || 2 jewellery metal, 2 charcoal || 18
| Crown or Tiara || Mastercrafted || [[Goldsmith]] || 2 jewellery metal, 2 charcoal || 18
|-
|-
| Superior Pendant or Necklace || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 4
| Pendant or Necklace || Superior || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 4
|-
|-
| Mastercrafted Pendant or Necklace || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 12
| Pendant or Necklace || Mastercrafted || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 12
|-
|-
| Superior Ring or Earring || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 3
| Ring or Earring || Superior || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 3
|-
|-
| Mastercrafted Ring or Earring || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 9
| Ring or Earring || Mastercrafted || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 9
|}
|}


'''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====
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{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Magical Tool !! Quality !! Skill !! Casts !! Work units
|-
|-
| Candle (for 3) || [[Artisan]] || 1 wax || 1
| Candle (for 3) || || [[Artisan]] || 1 wax || 1
|-
|-
| Superior Censer || [[Jeweller]] || 1 silver metal, 1 charcoal || 4
| Censer || Superior || [[Jeweller]] || 1 silver metal, 1 charcoal || 4
|-
|-
| Mastercrafted Censer || [[Goldsmith]] || 2 gold metal, 2 charcoal || 8
| Censer || Mastercrafted || [[Goldsmith]] || 2 gold metal, 2 charcoal || 8
|-
|-
| Superior Crystal Ball || [[Artisan]] || 2 glass (O), 2 sand || 4
| Crystal Ball || Superior || [[Artisan]] || 2 glass (O), 2 sand || 4
|-
|-
| Mastercrafted Crystal Ball || [[Glassblower]] || 2 glass (H), 2 sand || 8
| Crystal Ball || Mastercrafted || [[Glassblower]] || 2 glass (H), 2 sand || 8
|-
|-
| Incense (for 3) || [[Artisan]], [[Alchemist]] || 1 herb, 1 powder || 1
| Incense (for 3) || || [[Artisan]], [[Alchemist]] || 1 herb, 1 powder || 1
|-
|-
| Superior Rod || [[Artisan]] || 1 wood (O), 1 oil || 3
| Rod || Superior || [[Artisan]] || 1 wood (O), 1 oil || 3
|-
|-
| Mastercrafted Rod || [[Carpenter]] || 1 wood (H), 1 oil || 6
| Rod || Mastercrafted || [[Carpenter]] || 1 wood (H), 1 oil || 6
|}
|}


'''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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{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Charms !! Skill !! Casts !! Work units
|-
|-
| Trinket (for 3) || Any || 1 ordinary grade material || 3
| Trinket (for 3) || Any || 1 ordinary grade material || 3
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|}
|}


Charms are one-shot items:
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.
:*'''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
! Talisman !! Spell level !! Skill !! Casts !! Work units
|-
|-
| Less Amulet || [[Jeweller]] || per superior jewellery, plus 1 amalgam ||
| Amulet || Lesser || [[Jeweller]] || per superior jewellery, plus 1 amalgam ||
|-
|-
| Greater Amulet || [[Goldsmith]] || per mastercrafted jewellery, plus 2 amalgam ||
| Amulet || Greater || [[Goldsmith]] || per mastercrafted jewellery, plus 2 amalgam ||
|-
|-
| Brand || [[Weaponsmith]] || per mastercrafted weapon, plus 2 amalgam ||
| Brand || || [[Weaponsmith]] || per mastercrafted weapon, plus 2 amalgam ||
|-
|-
| Lesser Wand || [[Artisan]] || 1 wood (H), 1 amalgam, 1 oil || 3
| Wand || Lesser || [[Artisan]] || 1 wood (H), 1 amalgam, 1 oil || 3
|-
|-
| Greater Wand || [[Carpenter]] || 1 wood (H), 2 amalgam, 1 oil || 9
| Wand || Greater || [[Carpenter]] || 1 wood (H), 2 amalgam, 1 oil || 9
|}
|}


Talismans are charged items, inlaid with an inscription in a relevant magical amalgam and invested with the [[Invest Talisman]] rite. Talismans must be crafted to at least superior quality to hold lesser spells, or mastercrafted quality to hold greater spells.
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===
===Mechanisms===
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{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Mechanism !! Quality !!Skill !! Casts !! Work units
|-
|-
| Superior Padlock || [[Jeweller]] || 1 metal (H), 1 charcoal || 8
| Padlock || Superior || [[Jeweller]] || 1 metal (H), 1 charcoal || 8
|-
|-
| Mastercrafted Padlock || [[Locksmith]] || 1 metal (H), 1 charcoal || 16
| Padlock || Mastercrafted || [[Locksmith]] || 1 metal (H), 1 charcoal || 16
|-
|-
| Small Superior Lock || [[Jeweller]] || 1 metal (H), 1 charcoal || 5
| Small Lock || Superior || [[Jeweller]] || 1 metal (H), 1 charcoal || 5
|-
|-
| Small Mastercrafted Lock || [[Locksmith]] || 1 metal (H), 1 charcoal || 10
| Small Lock || Mastercrafted || [[Locksmith]] || 1 metal (H), 1 charcoal || 10
|-
|-
| Large Superior Lock || [[Jeweller]] || 2 metal (H), 2 charcoal || 5
| Large Lock || Superior || [[Jeweller]] || 2 metal (H), 2 charcoal || 5
|-
|-
| Large Mastercrafted Lock || [[Locksmith]] || 2 metal (H), 2 charcoal || 10
| Large Lock || Mastercrafted || [[Locksmith]] || 2 metal (H), 2 charcoal || 10
|-
|-
| Superior Needle Trap || [[Mechanism]] || 1 metal (H), 1 charcoal || 10
| Needle Trap || Superior || [[Mechanism]] || 1 metal (H), 1 charcoal || 10
|-
|-
| Mastercrafted Needle Trap || [[Mechanism]] || 1 metal (H), 1 charcoal || 20
| Needle Trap || Mastercrafted || [[Mechanism]] || 1 metal (H), 1 charcoal || 20
|}
|}


:*'''Small locks''' are fitted to boxes and chests,
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.
:*'''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.
''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===
===Paper and Printing===


Scroll paper can be invested with [[Invocation]]; high quality presses can be used to efficiently print scrolls, saving on ink.
High quality mechanisms may be enchanted or otherwise magically invested, and are harder for thieves to foil, per the [[Scoundrel]] and [[Device Proficiency]] skills.


{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Items !! Quality !! Skill !! Casts !! Work units
|-
|-
| Superior Book || [[Artisan]] || 1 leather (O), 5 paper (O), 1 oil || 10
| Book || Superior || [[Artisan]] || 1 leather (O), 5 paper (O), 1 oil || 10
|-
|-
| Mastercrafted Book || [[Papermaker]] || 1 leather (H), 5 paper (H), 1 oil || 20
| Book || Mastercrafted || [[Papermaker]] || 1 leather (H), 5 paper (H), 1 oil || 20
|-
|-
| Scroll Paper || [[Artisan]] || 1 paper (O), 1 fluid || 2
| Scroll Paper || || [[Artisan]] || 1 paper (O), 1 fluid || 2
|-
|-
| Scroll Vellum || [[Papermaker]] || 1 paper (H), 1 fluid || 3
| 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
| Printing Press || Superior || [[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 Plate || Superior || [[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.
Printing presses use block-and-plate hand printing, one plate must be engraved for each page to be printed. There is always a chance of a press misprinting, wasting paper and ink; with [[research]], printers can learn to reduce (but not eliminate) this chance.


'''Note:''' All designs using charcoal yield 1 unit of ash as a byproduct, and all designs using metal yield one unit of powdered metal.
'''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 Scrolls===
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===Weapons===
===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.
High quality weapons may be enchanted or otherwise magically invested; a small or one-handed weapon can be inlaid with an amalgam to make a '''brand'''. A high quality weapon allows a scout or warrior to use skills such as [[Disarming]], [[Strikedown Blow]] or [[Treacherous Blow]] more often.


The below is representative and broadly reflects “made of wood,” “made of metal” and “made with a wooden shaft and a metal striking head.” For weapons not listed here, use the nearest equivalent item.
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.
Line 896: Line 930:


{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Items !! Quality !! Skill !! Casts !! Work units
|-
|-
| Superior Dagger|| [[Blacksmith]] || 2 metal (O), 2 charcoal || 4
| Dagger|| Superior || [[Blacksmith]] || 2 metal (O), 2 charcoal || 4
|-
|-
| Mastercrafted Dagger || [[Weaponsmith]] || 1 metal (H), 1 metal (O), 2 charcoal || 8
| Dagger || Mastercrafted || [[Weaponsmith]] || 1 metal (H), 1 metal (O), 2 charcoal || 8
|-
|-
| Superior Hatchet|| [[Blacksmith]] || 1 metal (O), 1 wood (O), 1 charcoal, 1 oil || 4
| Hatchet|| Superior || [[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
| Hatchet || Mastercrafted || [[Weaponsmith]] || 1 metal (H), 1 wood (O), 1 charcoal, 1 oil || 8
|-
|-
| Superior Truncheon || [[Artisan]], [[Blacksmith]] || 2 wood (O), 2 oil || 3
| Truncheon || Superior || [[Artisan]] or [[Blacksmith]] || 2 wood (O), 2 oil || 3
|-
|-
| Mastercrafted Truncheon || [[Weaponsmith]] || 1 wood (H), 1 wood (O), 2 oil || 6
| Truncheon || Mastercrafted || [[Carpenter]] or [[Weaponsmith]] || 1 wood (H), 1 wood (O), 2 oil || 6
|}
|}


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{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Items !! Quality !! Skill !! Casts !! Work units
|-
|-
| Superior Axe or Mace || [[Blacksmith]] || 2 metal (O), 2 wood (O), 2 charcoal, 2 oil || 6
| Axe or Mace || Superior || [[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
| Axe or Mace || Mastercrafted || [[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
| Club or Stick || Superior || [[Artisan]] or [[Blacksmith]] || 4 wood (O), 4 oil || 5
|-
|-
| Mastercrafted Club or Stick || [[Carpenter]], [[Weaponsmith]] || 2 wood (H), 2 wood (O), 4 oil || 9
| Club or Stick || Mastercrafted || [[Carpenter]] or [[Weaponsmith]] || 2 wood (H), 2 wood (O), 4 oil || 9
|-
|-
| Superior Sword || [[Blacksmith]] || 4 metal (O), 4 charcoal || 6
| Sword || Superior || [[Blacksmith]] || 4 metal (O), 4 charcoal || 6
|-
|-
| Mastercrafted Sword || [[Weaponsmith]] || 2 metal (H), 2 metal (O), 4 charcoal || 12
| Sword || Mastercrafted || [[Weaponsmith]] || 2 metal (H), 2 metal (O), 4 charcoal || 12
|}
|}


Line 932: Line 966:


{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Items !! Quality !! Skill !! Casts !! Work units
|-
|-
| Superior Axe or Mace || [[Blacksmith]] || 4 metal (O), 4 wood (O), 4 charcoal, 4 oil || 8
| Axe or Mace || Superior || [[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
| Axe or Mace || Mastercrafted || [[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
| Club or Stick || Superior || [[Artisan]] or [[Blacksmith]] || 8 wood (O), 8 oil || 6
|-
|-
| Mastercrafted Club or Stick || [[Carpenter]], [[Weaponsmith]] || 4 wood (H), 4 wood (O), 8 oil || 12
| Club or Stick || Mastercrafted || [[Carpenter]] or [[Weaponsmith]] || 4 wood (H), 4 wood (O), 8 oil || 12
|-
|-
| Superior Sword || [[Blacksmith]] || 8 metal (O), 8 charcoal || 8
| Sword || Superior || [[Blacksmith]] || 8 metal (O), 8 charcoal || 8
|-
|-
| Mastercrafted Sword || [[Weaponsmith]] || 4 metal (H), 4 metal (O), 8 charcoal || 16
| Sword || Mastercrafted || [[Weaponsmith]] || 4 metal (H), 4 metal (O), 8 charcoal || 16
|}
|}


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{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Items !! Quality !! Skill !! Casts !! Work units
|-
|-
| Superior Spear or Polaxe || [[Blacksmith]] || 2 metal (O), 3 wood (O), 2 charcoal, 3 oil || 10
| Spear or Polaxe || Superior || [[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
| Spear or Polaxe || Mastercrafted || [[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
| Staff || Superior || [[Artisan]] or [[Blacksmith]] || 5 wood (O), 5 oil || 8
|-
|-
| Mastercrafted Staff || [[Carpenter]], [[Weaponsmith]] || 2 wood (H), 3 wood (O), 5 oil || 15
| Staff || Mastercrafted || [[Carpenter]] or [[Weaponsmith]] || 2 wood (H), 3 wood (O), 5 oil || 15
|}
|}


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{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Items !! Quality !! Skill !! Casts !! Work units
|-
|-
| Superior Bow || [[Artisan]], [[Blacksmith]] ||4 wood (O), 4 oil || 5
| Bow || Superior || [[Artisan]] or [[Blacksmith]] ||4 wood (O), 4 oil || 5
|-
|-
| Mastercrafted Bow || [[Carpenter]], [[Weaponsmith]] || 2 wood (H), 2 wood (O), 4 oil || 10
| Bow || Mastercrafted || [[Carpenter]] or [[Weaponsmith]] || 2 wood (H), 2 wood (O), 4 oil || 10
|-
|-
| Superior Arrow (for 3) || [[Artisan]], [[Blacksmith]] || 1 wood (O), 1 oil || 2
| Arrow (for 3) || Superior || [[Artisan]] or [[Blacksmith]] || 1 wood (O), 1 oil || 2
|-
|-
| Mastercrafted Arrow (for 3) || [[Carpenter]], [[Weaponsmith]] || 1 wood (H), 1 oil || 4
| Arrow (for 3) || Mastercrafted || [[Carpenter]] or [[Weaponsmith]] || 1 wood (H), 1 oil || 4
|-
|-
| Superior Crossbow|| [[Blacksmith]] || 2 wood (O), 2 metal (O), 2 oil, 2 charcoal || 8
| Crossbow|| Superior || [[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
| Crossbow || Mastercrafted || [[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
| Bolt || Superior || [[Artisan]] or [[Blacksmith]] || 1 wood (O), 1 oil || 2
|-
|-
| Mastercrafted Bolt || [[Carpenter]], [[Weaponsmith]] || 1 wood (H), 1 oil || 4
| Bolt || Mastercrafted || [[Carpenter]] or [[Weaponsmith]] || 1 wood (H), 1 oil || 4
|}
|}


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


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.
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.


{| class="wikitable"
{| class="wikitable"
! Items !! Skill !! Casts !! Work units
! Finish !! Skill !! Casts !! Work units
|-
|-
| Gilt or Inlay || [[Blacksmith]] || 1 jewellery metal, 1 charcoal || 2
| Gilt or Inlay || [[Blacksmith]] || 1 jewellery metal, 1 charcoal || 2
Line 1,005: Line 1,039:
====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, but still hard enough to keep an edge. Attacks with silver weapons use the '''damage call''' ''Silver''.


Any melee weapon with any metal in the above list can be made out of silver alloy by replacing half the metal (O) with silver metal and spending half again as many work units (in both cases rounding up).
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).
Line 1,016: Line 1,050:
|}
|}


[[Metallurgist]]s 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.
[[Metallurgist]]s 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 13:34, 25 June 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. Mason is the prerequisite for Sapper, which allows them to destroy structures in battle.
  • Papermaker: A papermaker can craft mastercrafted items from paper. Papermaker is the prerequisite for 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. Armourer is the prerequisite for Hardening, which allows them to craft armour resistant to the damage call Through.
  • Weaponsmith: A weaponsmith, can craft mastercrafted weapons. Weaponsmith is also the prerequisite for Metallurgist, which allows them to craft weapons out of silver alloy.

Jeweller

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

Jeweller is a prerequisite for the following archetype skills:

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

Identifying Crafted Items

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

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

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

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

Example:

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

Workshops

Any use of crafting skills that expends work units or study units, including creation, alteration, repair or research, requires the use of a suitably equipped workshop.

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

There are three standard types of workshop, corresponding to the general skills required to use them: an 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.

Transporting a Workshop

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

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

Workshop Quality

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

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

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

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

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

Reconfiguring a Workshop

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

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

Making a Workshop

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

Workshops Skill Costs Work Units
Superior Artisan’s workshop Artisan 2 wood (O), 2 metal (H), 5 metal (O), 7 Charcoal 20
Mastercrafted Artisan's workshop Carpenter, Glassblower, 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 Rock VC
Clay VC Sand VC
Fleece VC Timber VC
Hide VC Wax VC
Ore VC

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

Metal Ores

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

Finished Materials

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

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

Gemstones

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

Passive Materials

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

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

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

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

Making Crafted Items

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

Every design has a cost in work units and materials.

Work Units

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

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

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

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

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

Roleplaying and Logging Work

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

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

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

Completing the Design

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

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

Features and Details

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

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

Repairing Crafted Items

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

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

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

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

Field Repair

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

Apprentices

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

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

Example:

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

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

Crafting Designs

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

Armour

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

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

Light Armour

Items Skill Costs Work units
Superior Padded Cloth Artisan or Blacksmith 1 cloth (O) 2
Mastercrafted Padded Cloth Armourer or Tailor 2 cloth (O) 4
Superior Hide Artisan or Blacksmith 3 hide 3
Mastercrafted Hide Armourer or Tanner 6 hide 6
Superior Leather Artisan or Blacksmith 1 leather (O), 1 oil 3
Mastercrafted Leather Armoureror 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 or Blacksmith 2 wood (O), 2 oil 5
Mastercrafted Wooden Shield Armourer or Carpenter 4 wood (O), 4 oil 10

Notes:

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

Ornate Armour

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

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

Items Skill Costs Work units
Ornate Padded Cloth Artisan or Blacksmith 3 powdered dye 3
Ornate Leather Artisan or 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 or Blacksmith 1 jewellery metal, 1 charcoal 4

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

Hardened Armour

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

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

Items 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 Armour Staples at a cost of 1 work unit per staple; up to three staples can be made from 1 metal (O) and 1 charcoal. 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 or 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 or 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 or 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 of clothing or double to large items.

Finishes 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

Notes:

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

Ornate Items

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

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

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

Example

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

Common Items

High quality clothing may be enchanted or otherwise magically invested.

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

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

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

Ornate Common Items

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

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

Finishes 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 prices are set by players themselves. For the purposes of the Evaluate skill, every item has a cost to produce, reflecting the rough value of the materials and work units to create them; non player character traders will generally base prices on that value.

Gemstones

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

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

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

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

Example:

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

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

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

Jewellery

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

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

Notes:

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

Bejewelled Jewellery

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

Magical Tools

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

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

Notes:

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

Invocation Items

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

Charms

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

Charms are one-shot items:

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

Talismans

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

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

Mechanisms

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

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

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

Paper and Printing

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

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

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

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

Printing Scrolls

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

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

Weapons

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

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

Small and Thrown Weapons

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

One-Handed Weapons

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

Two-Handed Weapons

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

Polearms

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

Projectile Weapons

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

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

Ornate Weapons

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

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

Finish 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, but still hard enough to keep an edge. Attacks with silver weapons use the damage call Silver.

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

Example:

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

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

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

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