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Crafting: Difference between revisions

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By default, all finished materials expire '''three years''' after being refined, unless used.
By default, all finished materials [[Equipment and Resources#Expiry|expire]] '''three years''' after being refined, unless used.


====Gemstones====
====Gemstones====
Line 269: Line 269:
==Making Crafted Items==
==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.
A crafter may make any of the [[Crafting Designs|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 '''[[Creation#Work Units|work units]]''' and '''[[#Crafting Materials|materials]]'''.
Every design has a cost in '''[[Creation#Work Units|work units]]''' and '''[[#Crafting Materials|materials]]'''.


===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 [[Workshops#workshop]] either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime cutting, sewing, grinding, polishing, melting etc. as appropriate to their craft.


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. In this way, they can have multiple projects in progress at a time.
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====


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.
Once the crafter has accumulated enough [[Creation#Work Units|work units]] to complete the project, the referee will confirm any features or signature style the crafter wishes to add to the item and then issue an [[Equipment and Resources#Item Tracking|item card]] for the item. Every crafted item must be represented by a suitable phys rep, to which the card must be attached.


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


===Features and Details===
====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.
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'''.
Very skilled crafters can [[Research|research]] how to make '''signature items''', crafted in highly distinctive style that is unique to them, and which can be readily recognised by characters with the [[Evaluate]] skill, even without a maker’s mark. A crafter’s signature style cannot usually be imitated by another crafter.


==Repairing Crafted Items==
====Ornate Items====

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

:*'''Damaged:''' Repairing a damaged item is trivial; the crafter can restore it in their workshop with about 2 minutes’ roleplayed effort (retying straps, welding cracks or knocking out dents etc.), at no cost in '''work units''' or materials. If for some reason a damaged item must be repaired perfectly, leaving no sign of the damage, this generally costs 1 work unit and 1 unit of an appropriate resource.

:*'''Broken:''' Repairing a broken item (e.g. burned, melted or heavily rusted) requires substantially recrafting it, at some fraction of the work units and materials needed to make it, depending on how badly broken it is (minimum 25%, rounded up).

It is not possible to repair a '''destroyed''' item.

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

===Field Repair===

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

{| class="wikitable"
| ''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====

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

====Medium Armour====

{| class="wikitable"
! Items !! Quality !! Skill !! Costs !! Work units
|-
| Layered Leather || Superior || [[Blacksmith]] || 2 leather (O), 2 oil || 4
|-
| Layered Leather || Mastercrafted || [[Armourer]] || 4 leather (O), 4 oil || 8
|-
| Studded Cloth || Superior || [[Blacksmith]] || 1 cloth (O), 1 metal (O), 1 charcoal || 4
|-
| Studded Cloth || Mastercrafted || [[Armourer]] || 2 cloth (O), 1 metal (O), 1 charcoal || 8
|-
| Studded Leather || Superior || [[Blacksmith]] || 1 leather (O), 1 leather (O), 1 metal (O), 1 charcoal || 4
|-
| Studded Leather || Mastercrafted || [[Armourer]] || 2 leather (O), 1 metal (O), 1 charcoal || 8
|}

====Heavy Armour====

{| class="wikitable"
! Items !! Quality !! Skill !! Costs !! Work units
|-
| Chain or Ring || Superior || [[Blacksmith]] || 2 metal (O), 2 charcoal || 5
|-
| Chain or Ring || Mastercrafted || [[Armourer]] || 1 metal (H), 1 metal (O), 2 charcoal || 10
|-
| Plate || Superior || [[Blacksmith]] || 1 metal (H), 1 metal (O), 2 charcoal || 6
|-
| Plate || Mastercrafted || [[Armourer]] || 2 metal (H), 2 charcoal || 12
|}

====Shields====

{| class="wikitable"
! Items !! Quality !! Skill !! Costs !! Work units
|-
| Metal Shield || Superior || [[Blacksmith]] || 2 metal (O), 2 charcoal || 5
|-
| Metal Shield || Mastercrafted || [[Armourer]] || 4 metal (O), 4 charcoal || 10
|-
| Wooden Shield || Superior || [[Artisan]] or [[Blacksmith]] || 2 wood (O), 2 oil || 5
|-
| Wooden Shield|| Mastercrafted || [[Armourer]] or [[Carpenter]] || 4 wood (O), 4 oil || 10
|}

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

====Ornate Armour====

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

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

{| class="wikitable"
! Items !! Quality !! Skill !! Costs !! Work units
|-
| Padded Cloth || Ornate || [[Artisan]] or [[Blacksmith]] || 3 powdered dye || 3
|-
| Leather || Ornate || [[Artisan]] or [[Blacksmith]] || 1 jewellery metal, 1 charcoal || 4
|-
| Chain or Ring || Ornate || [[Blacksmith]] || 1 jewellery metal, 1 charcoal|| 5
|-
| Plate || Ornate || [[Blacksmith]] || 1 jewellery metal, 1 charcoal || 6
|-
| Brigandine Plate || Ornate || [[Blacksmith]] || 1 cloth (H), 1 powdered dye || 8
|-
| Metal Shield || Ornate || [[Blacksmith]] || 1 jewellery metal, 1 charcoal|| 4
|-
| Wooden Shield || Ornate || [[Artisan]] or [[Blacksmith]] || 1 jewellery metal, 1 charcoal|| 4
|}

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

====Hardened Armour====

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

{| class="wikitable"
! Items !! Quality !! Skill !! Costs !! Work units
|-
| Layered Leather || Hardened || [[Hardening]] || 4 leather (H), 4 oil || 16
|-
| Studded Cloth || Hardened || [[Hardening]] || 2 cloth (H), 1 metal (H), 1 charcoal|| 16
|-
| Studded Leather || Hardened || [[Hardening]] || 2 leather (H), 1 metal (H), 1 charcoal || 16
|-
| Chain or Ring || Hardened || [[Hardening]] || 3 metal (H), 3 charcoal || 18
|-
| Plate || Hardened || [[Hardening]] || 4 metal (H), 4 charcoal || 20
|}

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

====Armour Staples====

Any blacksmith can craft armour staples at a cost of 1 work unit per staple; up to three staples can be made from one metal (O) and one charcoal. Using a phys rep of relevant tools, a blacksmith can consume staples to repair armour quickly in the field.

{| class="wikitable"
! Items !! Skill !! Costs !! Work units
|-
| Armour Staple || [[Blacksmith]] || 1 metal (O), 1 charcoal for three || 1
|}

===Clothing===

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

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

====Small Items====

{| class="wikitable"
! Items !! Quality !! Skill !! Costs !! Work units
|-
| Boots || Superior || [[Artisan]] || 2 leather (O), 2 oil || 4
|-
| Boots || Mastercrafted || [[Tailor]] || 2 leather (H), 2 oil || 8
|-
| Gloves || Superior || [[Artisan]] || 1 cloth (H) nor 1 leather (H), 2 oil || 4
|-
| Gloves || Mastercrafted || [[Tailor]] or [[Tanner]] || 2 cloth (H) or 2 leather (H), 2 oil || 8
|-
| Hat || Superior || [[Artisan]]|| 1 cloth (O), 1 fluid or 1 leather (O), 1 oil || 3
|-
| Hat|| Mastercrafted || [[Tailor]] || 1 cloth (H), 1 fluid or 1 leather (H), 1 oil|| 6
|-
| Mask or Headband || Superior || [[Artisan]]|| 1 leather (O), 1 oil || 2
|-
| Mask or Headband || Mastercrafted || [[Tailor]] || 1 leather (O), 1 oil || 4
|-
| Sash || Superior || [[Artisan]] || 1 cloth (O) || 1
|-
| Sash || Mastercrafted || [[Tailor]] || 1 cloth (H) || 2
|-
| Shoes || Superior || [[Artisan]]|| 2 leather (O), 2 oil || 3
|-
| Shoes || Mastercrafted || [[Tailor]] || 2 leather (H), 2 oil|| 6
|}

====Large Items====

{| class="wikitable"
! Items !! Quality !! Skill !! Costs !! Work units
|-
| Cloak || Superior || [[Artisan]] || 2 cloth (O) or 2 leather (O), 2 oil || 4
|-
| Cloak || Mastercrafted || [[Tailor]] or [[Tanner]] || 2 cloth (H) or 2 leather (H), 2 oil || 8
|-
| Dress || Superior || [[Artisan]] || 2 cloth (O) || 4
|-
| Dress || Mastercrafted || [[Tailor]] || 2 cloth (H) || 8
|-
| Robes || Superior || [[Artisan]] || 3 cloth (O) || 8
|-
| Robes || Mastercrafted || [[Tailor]] || 3 cloth (H) || 16
|-
| Shirt || Superior || [[Artisan]] || 2 cloth (O) || 4
|-
| Shirt || Mastercrafted || [[Tailor]] || 2 cloth (H) || 8
|-
| Trousers || Superior || [[Artisan]] || 2 cloth (O) || 4
|-
| Trousers || Mastercrafted || [[Tailor]] || 2 cloth (H) || 8
|}

====Ornate Clothing====

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

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

{| class="wikitable"
! Finishes !! Qualtiy !! Skill !! Costs !! Work units
|-
| Dyed or embroidered || Ornate || [[Artisan]] || 3 powdered dye || 3
|-
| Precious metal thread || Ornate || [[Artisan]] || 1 jewellery metal, 1 charcoal || 4
|-
| Glass or gems || Ornate || [[Artisan]] || 1 glass (H) or 3 gems || 5
|}

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

===Ornate Items===


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


Ornate isn’t a standard trait, but a range of options: bright dyes for cloth or leather, intricate woven patterns and engraving, gold or silver flourishes, gems and cut glass stones. When making an ornate item, the crafter describes the embellishments they wish to add and discusses costs with the crafting referee.
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.
An ornate item’s extra features are described on the [[Equipment and Resources#Item Tracking|item card]], and the extra costs are listed separately.


:'''Example'''
{| class="wikitable"
: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).
|-
| ''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====
==Repairing Crafted Items==


Any Crafter can repair any [[Equipment and Resources#Damaged and Broken Items|'''damaged''' or '''broken''']] item they already know how to make.
High quality clothing may be enchanted or otherwise magically invested.


:*'''Damaged:''' Repairing a damaged item is trivial; the crafter can restore it in their workshop with about 2 minutes’ roleplayed effort (retying straps, welding cracks or knocking out dents etc.), at no cost in [[Creation#Work Units|work units]] or [[#Crafting Materials|materials]]. If for some reason a damaged item must be repaired ''perfectly'', leaving no sign of the damage, this generally costs 1 work unit and 1 unit of an appropriate resource.
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.


:*'''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).
{| class="wikitable"
! Items !! Quality !! Skill !! Costs !! Work units
|-
| Backpack || Superior || [[Artisan]] || 2 leather (O), 2 oil || 4
|-
| Backpack || Mastercrafted || [[Tailor]] || 1 leather (H), 1 leather (O), 2 oil || 8
|-
| Bowl or Plate || Superior || [[Artisan]] || 3 clay, 1 charcoal or 1 wood (H), 1 oil || 1
|-
| Bowl or Plate || Mastercrafted || [[Carpenter]] or [[Sculptor]] || 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 [[Sculptor]] || 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 [[Sculptor]]|| 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 || [[Sculptor]] || 6 clay, 2 charcoal || 2
|-
| Doll || Superior || [[Artisan]] || 1 cloth (O) || 3
|-
| Doll|| Mastercrafted || [[Tailor]] || 1 cloth (H) || 6
|-
| Drinking Horn || Superior || [[Artisan]] || 1 bone (O), 1 sand || 2
|-
| Drinking Horn || Mastercrafted || [[Tailor]] || 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 [[Sculptor]] || 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]] || 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
|}


It is not possible to repair a '''destroyed''' item.
'''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.


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.
====Ornate Common Items====


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


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


:*Repairing the armour on one location takes 15 seconds and consumes 1 armour staple
{| class="wikitable"
:*Repairing a whole suit of armour takes 30 seconds and consumes 3 armour staples.
! Finishes !! Quality !! Skill !! Costs !! Work units
|-
| Gilt or Inlay || Ornate || [[Artisan]], [[Jeweller]] || 1 jewellery metal, 1 charcoal || 2
|-
| Engraving || Ornate || [[Artisan]], [[Jeweller]] || N/A || 4
|-
| Glass or gems || Ornate || [[Artisan]], [[Jeweller]] || 1 glass (H) or 3 gems || 3
|}


==Apprentices==
'''Note:''' Metal can be copper, silver or gold


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.
===There’s No Price List!===


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.
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.

{| class="wikitable"
! 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.

{| class="wikitable"
| ''Example:''
''Edgar of Oxford has dug up an '''amethyst''', an uncut, cloudy purple stone which he knows is rich in spiritual and elemental magics. Over a number of days, he polishes it once, turning it into a spiritually-strong '''blue amethyst''', then 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.

{| class="wikitable"
! 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.

{| class="wikitable"
! 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====

{| class="wikitable"
! 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====

{| class="wikitable"
! 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.

{| class="wikitable"
! 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 || [[Mechanician]] || 1 metal (H), 1 charcoal || 10
|-
| Needle Trap || Mastercrafted || [[Mechanician]] || 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.

{| class="wikitable"
! 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====

{| class="wikitable"
! 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====

{| class="wikitable"
! 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====

{| class="wikitable"
! 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====

{| class="wikitable"
! 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====

{| class="wikitable"
! 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.

{| class="wikitable"
! Finish !! Quality !! Skill !! Casts !! Work units
|-
| Gilt or Inlay || Ornate || [[Blacksmith]] || 1 jewellery metal, 1 charcoal || 2
|-
| Engraving || Ornate || [[Blacksmith]] || N/A || 4
|-
| Glass or Gems || Ornate || [[Blacksmith]] || 1 glass (H) or 3 gems || 3
|}

'''Note:''' Metal can be copper, silver or gold.

====Silver Weapons====

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

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

{| class="wikitable"
| ''Example:''
''Elspeth Wolfsbane has the skills Blacksmith, Weaponsmith and Metallurgist, and is forging a mastercrafted silver one-handed sword to kill the werewolf who murdered her father.''

''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.''
|}


:'''Example'''
[[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.
:Tythus Garmaul spends 15 work units on a suit of mastercrafted heavy armour. His apprentice Genevieve Beauchamps spends 16 work units, which adds 8 work units to Tythus’s efforts, for a total of 23 work units for the day.


A crafter cannot benefit from more than one apprentice on any day, although that crafter and apprentice can work on multiple designs in that day.
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 09:25, 7 September 2024

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

Crafting Skills

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

Artisan

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

Artisan is a prerequisite for the following archetype skills:

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

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

Blacksmith

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

Blacksmith is a prerequisite for the following archetype skills:

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

Jeweller

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

Jeweller is a prerequisite for the following archetype skills:

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

Identifying Crafted Items

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

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

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

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

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

Workshops

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

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

There are five standard types of workshop, corresponding to the general skills required to use them: an alchemist’s laboratory, an artisan’s workshop, a blacksmith’s forge, a jeweller’s bench or a surgeon’s bed.

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

Representing a Workshop

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

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

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

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

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

Transporting a Workshop

Transporting a workshop (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the workshop can physically move it, they can move it in character. This requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.

Workshop Quality

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

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

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


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

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

A stolen workshop, or one that has been sold or traded in play, can be reconfigured by its new owner to benefit them. In both cases, this requires the owner (or new owner) to register the change with a crafting referee and use the workshop for a day without benefit. The new owner of a stolen or traded workshop cannot start reconfiguring it until the day after acquiring it.

Making a Workshop

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

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

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

Tools

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

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

Crafting Materials

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

There are two main types of materials in the game:

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

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

Raw Materials

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

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

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

Crafters can refine these materials in various ways, creating finished materials; some designs for doing so are listed 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)
  • Rare (R)

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

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

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

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

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

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.

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

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.

Roleplaying and Logging Work

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

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

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

Completing the Design

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

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

Features and Details

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

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

Ornate Items

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

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

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

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

Repairing Crafted Items

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

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

It is not possible to repair a destroyed item.

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

Field Repair

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

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

Apprentices

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

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

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

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