Crafting Skills

CRAFTING SKILLS

Crafting Skills are used by characters to create new items that may be used, given or sold to others.  There are many kinds of items, and each is made using various different Crafting Skills.

Items start as raw Commodities, such as metal, wood, food, textiles or leather.  These Commodities are acquired through Gathering Skills, and then used by artisans to create Components, which go on to become useful Goods.

(Read more about Gathering Skills)

Many Goods (the final, useful product of crafting) are made from Components, and these Component pieces are often made using several different Crafting Skills.

Crafting

Crafting is an action. When submitting a crafting action, the crafter must include:

  • A list of recipes being used and expected results.
  • Tags for components being used.
  • Tags for Recipes being used, if they’re not from the universally-known list.

You can submit additions to your crafting order at any time until the cycle closes, but may not remove or modify already-submitted production requests. Parts of the crafting order cannot depend on each other. For example, you cannot produce a Haft and Blade and combine them into a Sword all as one action cycle. Instead, you could produce a Haft and Blade in one cycle, then combine them into a Sword in the next cycle.

(Read more about The Action Cycle )

Recipes

All production uses recipes. Recipes define how to create a given result, whether it’s a finished item or a specific improvement.

Each recipe specifies its inputs – the components – and the output of the recipe, its result. Some recipes may have additional special requirements. Each recipe has a rank – Basic, Advanced or Master – and a specific craft skill required. Basic recipes are unlocked at rank 1 of the skill, Advanced at rank 3, and Master at rank 5. Master recipes always require one master effort.

Example recipes:

Recipe: Haft

Basic Carpentry

Components: 1 Effort, 1 Soft Wood, 1 Hard Wood

Result: 1 Haft

Recipe: Blade

Basic Blacksmithing

Components: 1 Effort, 1 Soft Iron, 1 Hard Iron

Result: 1 Blade

Recipe: Axe

Basic Blacksmithing

Components: 2 Effort, 1 Blade, 1 Hard Wood, Charcoal

Result: 1 Arming weapon – Axe

Recipe: Sword

Advanced Blacksmithing

Components: 2 Effort, 1 Blade, 1 Haft

Result: 1 Arming weapon – Sword

Most recipes are well-known by all crafters; the list of such recipes can be found here. Any of these recipes can be used by a crafter, provided they have sufficient crafting skill.

There are additional recipes that are uncommon, secret, or forgotten. Some of these are unlocked by character traits such as Advanced Skills; others can be found in the world as recipe tags. Recipes unlocked by character traits are only available to the character that unlocked them. Recipe tags can be used by anyone who has access to the tag. Such Recipe tags must be submitted as part of the crafting action – they will be returned along with the results (they are not used up, but can only be used by one person at a time). Recipe tags do not require Literacy unless explicitly specified on the tag.

Individual recipes may have special rules and restrictions beyond these common rules – such special rules are described in the recipe’s definition or on the recipe tag. For example, they may require the crafter to have an Advanced Skill, or may even require some kind of magic.

 

Services

Certain items, such as whetstones and repair kits, allow crafters to provide repairs, sharpening, and other enhancements. These are referred to as services. Each item’s individual tag explains what benefit it gives, and what skill level is required to use it. These service items have a limited number of uses; when they are out of uses, they are destroyed.

Common service items can be found here 

Example Service Item:

Weapon Repair Kit

Requires Blacksmithing 2 to use.

Restore a Sundered non-engineering weapon to full functionality.

5 uses.

Effort

Effort is an abstract representation of time, labor, and energy expended by a crafter. It is a component of crafting recipes, with more complex items requiring more Effort. Crafters have access to a certain amount of Effort per action cycle, which they can spend as they choose. Other game effects, such as tools, may increase or decrease your available Effort. Effort cannot be transferred unless a game effect specifically allows it. Unspent Effort does not carry over from one cycle to the next.

 

Effort is specific to each crafting skill, and each crafting action may only use one crafting skill, even if the character has multiple crafting skills.

 

On reaching level 5 in a crafting skill, the character gains a special masterwork effort token. Master recipes always require spending a masterwork effort token as well as some amount of normal effort. Thus, a master will be able to create up to one master-level item per action cycle. This master token may also be given to another crafter to grant them 3 Effort towards their own work. This is the only kind of Effort that may be shared, and returns to the master crafter at the end of the action cycle.

Sidebar: Logistics

How does this work physically?

Characters will get a number of actual physical “effort tokens”. These are submitted in the envelope as part of the crafting action and are returned as part of the output (to be used in the next cycle) when the action has been processed. When extra effort is being used from tools, include the tools tag in the action submission. If a character has access to temporary extra effort, e.g. from a magical effect, write a note on the submission form explaining how much and why.

Sidebar: Master Effort

We intend to have unique personalized master-effort tokens for master crafters.

Characters may show their master token in-game if they desire, treating it as a token of recognition by a local guild, ruler, etc. This is not intended to make it an object that can be exchanged or stolen, but to make it easier to speak in-game about common system mechanics without finding workarounds.

Tools

Crafters may perform both production and services without tagged tool items; this represents using crude or improvised tools that are barely suitable for the task. Tagged tools increase available Effort when used, and have a fixed number of uses before they expire. A standard toolkit provides 2 extra effort per cycle, and is good for 6 cycles. Masterwork toolkits provide more effort or last longer. Only one toolkit can be used per cycle.

Crafting Skills

Blacksmithing

Blacksmithing is the crafting of metal items.  Metal is in high demand as the material of choice for durable tools and weapons of war, where life and death depend on the quality of a soldier’s equipment.  As well, the revolution of Engineering is forever hungry for metal, precision made to their needs. Consequently, Blacksmiths are in high demand, though the forge is forever hungry for more precious fuel, so the work does not come cheaply.

Rank 1: Apprentice

The smith may now take the Blacksmithing Craft Action and may use Basic blacksmithing recipes. The smith now has 1 blacksmithing effort to use each Crafting Action.

Rank 2: Initiate

The smith can now use blacksmithing service items. The smith now has 3 blacksmithing effort to use each Crafting Action.

Rank 3: Journeyman

The smith may now use Advanced blacksmithing recipes.

Rank 4: Adept

The smith now has 8 blacksmithing effort to use each Crafting Action.

Additionally, once per scene when the smith is speaking directly about smithing or can reference smithing to make their point, they may add Power to a social call. 

Rank 5: Master

The smith may now use Master blacksmithing recipes, gaining a master blacksmithing effort token. This token may be spent in Masterwork recipes, as normal blacksmithing Effort, or may be given to another smith who may use it as 3 Effort for their own smithing crafting Action that cycle.

Carpentry

Rank 1: Apprentice

The carpenter may now take the Carpentry Craft Action and may use Basic carpentry recipes. The carpenter now has 1 carpentry effort to use each Crafting Action

Rank 2: Initiate

The character may use carpentry service items. The carpenter now has 3 carpentry effort to use each Crafting Action

Rank 3: Journeyman

The character may now use Advanced carpentry recipes.

Rank 4: Adept

The carpenter now has 8 carpentry effort to use each Crafting Action

Additionally, once per scene when the carpenter is speaking directly about carpentry or can reference carpentry to make their point, they may add Power to a social call. 

Rank 5: Master

The carpenter may now use Master carpentry recipes, gaining a master carpentry effort token. This token may be spent in Masterwork recipes, as normal carpentry Effort, or may be given to another carpenter who may use it as 3 Effort for their own carpentry crafting Action that cycle.

Needlework

Rank 1: Apprentice

The tailor may now take the needlework Craft Action and may use Basic needlework recipes. The tailor now has 1 needlework effort to use each Crafting Action.

Rank 2: Initiate

The tailor may use needlework service items. The character can now use 3 effort per cycle.

Rank 3: Journeyman

The tailor may now use Advanced needlework recipes.

Rank 4: Adept

The tailor now has 8 tailoring effort to use each Crafting Action

Additionally, once per scene when the tailor is speaking directly about needleworking or can reference needleworking to make their point, they may add Power to a social call. 

Rank 5: Master

The tailor may now use Master needleworking recipes, gaining a master needleworking effort token. This token may be spent in Masterwork recipes, as normal needleworking Effort, or may be given to another tailor who may use it as 3 Effort for their own needleworking crafting Action that cycle.

Apothecary

Unlike other skills, Apothecary recipes are not split into Basic, Advanced and Master. Apothecary recipes specify the required skill level, and most concoctions are made using just a few standard recipes that are learned as part of the skill. These recipes’ outputs depend on the traits of the herbs used – see more information <LINK: drugs/traits page>

 

Besides the production of drugs, Apothecaries produce a few other necessities and luxuries of everyday life – notably alcohol, dyes, and preserved foods; these are available through Techniques and other recipe sources.

Rank 1: Powders

The apothecary can make Slow-Acting drugs that can be delivered by ingestion.  Ingested drugs have to be swallowed willingly, even if the subject doesn’t know what they are swallowing.  Slow-Acting drugs wrack or bolster the body slowly, over several hours.


At this rank the Apothecary has 1 Apothecary effort to use each Crafting Action

Recipe: Powders

Apothecary1

Components: 1 Effort, 1 Herb

Result: 1 Slow-Acting Drug with the traits of the Herb

Rank 2: Suspensions

The apothecary can create Fast-Acting drugs that produce instant but short-lived effects as soon as they reach the bloodstream.  The drugs or poisons delivered by these effects have to be delivered intravenously, usually at the end of a poisoned blade, though sometimes with a treated needle.  Fast-Acting drugs produce a quick, sharp effect, which does its business and then ends.

At this rank the Apothecary has 3 apothecary effort to use each Crafting Action

Recipe: Suspensions

Apothecary 2

Components: 1 Effort, 1 Herb

Result: 1 Fast-Acting Drug with the traits of the Herb

Rank 3: Refinement

While usually limited to drugs that use all of the effects associated with the herb that they are using, a skilled apothecary can use their considerable knowledge to refine their drugs to exclude unwanted effects, or create more powerful effects out of the distillate of many herbs. They gain access to these two recipes:

Recipe: Refinement

Apothecary 3

Components: 1 Effort, 1 Herb

Result: 1 Herb of the same type, with up to two undesired Traits removed

Recipe: Admixture

Apothecary 3

Components: 1 Effort, 2 Herbs and/or Drugs

Result: 1 Drug with any three traits selected from the input herbs/drugs

Rank 4: Cementation

As the apothecary’s powers of refinement grow more precise, they may create more powerful distillates and extracts.  They gain access to the Cementation Recipe.

Additionally, at this rank the Apothecary has 8 apothecary effort to use each Crafting Action

Recipe: Cementation

Apothecary 4

Components: 2 Effort, 2 Herbs

Result: 1 Fast-Acting or Slow-Acting Drug with all 6 of the combined traits of the Herbs

Rank 5: Synthesis

The apothecary can eliminate all of the waste from their work, understanding the essential reactions intimately. Whenever they create a drug they can produce three doses instead of one. Additionally, long exposure to compounds and toxins grants them toughness against drugs and poisons once per Rest.

Engineering

Rank 1: Basic Engineering

The mechanist may perform an engineering crafting Action to craft Devices from existing Basic Schematics, and may Disable an existing Basic Device from functioning with 30 seconds of interaction, with access to its Schematic. Schematics are designs and shorthand that is understandable with the Engineering skill alone, and do not require Literacy to use. 

The mechanist has 1 engineering effort to use each Crafting Action.

Rank 2: Contraptions

The mechanist may cobble together customized devices to solve specific problems.  This can be a fan to blow away toxic smoke, a pump to drain a pool, a long claw to fetch something from a narrow hole, or any other purpose built device.  The player must create a physrep of the item that looks like it could kind of work. As long as it meets a minimum standard, the contraption will do the job.  

Depending on the elaborateness and size of the physrep, and the amount of Hardware spent, the Staff will add a “Yes, but” corollary to the device expressing an unexpected limitation to its functionality.  Contraptions break down after one Event. 

The mechanist has 3 engineering effort to use each Crafting Action.

Rank 3: Proficient Engineering

The mechanist has achieved a familiarity with most basic designs, gaining the ability to memorize designs from any Basic Schematic using Effort and the Schematic the mechanist wishes to memorize. The Mechanist may also craft or attempt to Disable Advanced Schematics, those cutting edge designs produced by the best mechanists. 

The mechanist may now also craft Basic Schematics using Paper and Ink or a Writing Kit, and one engineering Effort during any engineering crafting Action

Rank 4: Reverse Engineering

With a full and functional piece of equipment, the mechanist can break it down piece by piece to understand its inner workings. The mechanist can perform an Experiment Action to recreate the Schematic for the Device. This destroys the Device. 

The Experiment Action may also be used to combine two existing Schematics and attempt to discover a new Schematic. The mechanist will receive the Schematics used as well as either a new Schematic or else a hint as to a better direction for their research at the end of the Action Cycle. When the mechanist submits their Experiment Action they must note if they are attempting to Iterate on an existing Device to improve on it in some way, or to Innovate a completely new Device. 

Additionally, the mechanist now has 8 engineering effort to use each Crafting Action.

Rank 5: Mechanism Design

Using the finest tools and most complex components, the mechanist is capable of producing Masterwork Devices of the highest quality, such as complex clockwork and steampowered artifice. The mechanist gains a Master Engineering effort token, which may be spent to craft Masterwork Devices, as normal engineering Effort, or may be given to another mechanist who may use it as 3 Effort for their own needleworking crafting Action that cycle.

The mechanist may now use Master needleworking recipes, gaining a master needleworking effort token. This token may be spent in Masterwork recipes, as normal needleworking Effort, or may be given to an apprentice tailor who may use it as 3 Effort for their own engineering crafting Action that cycle.