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 are 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)
(Read more about Production)
Most Goods (the final, useful product of crafting) are made from Components, and these Component pieces are often made using several different Crafting Skills. A final product is rarely made by a single artisan, instead groups of crafters working as a team to fulfill each other’s orders. These artisans often form trade unions called Guilds to help corner the market, and Guilds have special legal rights by Imperial Law.
All uses of Crafting Skills require Professional Tools of that specific craft in order to perform their work. Professional tools are expensive, and many craftsmen go into debt with their Guild in order to pay for their tools.
(Read more about Trade Guilds)
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.
All uses of the Blacksmithing Skill except for Services require Professional Tools: Blacksmithing and a fuel source (Charcoal or Coal).
Rank 1: Smithing Basics
The smith may perform Blacksmithing Services, Repairs, Maintenance, Salvage, and Assembly, creating finished Blacksmithing goods from Component pieces.
(Read more about Production)
Rank 2: Ironwork
The smith may create Blacksmithing Components that are made from Soft Iron.
(Read more about Items and Materials)
Rank 3: Forging
The smith may create Blacksmithing Components that are made from Hard Iron or Steel.
(Read more about Items and Materials)
Rank 4: Armorer
The smith may make superior weaponry and armor. Weapons they construct may have an additional Perk, for a total of two Perks and one Flaw. Heavy and Medium Armor Suits may take one Armor Trait.
(Read more about Armaments)
Rank 5: Master Smithing
The smith may take the Masterwork Downtime Action and create a Blacksmithing item of extremely high quality. Masterwork Weaponry may have two Perks and no Flaws, while Masterwork Suits of Armor lose the flaw portion of their Armor trait.
Carpentry is the working of wood and timber into useful goods. Carpentry includes the arts of woodworking, charcoal burning, fletching, bowyering, joinery, and architecture, creating all manner of wooden goods that are essential components in Heavy Weaponry, Archery, and furniture used in city buildings.
All uses of Carpentry require Professional Tools: Carpentry
Rank 1: Woodworking Basics
The carpenter may perform Carpentry Services, Repairs, Maintenance, Salvage, and Assembly, creating finished Carpentry goods from Component pieces.
Rank 2: Softwood
The smith may create Carpentry Components that are made from Softwood.
Rank 3: Hardwood
The smith may create Carpentry Components that are made from Hardwood.
Rank 4: Superior Carpentry
The carpenter may make specialized arrows that perform better than ordinary ammunition.
The carpenter may either renovate an existing building or create Building Blueprints for a specific future project (a specific Building and Lot combination) by taking a Masterwork Downtime. Buildings that receive such treatment are more beautiful and functional, and may be created to produce +1 of its Virtues or -1 of its Vices.
(Read more about Armaments)
(Read more about The City)
Rank 5: Master Architect
The carpenter may take the Masterwork Downtime action at the site of city construction. When doing so, they may work to produce cut, frame and form every piece of construction perfect to fit and size, reducing the Labor cost and Lumber use of the project by 5, to a minimum of 1. Each building may only benefit from this once.
The carpenter may also use the Masterwork Downtime to create the blueprints for Landmark buildings, fabulous and iconic versions of existing buildings that serve as beacons of renown for the city in which they are built. Landmark buildings take twice as many Lots and 3 times the materials and Labor. Landmark buildings are designated specially on The City map, and subtract 1 Gravity decline for each Virtue they produce.
Needlework is the creation of garments, armor and other useful objects from leather and textiles. Needlework produces Outfits which are used to make an impression socially, Light Armor made of leather or textiles and other useful items for everyday life.
All uses of Needlework require Professional Tools: Needlework
Rank 1: Needlework Basics
The tailor may perform Needlework Services, Repairs, Maintenance, Salvage, and Assembly, creating finished Needlework goods from Component pieces.
Rank 2: Stitchery
The tailor may create Needlework Components that are made from Hemp or Scrap Leather.
Rank 3: Heavy Sewing
The tailor may create Needlework Components that are made from Wool or Heavy Leather.
Rank 4: Superior Needlework
The tailor may create Needlework items of superior quality. Outfits they create may have an additional Design or Statement, and Light Armor Suits may take one Armor Trait.
Rank 5: Master Tailor
The tailor may take the Masterwork Downtime Action and create a Needlework item of extremely high quality. Masterwork Outfits give Power to one of the Social Conditions lent by the Outfit, while suits of Masterwork Light Armor may remove the Flaw portion of one of the Armor Traits.
Apothecaries use herbs in order to create drugs, medicines and poisons that have a variety of effects to help or harm. Herbs, gathered with the Survival Skill, can be processed using Professional Tools: Apothecary.
Apothecaries may work their raw components into various preparations and delivery methods. Apothecary lends itself well to formal Study, and even more exotic concoctions and deliveries are possible with academic learning. It is said that even the cursed ichor and other unholy harvest of malefic creatures may be used by apothecaries who have the learning and the stomach for it.
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.
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.
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. With 5 minutes of work, the apothecary can remove one undesired Trait from an Herb, or taking two herbs, combine them into a single new base that has any three traits from both herbs. This process may be done repeatedly until the desired base is reached.
Rank 4: Cementation
As the apothecary’s powers of refinement grow more precise, they may create more powerful distillates and extracts. It is now possible for the apothecary to use Refinement to use two bases together into a single concoction with all six traits.
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 is the craft of machinery and other devices. Learned from the Dwarves, this skill has come into recent practice in the Throne and is revolutionizing life in many different ways, bringing leisure and luxuries where none could be found before.
Mechanists use their skill to create Devices. Since Engineering Devices are complicated, most Devices are produced directly from Schematics, formal design documents that describe every detail of the machine. Schematics use mechanist shorthand to convey information and do not require Literacy to use. Schematics created with cutting edge technology are called Advanced Schematics, and require additional Skill to create.
Devices come in many different shapes and configurations, and a great deal of experimentation and invention goes into their creation. As a new art, the full implications of Engineering are still taking shape, and new inventions are coming about every year. Mechanists make use of Invention when coming up with new devices. Local Mechanist Guilds often jealously guard their schematics against competitors, ensuring that they have an edge in the marketplace with the latest and greatest.
All uses of Engineering require Professional Tools: Engineering
Rank 1: Basic Engineering
The mechanist may Assemble Devices from existing Basic Schematics, and may Disable an existing Basic Device from functioning with 30 seconds of interaction. They may also perform Salvage actions on existing Basic Devices.
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, and spend between 1 and 10 bits of Hardware. 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.
Rank 3: Proficient Engineering
The mechanist has achieved a familiarity with their designs, gaining the ability to produce all of the Basic Devices (those on the item list) from memory, and the ability to memorize designs from any Basic Schematic using a Research Downtime Action. The Mechanist may also perform Assembly on or attempt to Disable Advanced Schematics, those cutting edge designs produced by the best mechanists.
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. By performing a Research Downtime Action on an item, the mechanist can attempt to perform Invention to recreate the Schematic for the Device.
Rank 5: Mechanism Design
The mechanist has internalized the concepts of Engineering enough to create their own designs and Schematics. Using the Invention system, they can propose and create new work on the following scale:
1: Personal Gadget
2: City Lot/Building
3: City District
4: City or Resource Area
The required number is the amount of progress that must be made to complete the Initiative. Mechanism Design has some differences from normal Invention. Mechanism Design does not require a special building in order to be performed, and earns its first progress the same action the Initiative begins, which may complete the invention immediately. If an Invention has a Key Factor, only 1 Progress point must come from it instead of 10, and Factors and Key Factors are revealed immediately if it they already widely exist. Ongoing Engineering Initiatives can only be worked on by other characters with Mechanism Design, not characters with Academics 4.
Completed design work produces one Advanced Schematic for the new Device.