To produce a good, the character must have the Skills necessary to create the item, the materials required for the construction, as well as Professional Tools for the relevant Crafting Skill. Once they have gathered them, they may approach the Basilica Staff or use the Self-Service Crafting station located near the tavern area to create the item.
With appropriate materials in hand, a craftsman can attempt to create a desired Good by first making the basic components. Creating components requires 10 minutes of in game time for each Common commodity, and 20 minutes of in game time for each Uncommon commodity. This time can be spent out of game volunteering as Support Staff, but a player may half this time if they roleplay out the construction in game using appropriate props such as alembics and flasks for Apothecary, a forge anvil and hammer for metalworking, fabric and needles for Needlework, and so on.
|Metal||Soft Iron||Hard Iron|
|Wood||Soft Wood||Hard wood|
|Leather||Scrap Leather||Heavy Leather|
Once a good is created, it gains representation in game. All created items require a prop to represent them, whether it is a combat-ready sword or piece of armor, or a lantern. lock or some other utility item. Objects also gain a unique item number which is recorded by Staff, and contains any other data that may be relevant to the item, such as a weapon’s Perks and Flaws.
ASSEMBLY, REPAIR AND SALVAGE
For example, a craftsman who wished to forge a sword would undergo the following process:
A sword requires a hilt, a strap and a longblade.
A hilt requires one Softwood resource, and thus Carpentry Rank 2. With 10 minutes of effort, a Woodworker carves the softwood into a hilt.
The strap requires scrap leather, and thus Needlework Rank 2. With 10 minutes of effort, a Needleworker produces the strap that will form the grip of the sword.
The longblade requires two hard iron to produce, and this requires Blacksmithing Rank 3. After using Coal or Charcoal to prepare the forge, a Metalworker spends 40 minutes of effort and creates a longblade.
Some amount of crafting can be done between Events. Especially large orders may require a Workship and a Mass Production action to be spent.
With all of the items in hand, the item is ready for Assembly. Assembly requires 30 minutes of effort and at least Rank 1 in the skill relating to any of the Primary components (those marked with an asterisk). This labor is time consuming but not difficult, and is often given to a craftsman’s apprentice while the master spends his time on work that requires more skill. With Assembly complete, the finished Good is ready and is recorded by Staff and given an ID number, ready to enter play.
Items, especially weapons and armor, may sometimes come under hard wear and require repair. A piece of equipment struck with a Sunder effect is considered broken. In this case, it is not functional for any significant purpose until Repaired. Repair requires at least 1 Rank in the Craft Skill appropriate the item’s Primary Component (*), 10 minutes of time and one Common commodity of the appropriate type. Once Repair is completed, the item returns to a functional state.
Repairs that use Blacksmithing require Coal or Charcoal to be spent.
In some situations, an item is more useful as its constituent parts than in its current form. Often this is the case for gear stolen from the fallen. Salvage is possible, which returns the item to its basic resource pieces. The Salvage process takes 5 minutes per Component item and returns to the salvager the commodities used in the item’s creation. Crude items cannot be salvaged – it falls to useless pieces during the salvage process.
It should be remembered that Medium and Heavy Armors sets themselves include lesser grades of armor in their construction. In these cases, the Medium or Light Armor is separated from the other pieces and returns to being its own item, which then can itself be Salvaged separately.
Salvage that uses Blacksmithing requires Coal or Charcoal to be spent.
Superior AND MASTERWORK EQUIPMENT
Characters naturally want the best tools and equipment to do their jobs with, and those artisans that are skilled enough can make items that are superior to standard quality goods. Equipment is differentiated by assigning Perks and Flaws to equipment which describe its non-standard qualities. Items which use such Perks and Flaws, such as arms and armor, have specific lists of Perks and Flaws that they utilize.
(Read more about Armaments)
Standard weaponry includes a Perk and a Flaw. Superior Weaponry has an additional Perk, and retains its Flaw. Superior Arrows gain a Perk, while Superior Armor gains an Armor Trait.
Making a Customized item requires no additional resources or expenditure but people wishing to purchase these items can see a significant markup of cost, as artisans of this capability are rare. The craftsman assembling the Good and creating the Primary Component (*) must have the appropriate craft at 4 or higher to create the item. Individuals can expect to pay at least a 50% markup for Superior equipment.
Making a Masterwork item requires significantly more to create. First, every common good must be replaced by its uncommon counterpart during the creation of the Component Items, so every Soft Wood must be upgraded to Hard Wood, etc. While normally the final assembly can be handled by anyone with basic skill in the appropriate crafts, in this case the final materials must be assembled by someone of the appropriate Profession at level 5, and this step requires a Downtime Action to perform.
These items are so rare, due both to the fact that the resource expenditure is immense and also due to that fact that Masters are exceptionally rare, that they are incredibly expensive. Expect to pay at the very least double for a Masterwork Item.