Craft Production = Skill Level + Perceptive Trait
10 CP
  Craft Mundane Items,  Basic Repair
5 CP
  Specialty 1
10 CP
  Intermediate Repair
15 CP
  Specialty 2
20 CP
  Advanced Repair
25 CP
  Specialty 3
25/5 CP
  Spark of Creation --or-- Jack of All Trades
25/10 CP
  Specialty 4 --or-- Signature Work
25/15 CP
  Spark of Creation --or-- Jack of All Trades
25/20 CP
  Specialty 5 --or-- Master's Eye
25/25 CP
  Spark of Creation --or-- Jack of All Trades
25/30 CP
  Specialty 6 --or-- Effortless Effort

Craft Production Rules

Craft Mundane Items : The character can create everyday items (such as kitchenware, tools, rough containers, decorations, or quaint works of art).  Although players can bring in any appropriate props they wish to the game, as a general rule, they are assumed to have no monetary value unless they are tagged as items, which this ability enables.

Basic Repair : With this ability, a character can restore a Damaged item to its normal condition with 5 minutes of uninterrupted work. Most prominently, this can be used to return armor to its full value if it has been damaged (refitting straps, adjusting joints, etc.). Also, basic repair allows a craftsman to fix Broken items during downtime actions or production periods, assuming they have at least 1 specialty in the item's craft type. Repairing an object requires half its production cost, and half the item's normal monetary cost (rounding up for both of these).

Intermediate Repair : Reduces the time to maintain a damaged item down to 3 minutes, and also allows a character to fix broken items for half their production cost, and for no monetary cost at all.

Advanced Repair : Reduces the time to maintain a damaged item down to 1 minute, and also allows a character to fix broken superior quality/masterwork items at the cost of normal items of their type.

Craft Specialties : Every even level of Craft grants a specialty, and specialties are really the heart of the Craft skill. Particular specialties determine exactly what type of items a character can make. With multiple specialties in the same category, a crafter can make truly powerful and valuable items.

The most common specialties are Alchemy (the creation of potions that grant various bonuses), Armorcraft (the creation of armor and shields), Artistry (the creation of valuable works of art), Jewelcraft (the creation of jewelry and amulets), Weaponsmithy (the creation of metal weapons), and Woodcraft (the creation of all sorts of things made from wood and other natural materials, including weapons). A unique specialty, Lumencraft, allows characters to turn the magical currency of the Forest of Doors into esoteric but useful items. Lumencraft must, however, be learned in play, for the denizens of the home worlds have never studied Lumens, much less how to manipulate them. Note that all the previous specialties are not the only ones: we encourage people to invent their own or discover new ones in play. For craft production rules, go Here.

Spark of Creation: Once per game year, for every time this ability is purchased, a crafter may enter into a state of prolific, creative fervor. This burst of inspiration may be used to grant a +6 bonus to the character’s Craft Production ability, which lasts for one in-game production action and the following downtime session. Alternately, it can be used to make a one-of-a-kind item otherwise impossible to create. Spark of Creation is explicitly stackable with itself, and may be called more than once per session/item if the character has more than one use.

As a bit of direction, truly magical items--those crafted by mortals, in any case--are made during a Spark of Creation.

Jack of All Trades : This ability allows a crafter to understand the basic principles of EVERY craft specialty, allowing them to use their native creativity and skill with great flexibility. Upon choosing JoAT, a character can thereafter make any crafted item requiring only 1 Specialty, though the production cost for this is doubled (monetary/item cost is the same). Each time this ability is chosen, Jacks of All Trades can make items requiring 1 more level of specialty. A crafter with 3 levels of JoAT, then, can make every possible crafted item...though always at 2x normal production.

JoAT can also be used to repair Broken items outside a character’s specialties just as if they had a level in the specialty itself, as per Advanced Repair.

Signature Work: A character with this ability has an unparalleled knack for making a certain specific item or style of object that falls under one of their craft specialties. Any such item that they make will be enhanced in some fashion, and all will bear the distinctive mark of their maker (crafter must sign card and give an actual mark on it and the phys rep). For most craft specialties, the crafter must choose one individual item as their signature work, though other specialites allow broader types of signature items (i.e. A weaponsmith can choose a dagger or longsword or some other specific weapon; whearas an armorsmith can choose plate armor, chain armor, etc.):

     Weaponsmithy: Individual Weapon
     Armorcraft : Armor material or individual shield/helm type
     Woodcraft : Individual item
     Lumencraft : Individual item
     Jewelcraft : Jewelry type and style
     Artistry : Specific medium

Most weapons and armor chosen as signature items will count as base-level Superior Quality when they are made, wheras actual Superior Quality versions of these will be significantly more likely to recieve bonus abilities. Lumencraft and Alchemical items will be individually enhanced in a significant fashion, the details of which will be revealed (in the character folder) to any inquiring character of level 6+, and with the appropriate specialties. Jewelcraft and Artistry based signature works will automatically recieve abilities as baseline Masterwork and Exquisite items, in a fashion similar to armor and weapons. Any odd or miscelaneous item chosen as a signature work will have abilities that may be discovered, as above.

Scholars, of course, can make inquiries about signature items and their creation, though this of course depends upon their research level/specialties, and so forth.

Master’s Eye : This ability reflects a master crafter’s intense attention to detail regarding the objects of their craft. When examining an object/item/work in the presence of a marshal, and if said item could have potentially been made with any of their craft specialties (not JoAT), a character with Master’s Eye may invoke it, which explicitly functions as if they had just called both a Feat of Learning and a Feat of Perception on the object. Such an invocation (called as “Master’s Eye”) can only be done once per object, per day.

Note that highly unusual/magical items will still yield many secrets under a Master’s Eye; this ability adds a permanent +3 to a character’s Artifice ability, for all purposes, when dealing with applicable items.

Effortless Effort : A crafter with this ability simply gains an additional downtime action usable only for Craft purposes. As well, they may take 2 production periods during in-game production, rather than 1.

Craft Production Rules