Craft Production


General Rules

More than any other skill, Craft depends upon its specialties.  While other skills’ specialties grant bonuses (however significant) to relevant actions, craft specialties are required to make any but the simplest of items.  Beginning craftsmen can make simple household items and tools without too much trouble, but anything more complex or special, such as weapons, armor, jewelry, etc., requires at least one level--and in some cases more--of a particular specialty.  Note: Crafters get 1 specialty every even level, and may choose the same specialty multiple times

All crafted items have a Cost, which equals the amount of Twists needed to make the item, as well as its Production cost. These funds are submitted during production periods, or are placed in the character’s folder for downtime craft actions.

A character will normally get 3 downtime actions between events, and each action the dedicate to Craft grants them their full Craft Production value to make things (Skill + Perceptive = Craft Production).  If a character wants to use more than one DA for Craft, then simply add the production values of these actions together, and may use the total Production for all the crafting that their specialties allow. Extra Craft Production points, if left over, may not be used for Tinkering, or any other purpose but Craft.

Craft Specialties

Note that the following specialties are most explicitly not the only ones allowable in game.  Characters who want to explore other aspects of crafting are free to experiment, and they may come up with their own specialties with plot approval.  In a similar vein, not all that is possible even with codified specialties is known…

Known Specialties:

Weaponsmithy
Armorcraft
Woodcraft
Jewelcraft
Artistry
Alchemy
Lumencraft*

Mundane Craft
This type of craft covers most simple, household objects, tools, and decorative items.  All crafters are able to make these objects, as they represent the general sort of “handiness” that crafty folks have (although all characters are free to bring with them whatever appropriate props they wish, they are assumed to be of no value unless they are tagged as items).  Tagged objects can be sold or used in rituals, at their owner’s whim.

Mundane Craft
Cost
Notes
  Kitchenware1 -
  Small Tool1 -
  Rough Container1 -
  Rustic Decorative Item1 -


Weaponsmithy
This specialty involves the creation of metal weapons of all types.  At higher levels of specialization, a weaponsmith is able to construct larger, more complex weaponry.  At very high levels of skill, a Weaponsmith may make Superior versions of weapons, which are resistant to breakage and wear, and which--if made by very skilled weaponsmiths--may have other abilities.

Weaponsmithy
Cost
Notes
   
Specialty 1
  
  Dagger2 -
  Hatchet2 -
  Thrown Weapon (metal)2 -
  Short Mace3 -
  Short Hammer3 -
  Short Axe3 -
  Short Sword4 -
   
Specialty 2
  
  War Mace5 -
  War Hammer5 -
  Battle Axe5 -
  Long Sword6 -
  Maul7 Heavy Weapon
  Great Mace7 Heavy Weapon
  Great Axe7 Heavy Weapon
  Halberd7 Heavy Weapon
  Great Sword8 Heavy Weapon
   
Specialty 3
  
  + Superior Quality+10 Production
x5 Twists
Variable


Armorcraft
This specialty exclusively deals in the creation of armor of all types and materials, as well as shields.  Higher levels allow the creation of heavier and more protective armor. Superior Quality armor grants a character significant resistance to physical attacks, and if made by a very skilled crafters, can even render its wearer all but invulnerable to normal weapon strikes.

Armorcraft
Cost
Notes
   
Specialty 1
  
  Light Armor 14 -
  Light Armor 25 -
  Light Armor 36 -
  Buckler3 -
  Small Shield5 -
   
Specialty 2
  
  Heavy Armor 47 -
  Heavy Armor 58 -
  Helm6 Subdual Immunity
  Large Shield6 -
   
Specialty 3
  
  + Superior Quality+10 Production
x5 Twists
Variable


Woodcraft
This versatile specialty allows the creation of wooden (or other natural material) weapons and items of all sorts, and includes the disciplines of bowmaking and fletchery. Superior quality woodcrafted items have a variety of useful qualities.

Woodcraft
Cost
Notes
   
Specialty 1
  
  Sap2 -
  Thrown Weapon (wood)2 -
  Short Club3 -
  Quiver4 -
  Staff4 -
  Heavy Chest5 6 resists
   
Specialty 2
  
  War Club5 -
  Spear5 -
  Cudgel6 Heavy Weapon
  Bow7 -
  Reinforced Chest8 Unbreakable
   
Specialty 3
  
  + Superior Quality+10 Production
x5 Twists
Variable


Jewelcraft
This specialty governs the creation of fine jewelry, as well as gemcutting and gem setting.  Jewelry tends to have  a significantly higher monetary value and production requirements than the average craft specialty; treasures are difficult to create.  Note that gems may be improved from their original type only once (improved gems must be tagged as such). Exquisite jewelery is so fascinatingly beautiful that it can grant its wearer enhanced visual and social appeal, allowing them to better manipulate and command the attentions of others.

Jewelcraft
Cost
Notes/Result
   
Specialty 1
  
  Plain GemcuttingUncut Plain (2)* Plain Gem (4)
  Simple Ring4 -
  Simple Bracelet5 -
  Simple Necklace6 -
   
Specialty 2
  
  Superior GemcuttingUncut Superior (4) Superior Gem (8)
  Fine Ring6 -
  Fine Bracelet8 -
  Fine Necklace10 -
  + Gem Setting5 + Item
+ Gem
Gemmed Item
   
Specialty 3
  
  Flawless GemcuttingUncut Flawless (8) Flawless Gem (16)
  Exquisite Ring8 -
  Exquisite Bracelet11 -
  Exquisite Necklace14 -
  Work Wondrous Jewel18 + ??? ???

*The number in the parenthesis is the base cost of these types of gems, but note that cutting gems doesn't cost anything but the uncut gem and production. Uncut gems of higher quality may be cut down to inferior quality, if desired.

Artistry
This specialty represents all the various visual arts, including painting, sculpting, and the like. Note that like everything else, art must be represented in-game. A talented artist is a sought after commodity in many of the 8 worlds, and art pieces tend to command high prices. Art objects have differning produciton and monetary costs; raw materials are cheap, but inspiration is very dear.  Prolific artists, as well, tend to garner reputations very quickly. Masterwork art can inspire and fascinate, engaging its viewers emotions and intellects in a profound way.

Artistry
Production Cost/
Twist Cost
Notes
   
Specialty 1
  
  Rough Work4 / 2 -
  Novice Work9 / 2 -
   
Specialty 2
  
  Accomplished Work10 / 3 -
  Expert Work15 / 3 -
   
Specialty 3
  
  Brilliant Work16 / 4 -
  Master Work21 / 4 -


Alchemy
This discipline is a versatile craft specialty with many useful applications. Although most homeworlds have their own take on alchemy—including delivery methods—the specialty itself is fairly universal. Characters can choose to make their formulas with any method allowed by that formula. Using a formula must be accompanied by some interaction with its phys-rep, and a character must posess phys-reps for each formula they have (with some exceptions) on their person. Note that an item’s in-game tag must be torn at its use, regardless of the method. Though alchemists can simply spend money to fund their craft, certain special ingredients can be used to entirely replace the monetary cost; these, of course, vary by formula. Some of the most powerful formulations require their ingredient in addition to the cost, rather than as substitute.

Liquid is the most common formula method, and it ranges in type from “tonics,” potions, and thick, aclhemical flux. A character must posess a potion bottle or other container for each formula they have, in order to use this method. Although it is certainly allowable (and kind of awesome) for characters to attach the formula’s item-tag to specific bottles, it is not required. Potions are used by taking out a bottle and “drinking” from it, and then discreetly tearing the appropriate tag; only then is the effect activated.

Paste is an alchemical salve, represented by makeup or (in the case of contact poison) petroleum jelly, and frequently used by people from the Rock of Storms (they call it Woad). Although a character need only have one source of the salve (one container of makeup), they must apply it to the skin every time they want to use an alchemical formula made in this way. After applying (usually as simple, parallel lines), the user must tear the item tag as normal, which then activates the formula.

Tablets are formulas in convenient pill form (represented in game by mints). Used most often in the Goblin City, where enterprising alchemists give them a variety of baroque names, a character must chew and swallow a tablet before tearing the item tag (unconscious characters may be “force fed,” but care must be taken to prevent choking). Undersea also uses tablets (Liquids and Paste being useless underwater), though theirs tend to resemble artificial pearls more than medicinal pills (a certain chewy mint that comes in a tube is a good representative for undersea tablets).

Alchemy
Cost
Types
Notes
   
Specialty 1
   
  Phosphor1 L  Creates a light (green glowstick)
  Healing Dose2 L,P,T  Stabilizes
  Antivenom2 L,P,T  Reduces poison by 2
  Panacea2 L,P,T  Reduces disease by 2
  Distillation   (Spirits)2 L
(bottle)
  Intoxicates user: 1 hour
  Lesser Poison3 L,P  Poison 4 on hit/touch/injest
  Treated   Bandages4 Bandage  +Heal Rate when used to stabilize; Treatment 4 required.
    
Specialty 2
   
  Tonic4 L  Grants a resist to persistent conditions
  Hallucinogen5 L,P,T  Hallucinating; may not rest or perform rituals. (poison 9 for curing/resist purposes): 1 hour
  Universal Poultice6 Herbal Wrap  Doubles Treatment for one application.
  Invigorative6 T  Restores 2 prowess and 2 toughness (1 minute to take effect)
  Greater Poison7 L,P  Poison 8 on hit/touch/injest
  Bloodfire Woad8 P  See Below
    
Specialty 3
   
  Quick Venom16 L  Poison 8+, Incapacitates, die in 5 min, 2 resists to negate
  Black Cordial16 L  See Below
  Miracle Cure18 L  See Below
  Transmutation21 -  See Below


Bloodfire Woad: User goes into a battle fury, immediately restoring all of their Prowess and Toughness. As well, they become entirely immune to Mental effects for the duration. While in a battle fury, they MUST attack anyone whom they percieve to be their enemy, without hesitation. When no enemies are in sight of the user, or they are rendered unconscious somehow, they collapse and become Critical. Using this paste a second time within one day will instead kill the character outright and immediately pass their soul onward (preventing Coax Life), after the fury fades.
Material Requirement : Red Maiden's Blossom

Black Cordial : The drinker immediately gains three universal Charges which can be applied to any school of magic.   The incredible potency of the potion, however, inflicts the drinker with a Greater Injested Poison. Taking this potion more than once in a single day will give only the poison effect.  
Material Requirement : Nightcloak Mushroom

Miracle Cure : Completely heals target of all wounds, persistent conditions and mental effects.
Material Requirement : Mandrake Root

Transmutation : This is a technique rather than a formula, and it transmutes one of the Ideal Elements from its raw form into a a material of tremendous potential. The exact nature of the Ideal Elements is mysterious and steeped in legends and myth.  
Material Requirement: Raw Element


*Lumencraft
This strange Craft specialty is exclusive to the Forest of Doors; details about it must be Found Out In Play (FOIP).