Production


Production intro

Production

Production

Production

PRODUCTION

Resource Common Uncommon
Metal Soft Iron Hard Iron
Wood Soft Wood Hard wood
Leather Scrap Leather Heavy Leather
Food Vegetables Meat
Textiles Hemp Wool

Information on crafting, items, resources and production

Resources:

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. Once they have gathered them, they may approach the Logistics staff and declare their intention to create the item. Production takes a base time of 1 hour per item to be created, though some items may take a different amount of time if noted specifically. During the time that the construction is occurring, the crafting character may roleplay their production of them items, or they may spend time volunteering as an NPC. Goods may also be produced between games, and you may convert as much material into goods in that time as you choose to.

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 set of feastware, a lantern, 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.

In Items and Materials are the tables for crafting items and what benefits they provide. This table is broken into two distinct categories, Component Items and Trade Goods.

PRODUCTION, ASSEMBLY, REPAIR AND SALVAGE

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Production
With appropriate materials in hand, a craftsman can attempt to create a desired Good by first making the basic components. Creating components requires 20 minutes of in game time for each Common commodity, and 30 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 multiple props such as alembics and flasks for Apothecary, a forge anvil and hammer for metalworking, a tanning hide rack and knife for leatherworking, and so on.

Of note, any use of the Metalworking skill requires that Charcoal be consumed in the process to feed the forge. Charcoal does not count toward the construction time.

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 Woodworking Rank 2. With 30 minutes of effort, a Woodworker carves the softwood into a hilt.
The strap requires scrap leather, and thus Leatherworking Rank 2. With 30 minutes of effort, a Leatherworker produces the strap that will form the grip of the sword.
The longblade requires two hard iron to produce, and this requires Metalworking Rank 3. After using the charcoal to prepare the forge, a Metalworker spends two hours of effort and creates a longblade.

This kind of production can be done between games within reason. Especially large orders may require a Downtime action to be spent.

Assembly
With all of the items in hand, the item is ready for Assembly. Assembly requires one hour 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.

Repair
Items, especially weapons and armor, may sometimes come under hard wear and require repair. If a single armor location loses all of its Armor Defense calls in a single engagement, it is considered broken and will not refresh with Rest. A weapon struck with a Sunder attack is considered broken as well. Occasionally goods and other equipment will become damaged due to circumstances or perhaps spells and require Repair at Rules Marshal discretion.

In any case where an item is broken, 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.

Normal items can only be repaired twice before they are rendered irreparable and need a full craft once more to piece them back together. When an item is Sundered, it acquires a / on the edge of its tag (unless it is Sturdy). the craftsman who repairs it places another slash over the first, creating an X. Once an item has been repaired twice (having two Xs on its tag) The next time it is Sundered, the weapon or armor tag is removed. At this point, it can be salvaged into its component pieces to be put back together.

Repairs that use Metalworking require Charcoal to be spent.

Maintenance

As equipment becomes damaged over time, it loses its overall durability and eventually can no longer be repaired.  Before it reaches that point, maintenance can be performed on the item to restore some of its lost durability.  With careful dis-assembly, oiling, filing, sealing and reassembly, the item can recover one point of lost Durability, the "X" being marked as a "*".   This process has the same requirements as Repair and Assembly, in total an hour and ten minutes, and the appropriate commodities.

Salvage
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 30 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 entire suits of armor are actually 5 pieces, taking 5 Salvage actions, and that Medium and Heavy Armors 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 Metalworking requires Charcoal to be spent.

APPRENTICEWORK

Occasionally it may become necessary to produce work that is below normal standards. If there is poor access to Hard Iron, for instance, a sword that requires high quality metal may be impossible to make, at least at the standard of quality people would ordinarily expect. With at least Rank 2 in a given craft skill, items that ordinarily require higher quality materials can be made instead with lower quality ones, but they automatically gain the Crude Flaw, causing them to break after each use and are in need of constant Repair. If the craftsman is of Rank 3 or higher, this work is identical in appearance to normal pieces until tested.

CUSTOMIZED 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. Some kinds of items, such as arms and armor, have specific lists of Perks and Flaws that they utilize, while others, such as tools like lanterns or climbing gear have more open ended perks that are defined by the crafter themselves and approved by staff.

Customized Equipment
Perks add a specific positive quality to the item, and are achieved by either adding a Flaw with the Customization ability or having them item be of Masterwork quality. Only one Flaw may be added in this way.

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 Customized equipment.

Masterwork 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. In addition to this, all Primary Components (*) in the Goods table for the item must be crafted by someone with the appropriate Skill at 5, which may include more than one piece of the finished process. For example, to make a Masterwork Hammer one would need a Master Woodworker to fashion the Haft and a Master Metalworker to fashion the Weight. 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.