Crafting system

While there are many ways to gain items in game, crafting items may still be desired or necessary. A storyteller may always be consulted if a player needs assistance for something strange and unique, however, this system is designed to be able to let the player create items fairly independently. If a player follows this system and communicates this either with the ST Tracking Sheet in person event or with the Direct to Staff Chat on Discord, they should be able to make most items on their own.

Material Costs

Generally most items are divided into extra small, small, medium, large, and extra large sizes, representing 1, 2, 3, 4 and 5 “units” of materials required. For example, a dagger would be a “small” blade and need 1 unit of materials for the blade and one for the handle. Some examples are listed below. There will always be exceptions so the storyteller always reserves the right to tell someone the craft requires more, or specific, materials, than average. For common materials, they can always be traded out for their Yon Value to simulate the purchase of the material, rather than having to actually go acquire or trade for the material first.

Crafting Difficulty Rating

This is the approximate difficulty of creating an item. In order to determine the Crafting Difficulty of something, you take Material Base and Complexity rating and add them together. The Player then checks that against the Character's rating in Craft, or Relative Specialty Crafting + and Relevant Workshop Ranks. If the Character has a total number of Craft and Workshop that is higher than the Crafting Difficulty, then they create the item with ease, consuming the Material Costs in the process. For each Number the Crafting Difficulty is higher than the Crafting Skill+Workshop, the player must make a check. In a Win, the item works as normal, in a Tie, it consumes an additional material Unit and in a fail, it does not work, but may be reworked again at Half the Material cost (round down to nearest whole Unit.)

Material Base

Resources are needed to craft an item. So this needs to be taken into consideration. What material or materials are being used? Does the character has enough? Where did it come from? The Material rating is the Base of the Crafting Difficulty Rating for an item. For example, Wood, rated 1 is much easier to work with than Steel which is rated 5. Adding Alchemical components can add other effects or usefulness to an item, but each Alchemic Ingredient will add 1 difficulty rating to the overall construction. Having Alchemic Skill, or Alchemic Workshop will reduce only the alchemical ingredient's added difficulty.

Item Complexity

In addition to the difficulty of the materials the Item is made of, is the Complexity of the Item.
Simple, Easy, Moderate, Difficult, and Complex, again rated 1-5. The more steps, parts, materials or novel steps an item requires, the more Complex it is to make. A dagger, generally a sharp edge with a handle, might be rated at a 2, where plate armor, with curved shapes, fitting pieces, joints and buckles would be a 5.

In this example a Steel Dagger would rank a total of a 7 and Steel Plate Armor would be rated a total of 10.

Crafting DTAs

During DTAs, a Character may use Research and access the public library, their own personal Library or perhaps another Character's Library. For each DTA spent researching a crafting Project, the character can acquire a blueprint/crafting guide/etc that assists them. This will lower the difficulty of one craft by 1. Or a Character may use a DTA for Creating: Crafting, building, repairing or other handy work. What can be accomplished in how much time and to what quality will depend on a lot of factors and so be determined by the Game Master. In general, however, a character will probably be able to make something they normally have the skill to accomplish, and it will not cost them inventory. Such as using Crafting skill to make a dress. This must be within their Crafting+Workshop Rating to do so.

Specialized crafting

These are Crafting Skills specialized in a specific type of crafting. Because of the time and specialization the character has invested in learning this, Checking a Craft Skill when a Specialization can be used, each rank counts for 2.

In this example, a character with Weapon Smiting rank 3 would only have to make a single check to make a Steel Dagger. However, Weapon Smiting would not help them make a basket.

Expert Crafting

These are crafts so specialized that they require extensive training and skills, often taking years to hone the abilities. They may also require incredibly specialized tools that themselves may be difficult or specialized to make. There might also be other specific requirements. As such if a character attempts to craft something of this type and lacks the correct crafting skill, the difficulty rating doubles. These have material costs dependent on the individual item and the Additional Material Requirement of Days x Rank of time to complete.

Gunsmithing: Includes ammunition construction. Requires Precision Tools and a minimum of 1 Rank in Chemistry OR 1 Rank in Metal Working.

Vehicle crafting: Requires at least one other person assisting you per vehicle ranking, and a workshop with at least equal vehicle rating.


Upgrading

When improving upon an existing item, a crafter may fine tune the quality of an item or upgrade its materials. This will improve the Item’s rating or increase its function. For example, a Weaponsmith could increase the damage a Dagger does by upgrading its material or Item Rating. In order to upgrade a Material, the crafter needs a value of Yon equal to the difference between the two materials. Upgrading Difficulty is the Material Base and Item rating added together.

Repairing

When repairing an item, the first thing that needs to be determined is how much added material is needed. Generally speaking, repairs will require a minimum of One Unit of material in pieces that need replaced or added materials to put the broken pieces back together. However, if an item is seriously damaged, it may require several units. A ST should give a rating for how much damage. Repairing Difficulty is the Item Rating and Complexity rating added together

Crafting Recipes 

Basic Crafts

Simple (1)
Containers: 1-2 units of material per size
Chalk:1 Stone
Cord: 2 Plant/Leather

Easy (2)
Dining Wear: 2 Wood/Bone/Metal
Candles: 1 wax + 1 cord

Moderate (3)
Clothing: 1-3 Fabric or Leather
Bedding: 2 Fabric
Quiver: 1 Leather/Fabric + 1 Metal/Wood/Bone
Staff/Club: 2 Wood/Metal

Difficult(4)
Tent: 2 Fabric + 1 Wood/Metal
Basic Tools: 1 Wood + 1-2 Metal
Ram (Small, Portable): 1 Wood + 1 Metal

Complex (5)
Paper Making: 4 Plant (makes 5 sheets)

Specialized Crafts

Simple (1)
Caltrops: 1 Metal (Makes 20)
Book Making: 4 units Paper + 1 Glue+ 1 Leather + 1 Cord

Easy (2)
Crossbow Bolts: 1 Metal/Stone + 1 Wood (Makes 2)
Arrows: 1 Metal/Stone + 1 Wood (Makes 2)
Musical Instruments: 1-5 units of Materials of musical instrument type

Moderate (3)
Dagger: 1 Leather/Wood/Metal (Handle) + 1 Wood/Bone/Stone/Metal (Blade)
Spear: 2 Wood/Metal (Handle) + 1 Wood/Bone/Stone/Metal (Blade)
Sword:1 Leather/Wood/Metal (Handle) + 2 Wood/Bone/Stone/Metal (Blade)
Perfume: 1-2 units of Essences
Glass work: 1+ units of Sand + Added chemicals

Difficult (4)
Axe: 1 Wood/Metal (Handle) + 1 Wood/Bone/Stone/Metal (Head)
Bow: 2 Wood + 1 Cord
Large Sword: 2 Leather/Wood/Metal (Handle) + 2 Wood/Bone/Stone/Metal (Blade)
Complicated tools: 1-4 units of Leather/Wood/Bone/Stone/Metal
Chemical making: 1-2 units of Substance chemical is to be Extracted from, or Chemical bases to be added together

Complex (5)
Large Axe: 2 Wood/Metal (Handle) + 2 Wood/Bone/Stone/Metal (Head)
Crossbow:2 Wood/Bone/Metal + 1 Metal +1 Cord
Armor: 1+Units of Material (Leather/Wood/Bone/Stone/Metal) Per body part to be covered. Torso counts as 2 Units front, and 2 Units back.
Jewelry making: 1+ units of Materials.