|Craft Production = Skill Level + Perceptive Trait|
|1||10 CP||General Craft, Basic Repair|
|2||5 CP||Specialty 1|
|3||10 CP||Intermediate Repair|
|4||15 CP||Specialty 2|
|5||20 CP||Advanced Repair|
|6||25 CP||Specialty 3|
|7||30 CP||Spark of Creation —or— Jack of All Trades|
|8||35 CP||Specialty 4 —or— Signature Work|
|9||40 CP||Spark of Creation —or— Jack of All Trades|
|10||45 CP||Specialty 5 —or— Master’s Eye|
|11||50 CP||Spark of Creation —or— Jack of All Trades|
|12||55 CP||Specialty 6 —or— Effortless Effort|
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. Certain basic items required for the use of various abilities (repair, aid) are created with General Craft, as well.
With this ability, a character can restore any Broken item to its normal condition with 10 minutes of uninterrupted work. Most prominently, this can be used to return armor to its full value if it has been damaged, or to restore weapons/shields to usability. All uses of Repair require a Repair Kit, and crafters must roleplay out the process of repair to the same extent healers would when applying their own abilities. Armor may be repaired while being worn, but this still requires the use of phys-reps as above. Weapons and shields cannot be wielded while being repaired. Broken SQ items do not have their resists (or other similar abilities) restored when fixed; a crafter must take an extra repair session, at their normal repair time, for each Resist they wish to restore.
Intermediate Repair reduces the time to repair or maintain an item down to 5 minutes, as well as allowing a crafter to remake Shattered items for half of their production and monetary costs (rounding down) as normal production actions. Note that the increased costs of SQ items are still used as the basis for their repair costs. A crafter must have at least one specialty in the item’s type in order to repair it if it is in the shattered condition.
Advanced Repair reduces the time to repair an item down to 1 minute and also allows a character to fix shattered superior quality/masterwork items at the cost of normal items of their type, assuming they have at least one specialty that applies.
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 effects),Gardening (raising herbs and plants of various utility), Armorcraft (the creation of armor and shields), Artistry (the creation of valuable works of art), Jewelcraft (the creation of jewelry of all sorts), and Weaponcraft (the creation of weapons). A unique specialty, Vestigecraft allows characters to turn the magical currency of the Fractured into esoteric but useful items. Vestigecraft must, however, be learned in play, for the denizens of the home worlds have never studied Dregs, 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.
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.
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. Similarly, Masterwork/SQ item attributes cost twice as much.
JoAT can also be used to repair Shattered items just as if they had a level in the specialty itself, as per Advanced Repair; the cost multiplier does not apply to repair actions.
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 specialties allow broader types of signature items (i.e. A weaponcrafter can choose a dagger or longsword or some other specific weapon; whereas an armorsmith can choose plate armor, chain armor, etc.):
Weaponcraft: Individual Weapon
Armorcraft: Armor material or individual shield/helm type
Gardening: Individual garden type
Vestigecraft: 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, whereas actual Superior Quality versions of these will be significantly more likely to receive bonus abilities. Vestigecraft and Alchemical items will be individually enhanced in a significant fashion, the details of which will be revealed on downtime to any inquiring character of Craft 6+ with the appropriate specialties. Jewelcraft and Artistry based signature works will automatically receive abilities as baseline Masterwork and Exquisite items, in a fashion similar to armor and weapons. Any odd or miscellaneous 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 takes downtime research.
This ability reflects a master crafter’s intense attention to detail regarding the objects of their craft. When Investigating 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. If they have two specialties in the item’s type instead of one, these are upgraded to Greater Feats. A full complement of three specialties increases both feats to Heroic level. Such an invocation is called as “Master’s Eye/Greater Master’s Eye/Heroic Master’s Eye.”
Note that magical items will still yield many secrets under a Master’s Eye; this ability grants +1 to a character’s Artifice ability (see Occult) per appropriate specialty when dealing with these. In a similar fashion, Master’s eye adds a +1 bonus to a character’s Research (see Scholarship).
This ability is the mark of true grandmaster crafter; those who possess it perfom the basic demands of their craft with great efficiency and speed, and they make the most difficult projects seem effortless. Functionally, Effortless Effort gives a crafter an extra downtime action and in-game production period usable for only craft purposes. In addition, any downtime craft action they take that involves an element of randomness becomes significantly more likely to generate a good result.
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 at the beginning of each game and during the one production period allowed during an event.
A character will normally get 3 downtime actions between events, and each action they 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, they simply add the production values of these actions together, using 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.
All crafters are able to make items within the General Craft ability, which covers most simple, household objects, tools, and decorative items. These tagged objects represent the general sort of “handiness” that crafty folks have, and 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, outside whatever immediate utility they have (some abilities require them), can be sold or used in rituals at their owner’s whim.
|Small Rustic Craftwork||1||–|
|Healer’s Kit||2||Required for Healing|
|Large Rustic Craftwork||2||–|
|Repair Kit (see below)||2||Required for Repair|
|Heavy Chest||4||+3 feats to break|
|Heavy Door||4||+3 feats to break|
- Repair Kit
- In order to fix or maintain items, a crafter must employ a Repair Kit, which is a tagged item created by the Craft skill. Repair kits may be as elaborate as the crafter wishes, but at the bare minimum should consist of at least two of the following items as Phys-reps:
- Small Hammer
If you have any item that is not on the list, and want to know if it is appropriate, just send an email to one of the directors or PM one of us on the forums. Multiples of the same item type is fine as long as they have different configurations. Avoid “modern” looking hand tools; the rusty old things you might find laying around in the garage are probably more appropriate. As a final reminder: if you don’t have a Repair Kit and the appropriate phys reps, you cannot repair items, period!
Full Craft Specialties:
Weaponcraft, Armorcraft, Gardening, Jewelcraft, Artistry, Alchemy, Vestiagecraft
Note that the above 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.
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 possess phys-reps for each formula they have (with some exceptions) on their person. 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” and potions, to thick, alchemical flux. Liquids are represented by colored-coded clay “vials” rather than tags. Potions are used by taking out a bottle, breaking of the top, and “drinking” from it. Liquids applied to the surfaces of items or characters must be broken, after which the character must spend at least 1 minute “applying” the substance before it is considered active.
|Liquid||Colors and Representation|
|Healing Dose||(solid red)|
|Poison Draught 2||(solid green)|
|Tonic||(blue top/yellow bottom)|
|Hallucinogen||(red top/green bottom)|
|Invigorative||(red top/yellow bottom)|
|Poison Draught 4||(green top/yellow bottom)|
|Quick Venom||(green, black highlights)|
|Black Cordial||(black, silver highlights)|
|Miracle Cure||(silver, red highlights)|
Paste is an alchemical salve; represented by makeup or, in the case of contact poison, petroleum jelly.. 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 for at least 1 minute, and usually as simple, parallel lines, the user must tear the item tag, which then activates the formula.
Note : players must keep torn tags and broken phys reps until they can dispose of them in trash containers. Littering must be avoided.
Tablets are formulas in convenient pill form, and they are represented in game by clay tablets color-coded as per liquids, above. Tablets are small, convenient, and a bit more difficult to make: they are +1 Production cost per item (monetary cost is normal). Used most often in the Nightmare Dominancy, where a small pill is easy to conceal in a sleeve or hidden pocket, a character must break a tablet in half and roleplay “eating” it for it to take effect. Unconscious characters may be “force fed,” but care must be taken to prevent choking. The alchemists of the Sahagin also use tablets, what with Liquids and Paste being useless underwater.
|Phosphor||1||L||Creates a light (green glowstick)|
|Antivenom||2||L,P,T||Reduces poison by 2|
|Panacea||2||L,P,T||Reduces disease by 2|
|Intoxicates user: 1 hour|
|Poison Draught 2||3||L,P||Poison 2 touch/ingest or Poison Strike 2|
|Treated Bandages||4||Bandage||+Heal Rate when used to stabilize; Treatment4 required.|
|Tonic||4||L||Grants a resist to persistent conditions|
|Hallucinogen||5||L,P,T||Hallucinating; may not rest or perform rituals. Immune to Mental conditions: 1 hour|
|Universal Poultice||6||Herbal Wrap||Doubles Treatment for one application.|
|Invigorative||6||L,T||Restores 3 Prowess and 3 Vitality|
|Poison Draught 4||7||L,P||Poison 4 touch/ingest or Poison Strike 4|
|Bloodfire Woad||8||P||See Below|
|Venom Draught||16||L||Quick Venom 8 touch/ingest, or Venom Strike 8. See Below.|
|Black Cordial||16||L||See Below|
|Miracle Cure||18||L||See Below|
|Essential Alchemy||18+||Variable||See Below|
- Bloodfire Woad
- After applying this substance liberally and visibly, the user feels a burgeoning sense of rage and fearlessness. At any time during its active duration (1 hour), the user can succumb to its influence, going into a battle fury and immediately restoring all of their Prowess and natural Vitality. As well, they become entirely immune to Mental effects for the duration of the fury. While in a battle fury, they MUST attack anyone whom they perceive to be their enemy, without hesitation or retreat. When 5 minutes have passed, or if they are rendered unconscious somehow, they collapse and become Critical. Succumbing to the 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. Note that the woad wears off after an hour with no ill effect if the user chooses not to succumb to it.
Requires 1 Bloodclaw Bloom to make, cannot be crafted without.
- Venom Draught 8
- This lethal concoction inflicts Quick Venom at level 8 (see Chapter 8: Game Concepts) on touch or ingestion. May also be applied on a weapon in order to call a Venom Strike 8.
- Requires 1 Painstem Cone to make, cannot be crafted without.
- Black Cordial
- The drinker chooses to either immediately restore a Feat of Attunement, or to gain 3 Perfect Charges (as allowed by the Occult skill, though Channeling is not required). The incredible potency of the potion, however, inflicts the drinker with a Greater Ingested Poison.
- Requires 1 Skullroot to make, cannot be crafted without.
- Miracle Cure
- Completely heals target of all wounds, persistent conditions, and mental effects.
- Essential Alchemy
- This dangerous alchemical technique is shrouded in mystery. Only by discovering its lost formulations or researching them directly may it be mastered.
This specialty exclusively deals in the creation of armor and shields of all types and materials. Higher levels allow the creation of heavier and more protective armor. Superior Quality armor, as with SQ weapons, may have various special abilities known only to expert crafters.
|Light Armor 1||4||–|
|Light Armor 2||5||–|
|Light Armor 3||6||–|
|Heavy Armor 4||7||–|
|Heavy Armor 5||8||–|
|Superior Quality Armor*||+10 Production
*Creates armor pieces with variable abilities.
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 differing production 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 viewer’s emotions and intellects in a profound way, and must be made from the finest of materials.
|Rough Work||4 / 2||–|
|Novice Work||9 / 2||–|
|Accomplished Work||10 / 3||–|
|Expert Work||15 / 3||–|
|Brilliant Work||16 / 4||–|
|Master Work**||21 / variable||grants SQ abilities|
**Similar to other SQ crafted items, grants variable abilities.
This craft specialty allows a character to “craft” gardens, which can consistently produce specific herbs and food items during downtime actions and in-game production periods. All gardens require samples of their appropriate herbs, as well as a small monetary cost, to produce or maintain. Although a gardener need not phys-rep a garden during an event, they must do so if they want to harvest herbs from it during that event’s in-game production period; only one of their gardens may be phys-repped in this way. Such in-game gardens should be relatively small, fenced in, and contain several of its appropriate herb/food phys reps. If any of its herbs are stolen or if the garden itself is damaged, the garden cannot be used in game for that event.
In order to produce herbs from a garden, the gardener must spend a downtime/in-game action, paying the garden’s normal twist cost in maintenance for each action; no craft production is used for this, as the garden has already been planted. At the next event, or during the same event if harvested during in-game production, the character will receive tags for the herbs/food. A garden will produce more herbs for a given action based on the character’s Craft Production ability, though there is an element of randomness to this. Note, however, that gardening is a much more reliable way of producing herbs than foraging, due to the amount of effort involved. Gardens can be made to produce herbs during the downtime session in which they are planted, as there is ample time between events for them to grow.
|Vegetable Garden (various)*||1 Twist / 2 Production||Produces up to 3 types of vegetables.|
|Common Herb Garden||1 Twist / 3 Production
2 Common Herbs of the same type
|Produces 1 type of common Herb.|
|Uncommon Herb Garden||2 Twists/ 6 Production
2 Uncommon Herbs of the same type
|Produces 1 type of uncommon herb.|
|Brewmaster’s Plot||2 Twists / 8 Production
1 Black Moss
1 King’s Cape
|Produces a moderate assortment of herbs with a bent towards causing intoxication, hallucinations, and other fun things.|
|Mother’s Garden||2 Twists / 10 Production
1 Mother’s Bloom
1 Sunshade Flower
|Produces an assortment of healing herbs, as well as edible greens.|
|Death’s Bountyn||3 Twists / 12 Production
1 Bloodclaw Bloom
1 Widow’s Rose
|Produces an amount of extremely versatile herbs, best used for poisons and dealing with Death magic.|
|All-Seasons Patch||3 Twists / 14 Production
2 Black Moss
|Produces seasonal herbs ‘out of season’ as well as strange, possibly new growths.|
|Magesmith Vineyard||3 Twists / 18 Production
2 Eventide Anise
|Produces herbs that can enhance magic of great power, such as greater workings, magesmith rituals, and more.|
This specialty governs the creation of fine jewelry as well as gem-cutting and gem setting. Jewelry tends to have significantly higher monetary value and production requirements than the average craft specialty; treasures are difficult to create. Wondrous jewelry is so perfectly beautiful and intricate that it can have a variety of special, in-game effects.
|Plain Gemcutting||Uncut Plain (2)*||Plain Gem (4)|
|Superior Gemcutting||Uncut Superior (4)||Superior Gem (8)|
|+ Gem Setting||5 + Item
|Flawless Gemcutting||Uncut Flawless (8)||Flawless Gem (16)|
|Craft Wondrous Jewelry**||18/21/24
x2 Monetary cost
|grants SQ abilities|
*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.
This specialty involves the creation of weapons of all types. At higher levels of specialization, a weaponcrafter is able to construct larger, more complex weaponry. An expert weaponcrafter may make Superior versions of weapons with an array of special abilities. See the Combat section for weapon safety and construction guidelines.
|Sling Shot||4||Missle Weapon**|
|Staff||4||2-handed Light Weapon|
|Great Mace||7||Heavy Weapon|
|Great Axe||7||Heavy Weapon|
|Great Sword||8||Heavy Weapon|
|Giant Cudgel||11||Giant Weapon|
|Titan Hammer||12||Giant Weapon|
|Dire Mace||12||Giant Weapon|
|Monster Axe||12||Giant Weapon|
|Giant Sword||13||Giant Weapon|
|Superior Quality Weapons*||+10 Production
*Creates weapons with variable abilities. See the attached file below for these abilities.
**Uses Thrown skill but does not require Thrown Proficiency. +1 damage to any Power Strikes called with it. Ammo may be blocked as a thrown weapon, but not thrown itself.