Journey: Crafting Redux

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UNDER DEVELOPMENT
Under-construction.jpg This page is currently under development, and as such is somewhat in limbo regarding playtest viability. It is not recommended that information on this page be used or considered for playtesting until it has reached a more stable revision.
 

Oh hai there.

Introduction

Artisans have a number of skills that allow them to help financially maintain a group - they can repair equipment, reduce costs of living, and similar financially-focused abilities. These are generally drawn from their ability to make things, the primary onus of the artisan.

Item construction is the primary purpose of the artisan; the financial protections they provide are a rather useful side effect. And so in this section we will discuss precisely how item construction is performed, first in its universal premises, then in its specifics at the basic level and with the introduction of the metagame aspect (the crafting grid).

Fundamentals

These are the fundamental steps of item creation.

Resources

Above all else, the artisan requires resources. These are specific items that can be used to make other items. Resources are incredibly varied, from stone mined out of quarries to meteor fragments, from quartz to diamond, from common mushrooms to the desert rose. Anything and everything that can be gathered has the potential to be a resource: the only distinction between something useless and useful is whether or not it is an integral part of something that can be made.

Thus, the first step is in gathering resources. The artisan can accomplish this by finding the resources himself, hiring individuals to procure them for him, or simply purchasing them. Of these, purchasing resources is the most complex, as the marketplace is a constantly fluctuating place, and it may be useful to have a mediator along for such tasks.

Item Design

This step is different for characters who happen to be able to craft items and Artisans.

For those who are not Artisans proper - that is, characters that have no access to Artisan Disciplines by virtue of lacking both a Type One and Type Two skill - this is a simple proposition. They must simply find the item they wish to craft, look up the skill associated with crafting it and its Crafting TN, and make a skill check against this number. Success indicates that the individual crafts the item successfully; failure indicates that the item is not made, and resources are wasted.

For those who are Artisans proper, they can decide to craft one of the following.

  • A Stock Item, which is an item found in the Equipment section. Crafting such an item is straight-forward, and accomplished as above (though the Artisan may have Specials or Talents that directly improve their ability to do so).
Example: Eric wants to craft an iron longsword, a one-handed sword. He looks up the base Crafting TN of a longsword, then modifies it for iron.
  • A Custom Item, which is an item found in the Equipment section, but modified in specific ways. Artisans can gain access to Specials that allow them to modify items in new ways, such as making swords sharper, armor more durable, or any number of other modifications. These modifications require additional skill use, and require not just crafting, but designing the item.
Example: Eric wants to craft an iron longsword that is sharper and more durable. He looks up the base Crafting TN of a longsword, then modifies it for iron. He then determines how much of his relevant Specials he wants to invest into the weapon, and modifies the TN for those modifiers - the final result is the Designing TN. If he can make that check, he modifies the original Crafting TN based upon the degree of his success, and must succeed in that check to produce the weapon.
  • A Unique Item, which is an item not found in the Equipment section, made essentially from scratch. Advanced Artisans with access to more Specials and Talents can create new item types out of whole cloth, such as new types of weapons or armor, or devise entirely new items with entirely new functions. This procedure requires significantly more detailed designing of the item, and its crafting is significantly more difficult: specifically, it requires design of what will become a new stock item.
Example: Eric wants to make a new type of weapon, a double-ended sword. He must follow the item creation rules for doing so, from which he will derive an Designing TN. If that check succeeds, he has successfully designed the new weapon, which has a new set of rules for its use. He then proceeds to modify that base design based upon materials and other modifications, as though making a custom item. The result of the initial Designing TN becomes the base Crafting TN for the new stock item, a double-ended sword.
 
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