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Production SkillsAll production skills (including Armorsmith, Weaponsmith, Brewing, Create Solution, Gunsmithing, Gardening, Jewelcraft, Lock Smithing, and Trap Building) give you three (3) Production Points for each level you buy in the skill. In most cases, you will be required to pay an in-game cost to create items with Production skills. In the charts under each entry, both the cost in Production Points (PP) and the in-game Monetary Cost in Bits are listed. In the case of some skills such as Brewing, Create Solution or Imbue Crystal, the cost may be reduced or eliminated if you are able to find the ingredients on your own.
Production PeriodsThere are three times a character can use Production Points: at the beginning of an event, any time during an event or as an in-between game action. Each of these shall be described in turn. Beginning of the Event: At the start of an event you can spend your full amount of Production Points for each full day of the event (a typical weekend event is considered to be two full days). Thus, if you have two levels of Armorsmith and you are attending a weekend event you have 12 PP to spend, though you are still limited in what quality of items you can make. Using the above example, you would have the ability to make two 2 point suits of armor (6 PP each) but you could not make a 3 point suit. Any PP left over will be noted on your character sheet and can be spent during the event. Solutions created at the beginning of the event do not require an expenditure of mana. It is assumed that the mana invested was spent between events. During an Event: Unspent PP can be used by going to Logistics at any time during the event. Going to and from Logistics is always considered to be in-play. You can rationalize this however the player likes ("I needed to pick one last herb", "I bought some last-minute supplies", etc.). Any money carried to Logistics to purchase the item is considered to be in-play, though once the character leaves any items "made" are out-of-play until the item is actually made. Once the tag is purchased from Logistics, the player must spend at least one minute per 3 PP spent roleplaying the creation of the item(s) (i.e. actually making a few links of chain mail, blending liquids together, "hammering" on a weapon phys-rep). This time must be spent in a sheltered area (i.e. the building where the lab is, somebody's cabin, a flat rock in the woods can suffice IF a Guide approves). Note that Solutions created during an event cost mana just as if the spell itself were cast. The caster is essentially storing the spell energy in a Solution for later use. Between Game Actions: Each in-between game action used for Production allows a player to make full use of all PP for a given skill. Thus, if you decide to make weapons for one of your three actions and you have three levels of Weaponsmith, you will have 9 PP to spend. Note that the same skill can be used for multiple in-between game actions. While this may give you an increased number of PP to spend it does not increase the quality of good that can be made. For example, if you have only one level of Weaponsmith and use it for three in-between actions you now have 9 PP to spend, however since your level of skill only gives you 3 PP per action you cannot make a short sword (which costs 9 PP) but instead are limited to making three daggers. Solutions created as in-between actions do not require an expenditure of mana. It is assumed that the mana invested was spent between events.
WorkshopsWorkshops allows a character to increase the number of items that can be made during a given Production period. Workshops can be purchased for any Production skill. All workshops cost 50 Silver Rings and they double the number of Production a character can do, though a character can never spend more Production Points on any one item than that character could spend without a workshop. Workshops will also allow the owner to triple his production for one IBGA. A workshop can produce a maximum of 75 PP during a single production period. These can be used by one or multiple characters. At the beginning of each event players with a workshop must obtain a tag that is used or mark off PP points as they are used. Only the player possessing the temporary card for the workshop actually has access to it. If another character wishes to use the workshop he must borrow the temporary card from the owning character. When using a workshop the time spent roleplaying the creation of the item must be done at the workshop. Workshop are stealable, though a Guide must ALWAYS be present if a workshop is being stolen, even if you are stealing a workshop from your cabin mate. All workshops must have a phys-rep that is at least 3' x 3' x 3'. The permanent card for the workshop should be attached to the phys-rep at all times. The core phys-rep should be recognizable at a distance but should be made of easily transportable and not easily breakable materials. Additional props for atmosphere are encouraged but not required. Workshops can be moved between Locations for a cost of 5 Bits. This represents incidental damage and wear-and-tear of the move. All workshops have a yearly maintenance fee of 5 Silver Rings. Since there are multiple types of workshops each is described here along with any special properties.
Forge: Doubles production for armor or weaponsmithing. Though useable for both, it is still limited to 75 PP per production period.
Brewing Lab: Double production for making brews.
Solution Lab: Doubles production for making all Alchemical Solutions.
Firearms Lab: Doubles production for making all Guns and Firearm ammunition.
Gardening Tools: Doubles the number of herbs that can be grown.
Jeweler's Workshop: Doubles the production for the creation of jewelry and cutting gemstones.
Traps Lab: Doubles production for the creation of traps.
Lock Smithing: There is no workshop for making locks.
Ultra-lights and "Fake" ArmorUltra-lights and costume/replica armor are permitted in Fortune's Landing, however such weapons and armor suffer some minor penalties. These penalties are imposed because of the in-game advantage granted by these items (ultra-lights are quicker and costume/replica armor is lighter and generally easier to maneuver in while wearing). While we don't want to prohibit the use of these options we do feel the advantages they grant need to be slightly counter-balanced. Both the monetary and production point costs for ultra-lights and costume/replica armor is increased by 1.5 times the base cost (Superior Quality, Resists, and silver coating are not multiplied). Additionally, all costume/replica armor MUST at least look real from a short distance. Good quality stage chain, PVC plate mail (if properly made and painted) are fine. Silver shirts, T-shirts painted with chain mail or scales and football/hockey gear will not be permitted.
ArmorAnyone who possesses the Armorsmith skill can create and repair armor. To create armor, the Armorsmith must pay both a production and a monetary cost. Repairing armor costs significantly less. The Production Point cost listed for repairing armor is the number of points paid for each level of the armor that must be restored. Salvage If a suit of armor is reduced to zero points of production the remaining material can be salvaged to use in another suit of armor. Broken or destroyed armor can be salvaged for ½ its monetary cost. Only salvaged armor can be used to make new armor, you cannot salvage weapons for armor materials. Note that items destroyed by Fiery Destruction, Brewer's Inferno, Fiery Inferno, and Dehydrate cannot be salvaged. Superior Quality Armor Armor of Superior Quality provides the wearer with an additional level of protection for the armor type. (For example, a 4 point suit of chainmail that is of Superior Quality provides 5 points of Production.) Creating Superior Quality armor costs double the normal production point value and double the monetary cost. This cost is totaled before any resistant qualities are taken into account. Additionally, one piece of Essential Metal is required for creating Superior Quality armor. Armor can only be made of Superior Quality when it is initially crafted; Superior Quality cannot be added later. Note that this additional PP cost is added to the total cost of the armor for purposes of determining the level of skill needed to make the armor. Resistant Armor Armor can be made to withstand the effects of attacks that would otherwise destroy the armor (Brewer's Inferno, Fiery Inferno, Fiery Destruction, Shatter Metal, etc.). It may also resist the effects of an Engulf spell. A character wearing resistant armor can call out "Resist" when his armor should be affected by anything that would destroy it. Each time a "Resist" is used it is expended and once expended Resists cannot be replaced. Armor must be made resistant when it is created - resistance cannot be added once the armor has been forged. There is no limit to the number of "Resists" that can be placed on a suit of armor. Each Resist costs 9 additional PP and one piece of Essential Stone. Note that this additional PP cost is added to the total cost of the armor for purposes of determining the level of skill needed to make the armor. Armor Costs
WeaponsmithCharacters who have the Weaponsmith skill can create weapons, including missile weapons.
Maintenance and ExpirationMost weapons require yearly maintenance to keep them in proper working order regardless of whether or not they are used during that time. Bows, Crossbows, and Pistols require maintenance every six (6) months. For game purposes, weapons that are in need of maintenance cannot be used in combat. If they are, they break with the first hit (even if blocked by another weapon). Missile Weapons break as soon as they are fired. Only Weaponsmiths can perform maintenance on a weapon. The cost to maintain a weapon is 1 PP and 1/10 the base creation cost of the weapon. Resists do not need to be factored into this cost. Weapons made of substandard materials (see below) simply expire. The weapon can still be salvaged (see below) to reduce the monetary cost of the weapon, but the weapon must be completely remade. Salvage If a weapon is broken or expires the remaining materials can be salvaged to use in another weapon. Broken weapons can be salvaged for ½ their monetary cost. Only salvaged weapons can be used to make new weapons; you cannot salvage armor for weapon materials. Weapons destroyed with Brewer's Inferno, Fiery Inferno, Fiery Destruction, Dehydrate (or Rot in the case of wooden weapons) cannot be salvaged. Superior Quality Weapons Weapons of Superior Quality do not need maintenance or, in the case of substandard weapons, they do not expire (Weapons of Superior Quality that are crafted of substandard materials require maintenance when they would normally expire). Creating Superior Quality weapons cost double the normal production point and double the monetary cost. This cost is totaled before any resistant qualitities are taken into account. Additionally, one piece of Essential Metal is required for creating a Superior Quality weapon. Weapons can only be made of Superior Quality when first crafted. Superior Quality cannot be added later. Note that this additional PP cost is added to the total cost of the weapon for purposes of determining the level of skill needed to make the weapon. Resistant Weapons Weapons can be made to withstand the effects of attacks that would destroy or otherwise adversely affect them (Brewer's Inferno, Fiery Inferno, Fiery Destruction, Dehydrate, Shatter Metal, Engulf, Rot, Warp, Thorn Hilt, etc.). A character carrying a resistant weapon can call out "Resist" when his weapon should be affected by anything that would destroy it. Each time a "Resist" is used, it is expended and once expended, Resist cannot be replaced. Weapons must be made resistant when they are created - resistance cannot be added once a weapon has been forged. There is no limit to the number of "Resists" that can be placed on a weapon. Each Resist costs 9 additional PP and one piece of Essential Stone. Note that this additional PP is added to the total cost of the weapon for purposes of determining the level of skill needed to make the weapon. Silver Coating Weapons can be coated with silver. Silver coating a weapon costs 12 PP and 5 times the cost of the weapon being coated. The silver last four months (whether the weapon is used during that time or not) at which point it must be applied again or the weapon is no longer considered to be silvered. Not that the 12 PP are not added to the PP cost of creating the weapon for purposes of the level of skill needed to silver coat a weapon. Lumps of silver ore can be used at their maximum value to offset this cost. Silver coating projectiles (arrows, bolts and thrown weapons) cost 1 Bit and 3 PP per weapon. These are subject to the same four-month expiration and are good for only one use. The silver coating is lost the first time the weapon or arrows is used, even if it misses its target. The tag for the silvered item must be attached to the phys-rep. Substandard Materials Weaponsmiths may choose to use substandard materials when creating weapons. The cost for making such weapons is significantly less though instead of requiring a minor maintenance cost these weapons expire. Substandard weapons are listed in two categories; substandard and substandard, fragile.
Substandard: (bronze, iron, etc.): Monetary cost is ¾; expire in one year.
Brews: Elixirs, Salves and PoisonsThe art of Brewing gives a character the ability to create a wide range of elixirs, salves, potions and poisons. It should be noted that like Solutions, brews can be administered to unconscious patients, although trying to give one to someone who is merely asleep will likely wake the subject. Unless otherwise noted, all substances listed in this section are liquids to be imbibed. When use they should be ripped (and properly disposed of ) to indicate that the brew has been used. Brew Descriptions The following is a complete list of the production point cost as well as monetary cost for creating brews. Type & Required Skill Level
The Effect Time listed in the time elapsed from when the brew is taken to when it takes effect. For example, a character drinking an elixir of Strength will not be able to use that Strength until 1 minute has elapsed after drinking. Duration The Duration of a brew is the amount of time that the brew remains in effect. For example, a character drinking a Feign Death will appear dead from five minutes after drinking it (the Effect Time) until 12 hours later (the Duration).
Accelerate Healing (Wound Seal)
Cure Disease (Brother Value's Zombie Cleanse)
Death Poison (Viper's Tongue)
Death Poison, Greater (Viper's Tooth, Widow's Sorrow)
Death Poison, Instant (Bottled Black, Viper's Kiss)
Death Poison, Antidote (Morning's Dawn)
Death Poison, Greater, Antidote (Fate's Forgivness)
Enrapture (Bliss)
Feign Death (Little Death)
Forgetfulness (Mind Fog)
Fortitude (Slow the Flow)
General Antidote (Stomach Revolt)
Glue
Hallucinogen (Jenisari Tears)
Heal Grievous Wounds (Rejuvenator)
Heal Minor Wounds (New Skin)
Indelible Dye (Thief Brand)
Intoxicant
Light (Lightning Juice)
Paralyze (Thief Halt)
Paranoia (Wanderer's Lament)
Purification
Razor Edge I (Blade Cry)
Razor Edge II (Blade Keening)
Razor Edge III (Blade Wail)
Sleep (Stardust)
Solvent
Stabilize
Strength
Brewer's Fire
Greater Brewer's Fire
Brewer's Inferno
Production Point and Monetary Cost
Note: Those brews with (*) listed for the last three PP fall into the Other category. The PP cost for these items is listed under Ingested for ease of reference but is not meant to imply that these brews can be ingested. Creating Brews Brews can be created during any production period by paying the monetary cost and by spending the appropriate number of production points. Each level of Brewing gives the character three production points that she can use each day. While the production point cost will almost always remain the same, the monetary cost can be offset by having on hand ingredients useful in the creation of the brew. Any ingredients used in the creation of a brew are consumed in the process. Recipe Books All characters with Brewing must possess a recipe book. The brewer records the recipes for all of her brews within the book. A brewer must have the recipe of the particular brew she wishes to make as well as the appropriate level of skill and money. This book is considered an in-play item and can be lost or stolen. If the book is lost the brewer will have to somehow acquire these recipes all over again. Recording recipes in a book does not cost anything, however books cost one Bit per page. A brew recipe in a book takes up one page for every three production points.
TrapsFrom the simplest snare to subtle needle traps and deadly weapon traps, these are countless ways traps can be used to foil would-be thieves. Any character with the skill "Traps Building" can create simple noise traps, while master trap makers can kill an intruder with a single pinprick or a falling scythe blade. With only one level of Trap Building, a character can reset existing traps (though you must check the trap card first to make sure it can be reset). Characters wishing to go all-out in trap making will want to either learn a few levels of Brewing, or have a reliable source for poisons. As with all "production" skills, the trapmaker begins with 3 x (number of levels) production points to spend as he wishes. Note that the part of the body damaged by the trap is determined by what part sets it off; an ankle-height tripwire would wound the leg, while a needle trap on a box would wound the hand/arm opening the box. If a trap is triggered from more than 5 feet away (with a long staff, a thrown rock, etc.), the intruder will normally take no damage (unless otherwise indicated on the tag). Advanced Trap Triggers Master trap makers, particularly those in ages past, were said to be able to build particularly fiendish traps. Some wound affect not the person who tripped, but whoever was standing in a given place five, ten or twenty paces away. Other stories tell of death-trapped rooms filled with poison misters, in which anyone within the room was affected. Though such things are the stuff of legend now, here on Fortune's Landing, who is to say that legends might not live again? Components of a Trap Each trap is composed of several components that are necessary for completing its function. Some traps may contain additional parts, but every trap must have, at the very least, these three components.
Characters with Disarm Traps can often save an entire group from certain death, or at least serious inconvenience. Remember that you may not do anything to the trap that will permanent damage it (cutting wires, throwing it in the lake, etc.). All traps should be able to be reset by a Guide or character with Create Traps in a few minutes with little to no tools (duct tape and thread at most). Some characters get by with only a small pair of scissors, while others come equipped with matches, candles, small mirrors, and all manner of tools. Trap Cards Trap cards are placed on all traps. If you set off a trap, shut the trap off (dead batteries are no fun) and examine the trap card. It will tell you the type of trap (Noise, Needle, Weapon, etc.), how many wounds damage it does as well as how that damage is split up. A tripwire weapon trap doing two Wounds could do two to the leg that set it off, or one to each leg. The trap card will also indicate any blade or contact poisons used, as well as whether or not it can be reset (most Noise and Weapon traps can, while traps relying on poison generally can't). The tag for any poison used in the trap must also be included with the trap card.
Noise Traps
Needle Traps
Weapon Traps
Mist Traps
Note: "Massive Mechanical" and other advanced traps are well beyond the reach of beginning characters. As the game progresses, we may introduce new types of traps.
SolutionsSolutions are the means by which Alchemists store their spells for later use. Most simple solutions can be made with common items that can be purchased easily as well as a certain amount of precious metals. It is for this reason that the discovery of new precious metals is so important to Alchemists. The Production Point cost for creating Enchantment Solutions is equal to three times the Circle of the spell. The PP cost for creating Battle Solutions is six times the Circle of the spell. So to make a Solution of the first Circle Air Elemental Air Ward would require 3 Production Points while the second Circle spell Silence costs 12. The monetary cost for creating an Enchantment is two Bits per Circle of the spell, while the cost for Battle spells is five Bits per Circle. This cost may be offset by supplying the necessary quantity of raw minerals (nuggets of ore) or equivalent value. Thus a character attempting to create a fourth Circle Battle Solution would require 20 Bits (2 SR) worth of raw materials. If raw materials are supplied in this manner there is still an incidental cost of two Sparrows per Circle for miscellaneous materials. Certain spells simply are not capable of being made into Solutions. No fifth Circle spell can ever be made into a Solution. Following is a list of spells that CANNOT be made into Solutions.
Blast spells (all schools)
GardeningThis craft can be used to grow herbs that can be used in Brewing. In order to plant a garden the player must turn in a sample of the herb to be grown (i.e. the player must turn in a plant tag). Each level Gardening a character possesses allows him to double one herb. Gardening can be done both at the beginning of an event and as in in-between game action. However, unlike other Production skills each character can only use Gardening once at each of these periods. In other words, characters do not get to double the amount of PP they have at the beginning of the event and they cannot perform Gardening three times as in-between game actions. Each time Gardening is performed there is a chance that something will grow wrong or some or all of the crop may be destroyed. The higher a character's skill in Gardening the less chance there is that something will go wrong. A character who has Gardening must maintain an in-game garden where they must have at least one tag for each type of herb he intends to grow during the next Production period. It should be noted that some varieties of herbs that are found cannot be multiplied through the use of Gardening.
GunsmithingWith this skill the character has gained insight into the new field of firearm construction and design. As this is a new technology, characters must have permission from Plot before taking this skill. A character with this skill can build and repair firearms, and create ammunition for the same. A character must have design specifications of the weapon he plans to build, although anyone with this skill will start with specifications for a standard pistol. Ammunition also requires a specific recipe, which may or may not be available to the character when they take this skill. Standard Pistols cost 12 PP and due to their complex construction have a material cost of 2 Gold Rings per weapon. Ammunition is grouped similar to arrows and bolts, in that a single Bullet Pouch with X number of bullets in it can be made for 6 PP. The monetary cost of the Bullet Pouch is 50 Bits. Similar to Quivers, Bullet Pouches provide an effectively unlimited number of shots until it expires. Bullet Pouches cannot be maintained. After they expire (6 months after creation) they must be replaced. Firearms also must be maintained every 6 months.
JewelcraftThis skill allows a character to increased the value of gemstones and nuggets or ore by transforming them into cut gemstones and jewelry. A character with this skill can increase the value of precious metals and uncut gemstones by .3 for every level of this skill that he possesses. He is limited in the quantity of goods that he can craft in that he can only use this skill on 2 Silver Rings worth of raw materials for each level of Jewelcraft he possesses. The maximum possible value for ore or uncut gemstones is always used when determining the base value. The character can choose whether the final work is one piece or he can divide it up into several pieces. For example, a character with 4 levels or Jewelcraft could take 8 Silver Rings worth of ore and uncut gemstones and fashion them into a piece of jewelry worth 9.6 Silver Rings. The character can choose to make one piece of jewelry worth 17.6 Silver Rings, or he could divide this up into two or more different pieces. Previously worked materials cannot be increased in value, though the actual phys-rep can be altered.
LocksmithingThis skill is used for creating locks. The PP and monetary costs for creating standard locks are outlined below. Character cannot deliberately create Poor Quality locks.
Standard locks can be broken by any normal weapon of dagger size or larger, though the weapon breaks in the process. Breaking a standard lock takes 10 seconds. Locks automatically come with one key. Extra keys cost 3 PP and 1 Bit. An original key is needed to make a duplicate. If the character does not have the original key but can pick the lock he can make a key for 6 PP and 3 Bits. High Quality locks can be made for twice the PP cost and twice the monetary cost. To break a High Quality lock a character must use Stone Strength (or the equivalent) and spend a full minute breaking it. Superior Quality locks can be made three times the PP and twice the monetary cost and a Metal Elemental Fragment is required. Superior Quality locks work exactly like High Quality locks except that they also have one Resist. Locksmiths can also make lockpicks at a cost of 3 PP and 5 Bits
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