Crafting and Schematics: Difference between revisions
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Lets an Apothecary gain one additional copy of an Apothecary Ingredient when using the Duplicate subskill. | Lets an Apothecary gain one additional copy of an Apothecary Ingredient when using the Duplicate subskill. | ||
Lasts one year, then is destroyed; no components can be recovered. | Lasts one year, then is destroyed; no components can be recovered. | ||
'''Tourniquet'''<br> | |||
Requires: Workshop, 1x Rope, 1x Wooden Handle | |||
Lets anyone use the Medical Practitioner's subskill ‘Staunch the wound’ without having the skill. | |||
Can be used once; then is destroyed, and no components can be recovered. | |||
'''Note: Please do not use a real-life Tourniquet!!!!''' | |||
'''Autopsy Tools'''<br> | |||
Requires: Workshop, 3x Stock Steel, 1x Wooden Handle | |||
Reduces the time a Medical Practitioner takes to use the ‘Autopsy’ subskill to 1 minute when used on a dead body. | |||
Lasts one year, then is destroyed; no components can be recovered. | |||
'''Bronzed Holy Symbol'''<br> | |||
Requires: Workshop, 1x Chalk, 1x Sand, 3x Stock Bronze | |||
Allows the ‘Well versed’ subskill to be used 1 additional time per day by a single Religious Practitioner with the ‘Well versed’ subskill. | |||
Lasts one year, then is destroyed; no components can be recovered. | |||
Note: A Religious Practitioner may only use 1 Holy symbol at a time in a rite. | |||
Once the item is destroyed, it can still be used as a normal Holy Symbol. | |||
'''Trail Pack'''<br> | |||
Requires: Workshop, 3x Fabric, 1x Leather, 1x Stock Brass | |||
Allows a single Provisioner to collect 2 additional resource ribbons per day. | |||
Lasts one year, then is destroyed; no components can be recovered. | |||
'''Hunters Trap'''<br> | |||
Requires: Workshop, 3x Stock Iron, 1x Screws, 1x Spring | |||
Allows a Provisioner with the Hunter subskill to exchange resource ribbons, collected from nodes, at the post office for base components that usually would have to be collected from beasts/monsters. | |||
Lasts one year, then is destroyed; no components can be recovered. | |||
Note: The Provisioner will need to show the Referee at the Post Office this item when they exchange their ribbons. | |||
'''Academic Supplies'''<br> | |||
Requires: Workshop, 1x Chalk, 1x Stone, 1x Rubber, 1x Fabric, 1x Wood | |||
Allows an Academic with the Lecturer subskill the ability to teach a third person the same Schematic/Recipes/Religious Rite. | |||
Can be used once; then is destroyed. | |||
'''Syringe'''<br> | |||
Requires: Workshop, 1x Glass, 1x Rubber, 1x Stock Steel | |||
Allows a Medical Practitioner with the subskill “Medicine” to reduce surgery time by 2 minutes per Apothecary Ingredient when using the “Medicine” subskill, instead of reducing it by 1 minute. | |||
Lasts one year, then is destroyed; no components can be recovered. | |||
'''Lifting Harness'''<br> | |||
Requires: Workshop, 1x Leather, 2x Rope, 2x Fabric | |||
Allows anyone who is wearing a Lifting Harness to ‘grapple’ another character that is on their death count without the assistance of anyone else. | |||
Lasts one year, then is destroyed; no components can be recovered. | |||
'''Stash Pouch'''<br> | |||
Requires: Workshop, 2x Leather, 1x String, 2x Fabric | |||
This bag cannot be pickpocketed; however, it can still be stolen if left unattended. | |||
Lasts one year, then is destroyed; no components can be recovered. | |||
'''Thieves Tools'''<br> | |||
Requires: Workshop, 2x Wooden Handle, 1x Screws, 2x Stock Steel | |||
Allows a ‘Criminal’ to pick locks with 5 minutes of roleplay. | |||
The lock is then destroyed and components cannot be recovered. | |||
Lasts one year, then is destroyed; no components can be recovered. | |||
Note: Some improved locks might require longer than 5 minutes to pick, even with Thieves Tools. | |||
'''Master Lock'''<br> | |||
Requires: Workshop, 2x Stock Brass, 1x Screws, 2x Stock Steel | |||
When this lock is used to lock a box or chest, it will take 10 minutes of roleplay to pick with Thieves' Tools instead of 5 minutes. | |||
The lock is then destroyed; components cannot be recovered. | |||
'''Metal Press'''<br> | |||
Requires: Workshop, 2x Iron, 1x Screws, 2x Stock Steel | |||
Once per day, allows a Crafter to make one additional duplicate item at no extra cost in components when using one of the following schematics: Stock Steel, Stock Iron, Stock Brass, or Stock Bronze. | |||
Lasts one year, then is destroyed; no components can be recovered. | |||
'''Ornate Hand Mirror'''<br> | |||
Requires: Workshop, 1x Glass, 2x Refined Gold, 1x Refined Silver, 1x Cut Gem | |||
An item that can be used to show status or wealth. | |||
'''Timepiece'''<br> | |||
Requires: Workshop, 1x Stock Brass, 2x Metal Cog, 1x Glass, 1x Springs | |||
An item that can be used to show status or wealth. | |||
'''Ornate Bracelet'''<br> | |||
Requires: Workshop, 2x Refined Silver, 2x Refined Gold, 1x Screws | |||
An item that can be used to show status or wealth. | |||
'''Necklace'''<br> | |||
Requires: Workshop, 4x Refined Gold, 1x Wire | |||
An item that can be used to show status or wealth. | |||
'''Ornate Gold Ring'''<br> | |||
Requires: Workshop, 2x Refined Gold, 1x Cut Gems | |||
An item that can be used to show status or wealth. | |||
'''Ornate Silver Ring'''<br> | |||
Requires: Workshop, 2x Refined Silver, 1x Cut Gems | |||
An item that can be used to show status or wealth. | |||
'''Broach'''<br> | |||
Requires: Workshop, 1x Stock Brass, 1x Refined Silver, 1x Refined Gold, 1x Wire, 1x Cut Gems | |||
An item that can be used to show status or wealth. | |||
=== Major Schematics === | === Major Schematics === |
Revision as of 11:17, 3 September 2025
Crafted items are more than mere tools or possessions. They are the product of careful design, sourceable components, and skilled assembly. When the right materials are combined correctly, they can achieve effects or qualities that simple items cannot. Most crafted items provide practical benefits to their users or to others, whether in the field, in trade, or in survival. Some, however, are created purely for display, showing wealth, status, or taste rather than offering practical function.
Creating Crafted Items
A Crafter may create any item for which they know the Schematic. Each item requires specific Components, as detailed in the schematic, as well as access to the crafter’s workshop. Crafting takes five minutes per item.
Before beginning, the crafter must inform a referee of their intention to craft an item. Multiple items can be created in a single session; it still takes five minutes per item, but the crafter does not need to separately inform the referee or collect each Crafted Item Card from the Post Office before starting the next item. Once the crafting session is complete, the crafter hands in all components and collects the corresponding Crafted Item Cards.
The Crafted Item Card states the item’s name, all in-game effects, and its expiry date, and should be attached to a Phys Rep where possible.
Components
Each crafted item requires the correct components as detailed by the specific schematic. This may include:
- Base components (bone, iron ore, wood, etc)
- Crafted Items (crafted items that crafters make can be further used as components in some Schematics)
Availability of Components
Components are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell components, that convenience comes at a premium, and better opportunities can often be found through trade and play.
Interrupting Crafting
Crafting can be interrupted with little consequence to the crafter. As long as they still have all the components required, they can continue crafting their items from where they left off.
If components are no longer accessible, for instance they were stolen mid crafting, then the crafter will need to acquire replacements before continuing from where they left off.
Tools of the Trade
A workshop provides the tools a crafter needs to bring schematics to life. It is non-specific, capable of supporting the creation of everything from delicate jewellery to bullet proof plating or refined tools.
- A Workshop is required for crafting items.
- Every Crafter can start the game with a Workshop; it is not an item you need to buy in game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example a workbench and crafting tools.
- It is also possible to acquire upgraded Workshops in game which will have various effects. These will have their own item card and will also need to be physically represented (just attaching the item card to your existing Workshop is perfectly fine).
- Workshops take 10 minutes to set up and pack away and can be carried (packed away) by two people.
Schematics
Schematics represent the knowledge a Crafter possesses that allows them to create specific in-game items. Characters automatically know a number of schematics of their choice when selecting the Crafter Archetype. The total number of schematics a character knows depends on whether they are a Professional or Hobbyist Crafter, and whether they have taken the Extra Schematics sub-skill.
Crafters can learn additional schematics in-game either through the Backwards Engineering sub-skill or by being taught by an Academic.
- Professional Crafters can know and learn Major, Intermediate, and Minor schematics.
- Hobbyist Crafters can know and learn Intermediate and Minor schematics.
Schematics are divided into three levels: Major, Intermediate, and Minor.
Note: Schematics do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a schematic is unaffected.
Base Components
Base components are the raw materials from which all crafted items begin. They are simple and unrefined on their own, such as iron ore, bone, wood, cotton and the like, but in the hands of a skilled Crafter, they become the foundations of more complex creations.
In-game Base Components
- Iron Ore
- Copper Ore
- Tin Ore
- Gold Ore
- Silver Ore
- Zinc
- Gems
- Coal
- Flux
- Wood
- Stone
- Salt
- Clay
- Chalk
- Sand
- Cotton
- Rubber
- Bone
- Animal Pelt
- Oil
Available Schematics
Schematics are divided into three levels of complexity:
- Minor Schematics: Items created from minor schematics serve as the building blocks of crafting. On their own they have little purpose, but they are essential components in the creation of more advanced items.
- Intermediate Schematics: Items from intermediate schematics stand at the midpoint of the craft. They can be used as components in more complex schematics, or they may hold value and function in their own right.
- Major Schematics: Items from major schematics are the height of a crafter’s skill. Some grant powerful or practical benefits, while others exist solely as works of prestige, wealth, or artistry.
Minor Schematics
Screws
Requires: Workshop, 1x Iron Ore, 1x Coal
Nails
Requires: Workshop, 1x Iron Ore, 1x Coal
Glue
Requires: Workshop, 2x Bone, 2x Oil
Stock Steel
Requires: Workshop, 2x Iron Ore, 1x Oil, 1x Flux, 1x Coal
Stock Iron
Requires: Workshop, 2x Iron Ore, 1x Flux, 1x Coal
Stock Brass
Requires: Workshop, 2x Copper Ore, 1x Zinc, 1x Flux, 1x Coal
Metal Cog
Requires: Workshop, 1x Stock Brass, 1x Grinding Stone
Wooden Handle
Requires: Workshop, 2x Wood, 1x Oil
Grinding Stone
Requires: Workshop, 2x Stone, 1x Wooden Handle
Fabric
Requires: Workshop, 2x Cotton, 1x Animal Pelt
Bricks
Requires: Workshop, 1x Clay, 1x Chalk, 1x Coal
Stock Bronze
Requires: Workshop, 2x Copper Ore, 1x Tin Ore, 1x Flux
Cut Gems
Requires: Workshop, 4x Gems, 1x Grinding St
Intermediate Schematics
Bullet Proof Plates
Requires: Workshop, 2x Stock Iron, 1x Nails, 1x Leather
This item is attached to a location and can either be ‘sewn into clothing’ or be a separate physrep. A person can only wear one set of bulletproof plates per location at a time. Will negate a single Mangle/Rend to the location the item of clothing is covering. Once the hits have been used the item is destroyed; no components can be recovered.
Note: Locations allowed to be covered are Left and Right Arms, Left and Right Legs, Torso, and head.
Quality Surgical Tools
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Grinding Stone
If used during surgery, the Medical Practitioner reduces healing time via surgery by 5 minutes. Lasts one year, then is destroyed; no components can be recovered.
Note: This item might be required for treating some Physical Traumatic Wounds.
Centrifuge
Requires: Workshop, 1x Glass, 1x Metal Cog, 1x Screws, 1x Rubber Belt, 1x Wooden Handle
Lets an Apothecary destroy an Elixir or Tincher and recover all its component pieces after 5 minutes of role play. Lasts one year, then is destroyed; no components can be recovered.
Clipping Knife
Requires: Workshop, 1x Stock Steel, 1x Wooden Handle, 1x Grinding Stone
Lets an Apothecary gain one additional copy of an Apothecary Ingredient when using the Duplicate subskill. Lasts one year, then is destroyed; no components can be recovered.
Tourniquet
Requires: Workshop, 1x Rope, 1x Wooden Handle
Lets anyone use the Medical Practitioner's subskill ‘Staunch the wound’ without having the skill. Can be used once; then is destroyed, and no components can be recovered.
Note: Please do not use a real-life Tourniquet!!!!
Autopsy Tools
Requires: Workshop, 3x Stock Steel, 1x Wooden Handle
Reduces the time a Medical Practitioner takes to use the ‘Autopsy’ subskill to 1 minute when used on a dead body. Lasts one year, then is destroyed; no components can be recovered.
Bronzed Holy Symbol
Requires: Workshop, 1x Chalk, 1x Sand, 3x Stock Bronze
Allows the ‘Well versed’ subskill to be used 1 additional time per day by a single Religious Practitioner with the ‘Well versed’ subskill. Lasts one year, then is destroyed; no components can be recovered.
Note: A Religious Practitioner may only use 1 Holy symbol at a time in a rite. Once the item is destroyed, it can still be used as a normal Holy Symbol.
Trail Pack
Requires: Workshop, 3x Fabric, 1x Leather, 1x Stock Brass
Allows a single Provisioner to collect 2 additional resource ribbons per day. Lasts one year, then is destroyed; no components can be recovered.
Hunters Trap
Requires: Workshop, 3x Stock Iron, 1x Screws, 1x Spring
Allows a Provisioner with the Hunter subskill to exchange resource ribbons, collected from nodes, at the post office for base components that usually would have to be collected from beasts/monsters. Lasts one year, then is destroyed; no components can be recovered.
Note: The Provisioner will need to show the Referee at the Post Office this item when they exchange their ribbons.
Academic Supplies
Requires: Workshop, 1x Chalk, 1x Stone, 1x Rubber, 1x Fabric, 1x Wood
Allows an Academic with the Lecturer subskill the ability to teach a third person the same Schematic/Recipes/Religious Rite. Can be used once; then is destroyed.
Syringe
Requires: Workshop, 1x Glass, 1x Rubber, 1x Stock Steel
Allows a Medical Practitioner with the subskill “Medicine” to reduce surgery time by 2 minutes per Apothecary Ingredient when using the “Medicine” subskill, instead of reducing it by 1 minute. Lasts one year, then is destroyed; no components can be recovered.
Lifting Harness
Requires: Workshop, 1x Leather, 2x Rope, 2x Fabric
Allows anyone who is wearing a Lifting Harness to ‘grapple’ another character that is on their death count without the assistance of anyone else. Lasts one year, then is destroyed; no components can be recovered.
Stash Pouch
Requires: Workshop, 2x Leather, 1x String, 2x Fabric
This bag cannot be pickpocketed; however, it can still be stolen if left unattended. Lasts one year, then is destroyed; no components can be recovered.
Thieves Tools
Requires: Workshop, 2x Wooden Handle, 1x Screws, 2x Stock Steel
Allows a ‘Criminal’ to pick locks with 5 minutes of roleplay. The lock is then destroyed and components cannot be recovered. Lasts one year, then is destroyed; no components can be recovered.
Note: Some improved locks might require longer than 5 minutes to pick, even with Thieves Tools.
Master Lock
Requires: Workshop, 2x Stock Brass, 1x Screws, 2x Stock Steel
When this lock is used to lock a box or chest, it will take 10 minutes of roleplay to pick with Thieves' Tools instead of 5 minutes. The lock is then destroyed; components cannot be recovered.
Metal Press
Requires: Workshop, 2x Iron, 1x Screws, 2x Stock Steel
Once per day, allows a Crafter to make one additional duplicate item at no extra cost in components when using one of the following schematics: Stock Steel, Stock Iron, Stock Brass, or Stock Bronze. Lasts one year, then is destroyed; no components can be recovered.
Ornate Hand Mirror
Requires: Workshop, 1x Glass, 2x Refined Gold, 1x Refined Silver, 1x Cut Gem
An item that can be used to show status or wealth.
Timepiece
Requires: Workshop, 1x Stock Brass, 2x Metal Cog, 1x Glass, 1x Springs
An item that can be used to show status or wealth.
Ornate Bracelet
Requires: Workshop, 2x Refined Silver, 2x Refined Gold, 1x Screws
An item that can be used to show status or wealth.
Necklace
Requires: Workshop, 4x Refined Gold, 1x Wire
An item that can be used to show status or wealth.
Ornate Gold Ring
Requires: Workshop, 2x Refined Gold, 1x Cut Gems
An item that can be used to show status or wealth.
Ornate Silver Ring
Requires: Workshop, 2x Refined Silver, 1x Cut Gems
An item that can be used to show status or wealth.
Broach
Requires: Workshop, 1x Stock Brass, 1x Refined Silver, 1x Refined Gold, 1x Wire, 1x Cut Gems
An item that can be used to show status or wealth.
Major Schematics
- Lecturer Supplies – Requires: Workshop, 3x Academic Supplies
* Teach up to 5 people once; destroyed after use
- Ornate Holy Symbol – Requires: Workshop, 2x Ornate Gold Rings, 2x Ornate Silver Rings, 1x Grinding Stone
* Store additional rite; lasts two years
- Custom-Made Gun – Requires: Workshop, 1x Stock Steel, 1x Screws, 1x Refined Gold, 1x Springs, 1x Wooden Handle
* Gunslinger: call Mangle with one shot; lasts two years
- Critical Care Bed – Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Fabric, 1x Ornate Hand Mirror
* Reduce surgery time to 1 minute; lasts two years
- Blasting Powder – Requires: Workshop, 1x String, 1x Stock Iron, 1x Glue, 1x Salt, 1x Coal
* Exchange resource ribbon for 10 resources; destroyed after use
- Distillers Laboratory – Requires: Workshop, 2x Glass, 1x Stock Brass, 1x Rubber Belt, 1x Metal Cog
* Make 2 Tinchers for the cost of 1 set of ingredients; lasts two years
- Skellington Key – Requires: Workshop, 1x Stock Steel, 1x Refined Gold, 1x Refined Silver, 1x Grinding Stone, 1x Wooden Handle
* Open any lock in 10 seconds; destroyed after use
- Blacksmith’s Workshop – Requires: Workshop, 1x Stock Steel, 1x Stock Iron, 1x Grinding Stone, 1x Wooden Handle
* Duplicate certain basic items once per day; lasts two years
- Séance Tools – Requires: Workshop, 1x Chalk, 1x Refined Silver, 1x Salt, 1x Ornate Hand Mirror, 1x Cut Gem
* One use per day, ask one extra question in a Séance; lasts two years
- Printing Press – Requires: Workshop, 2x Stock Steel, 1x Stock Brass, 1x Metal Press, 1x Springs
* Roleplay item; lasts two years
- Masterpiece Jewellery – Requires: Workshop, 2x Refined Gold, 2x Refined Silver, 1x Cut Gem
* Customisable jewellery; not bought by Post Office
- Work of Art – Requires: Workshop, 1x Oil, 1x Fabric, 1x Stone, 1x Surgical Tools, 1x Clay
* Customisable art; not bought by Post Office