Skill: Craft

Craft*

Coordination , Intelligence
This skill is used to craft and repair items of various types. Craft is a category skill, with subcategories based on various disciplines and manner of construction.

Each subcategory of Craft has a different set of actions and activities associated with them.

Craft Subcategories

  • Alchemy – (Create, Repair). The creation of alchemical items, such as bombs, tinctures, and tonics.
  • Art – (Create, Repair, Write). The creation of works of art, this may be paintings, sculpture, or some other mixed media.
  • Baubles – (Create, Repair) The creation of decorative items, such as scepters, wands, jewelry, and other baubles.
  • Bows – (Create, Repair) The creation of bows, crossbows, arrows, bolts, and other ranged weapons.
  • Carpentry – (Build, Create, Repair) The creation of wooden items, such as furniture or the framing of a building.
  • Culinary – (Brew, Cook, Preserve)) The creation of meals, drinks, and rations.
  • Literary – (Create, Repair, Write) The creation of written items, such as scrolls, books, and other forms of the written word.
  • Masonry – (Build, Create, Repair) The creation of stone objects and structures, such as walls, buildings, and wattle & daub.
  • Metalwork – (Build, Create, Repair) The working of metal, mostly for tools, armors, and weapons.
  • Snares – (Build, Create, Ensnare, Repair, Trap) The creation of snares and traps.
  • Textiles – (Create, Repair, Tan) The tanning of hides into leather, cloth into clothing, and the creation of leather armors and leather goods.

Brew [Journey]    [Rank 4]  
Requirements: You have an empty large keg, 10 units of Vegetables or Grain (in any combination), and 10 units of Water (or a nearby water source).

You use raw edible resources to craft a delicious brew of cider, ale, beer, or wine. You add the raw resources into the large keg and must let it ferment. Roll 2d6 to determine the number of Fermenting Days. At the end of each day, reduce this number by 1. When the Fermenting Days reaches 0, roll a Complex Test to determine the quality and quantity of the final drink.

Resolution: Craft (Culinary)
 – You created 6 units of regular Alcohol (beer, ale, cider, or wine). Drinking this alcohol in Combat (as an Action, typically from a wineskin) grants a +2 condition bonus to Resolve rolls for one Activity (10 minutes). Additional and excessive drinking may result in penalties to Agility, Perception and Intelligence based skills (as determined by the GM).
 – As above but you created 8 units of regular Alcohol.
 – As above but you created 12 units of regular Alcohol.
 – You created 2 units of Fine Alcohol. Fine Alcohol has the same effect as regular Alcohol above, but drinking this brew also grants the imbiber +2 temporary Courage points that disappear if not spent or absorbed by damage within the next Activity (10 minutes). These points can also temporarily suppress the Hopeless condition.
 – You created 4 units of regular Alcohol.
 – You find that you have ruined the contents, leaving nothing but a poisonous undrinkable sludge inside.

Build [Journey, Sojourn]    [Rank 2]  
You begin or continue work on a building project. If you are building a camp amenity, the process takes 1 Period. See Base Camp in Chapter 6 (page XXX) for more information about building a Base Camp.

If you are building a stronghold structure, the process takes 1 day of downtime. See Building Strongholds in Chapter 6 (page XXX) for more information about building a Stronghold.

Resolution: Craft (subcategory based on building)

 – You make some progress on your project. Decrease the number of Building Days by 1. An unforeseen event happens at the work site.
 – You make some progress on your project. Decrease the number of Building Days by 1.
 – As above but decrease the number of Building Days by 2.
 – As above but decrease the number of Building Days by 3.
 – As above but decrease the number of Building Days by 4.
 – You fail to make progress on your project.
 – You fail to make progress on your project and a mistake will cost you extra time. Increase the number of Building Days by  d6.

Cook [Journey]       
Requirements: You have 1 unit of Vegetables, Grain, or Meat (in any combination) for every member of your party you intend to feed. If you do not possess Culinary Tools, you have a -2 penalty.
You use raw edible resources to craft a comforting and restorative meal. This action feeds everyone in your party.
Resolution: Craft (Culinary)

 – You create a decent meal that feeds everyone in your party and grants them all a +2 bonus to their next Rest action.
 – You create a delicious meal that feeds everyone in you party and grants them all a +4 bonus to their next Rest action.
 – As above, and each party member regains 2 point of Courage.
 – As above, except each party member regains 4 points of Courage.
 – You create a mediocre meal that feeds everyone in your party.
 – You create a meal that feeds everyone in your party, but it gives them indigestion. Each party member suffers a -2 penalty on their next Rest action.

Create [Sojourn]    [Rank 2]  
You begin or continue work on a crafting project. See Sojourn Mode in Chapter 6 (page XXX) for more information about crafting items and working a trade.
Resolution: Craft (subcategory based on item) 

 – You make some progress on your project. Decrease the number of Crafting Days by 1. An unforeseen event happens at the work site.
 – You make some progress on your project. Decrease the number of Crafting Days by 1.
 – As above but decrease the number of Crafting Days by 2.
 – As above but decrease the number of Crafting Days by 3.
 – As above but decrease the number of Crafting Days by 4.
 – You fail to make progress on your project.
 – You fail to make progress on your project and a mistake will cost you extra time. Increase the number of Crafting Days by  d6.

Ensnare [Journey]    [Rank 2]  
Requirements: You possess Ensnaring Tools. You must expend 1 unit of the appropriate supplies (Wood, Stone, Iron, Leather etc.) or lose your Ensnaring Tools.

Leave snares to hinder and slow pursuers or damage them. Pursuing entities that enter the hex in which you have ensnared must roll a Reflexes Basic Test. See Journey mode in Chapter 6 (page XXX) for more information about tracking and pursuing entities in the wilderness. Alternatively, this action can be used to prepare one or more traps for Combat mode as determined by the GM.
Resolution: Craft (Snares)

 – Your snares hinder your pursuers progress. Ensnared entities increase the Tracking Distance by 4.
 – As above but increase the Tracking Distance by 6.
 – As above but increase the Tracking Distance by 6 + 1d6. Additionally, the GM may determine that members of the pursuing party are injured.
 – As above but increase the Tracking Distance by 6 + 2d6. Additionally, the GM may determine that members of the pursuing party are injured or killed.
 – Your snares barely hinder your pursuers progress. Ensnared entities receive a +2 situation bonus on their Reflexes test and only increase the Tracking Distance by 2 on a failure.
 – Your snares fail to hinder your pursuers progress and waste considerable time. Decrease the Tracking Distance by 1d6.

Preserve [Journey]    [Rank 2
Requirements: You are at a Camp with a Smoker. You have 10 units of Vegetables or Meat (in any combination).
You smoke and dry out fresh foods so that they will last almost indefinitely. You attempt to convert the raw foods into dry rations.
Resolution: Craft (Culinary)
 – You preserve some of the raw foods into 3 Dry Rations.

 – You successfully preserve the raw foods into 4 Dry Rations.
 – As above except you create 6 Dry Rations.
 – As above except you create 8 Dry Rations.
 – As above except you create 10 Dry Rations.
 – You fail to preserve most of the raw foods, and only receive 2 Dry Rations.
 – You incidentally ruined all the raw food.

Repair [Exploration]      
Requirement: You have a Broken item and possess Repair Tools or other appropriate tools.
You work on a Broken item and attempt to restore its functionality. This action can be taken to repair a shield or to take Dents out of a set of armor. The GM might determine that you require 1 unit of the appropriate raw materials (such as Wood, Leather, Stone, or Iron), however this is not usually required for taking Dents out of armor.
Resolution: Craft (subcategory based on item) 
 – You fix the item and it temporarily loses the Broken condition. However, after the first use of the item, it breaks again.
 – You fix the item, and it is no longer Broken. If the item is a set of armor, you can remove 1 Dent.
 – You fail to fix the item and any supplies are wasted.
 – You fail to fix the item and find it is unfixable. It can never be repaired.

Tan [Journey]    [Rank 2
Requirements: You are at a Camp with a Tanning Rack. You spend 2 units of Hide and 1 unit of Water (or a nearby water source).
You attempt to convert raw hides into useable leather. You scrap raw hides and wash them before soaking them in tannins and hanging them out to dry.
Resolution: Craft (Textiles)

 – You successfully tan the hides. You receive 2 Leather.
 – You fail to properly tan all the hides. You receive 1 Leather.
 – You ruined the hides and find no useable pieces.

Trap [Exploration]      [Rank 4
Requirements: You have Ensnaring Tools.

You craft a quick trap to hinder or harm anyone who passes through the area. Using this action consumes the Ensnaring Tools, however, the tools can be recovered if the trap is disabled and removed. A trap that activates has a 50% chance (4-6 on  d6) to be recoverable.
Resolution: Craft (Snares)
 – As a weak success, however, there is only a 50% chance (4-6 on  d6) the trap goes off as expected. Your character is unaware of this fact.

 – You successfully craft an ensnaring trap. Choose 1 square to designate as the target square. Anyone who steps into that square must succeed on a Reflexes  Basic Test or they immediately become Immobilized and Exposed 4, ending their turn. The victim can then choose to spend an Action on subsequent turns to make an Athletics or Brawl  Basic Test to break free from the trap’s ensnarement.
 – As above, except you can choose to have the trap also damage the ensnared victim. Those that fail their initial Reflexes Test versus a damaging trap also take  1d6 Stamina damage in addition to becoming ensnared.
 – As above, except you can designate 2 adjacent squares.
 – As above, except you can designate 3 adjacent squares. Also, the victim suffers a -2 situation penalty on the Test to break free.
 – You fail to assemble the trap, but you can try again if you have time.
 – You fail to properly assemble the trap. It goes off while you are preparing it. You must roll a Reflexes  Basic Test as if you were the victim of a Success (ensnared and Stamina damage).

Write [Journey]    [Rank 2]    
Requirements: You have Writing Tools.
You write a thought-out literary piece that can be used to assist on a future task. A targeted skill action must be chosen when the piece is written. You can write a crafted performance (Perform), a well-reasoned argument (Persuade), an elaborate story (Bluff), or an inspiring speech (Impress). This action can also sometimes be used with Craft (Art) if the work is particularly inspiring.
Resolution: Craft (Literary/Art)

 – You successfully write a useful literary work. This creates a single use item that can be used by anyone to grant a +1 item bonus to the chosen skill action.
 – As above, except the item bonus is +2.
 – As above, except the item bonus is +3.
 – As above, except the item bonus is +4.
 – You fail to collect your thoughts into a coherent written form.
 – You fail to write anything useful and feel overcome by some degree of self-loathing. You lose 1 point of Courage.