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Production Skills


To create game items such as potions, scrolls, elixirs, weapons, traps, and armor, you must first buy the appropriate skill with your Experience Points. Each time you buy a Production skill, you get five “Production Points” of that type to spend in each Logistics period. Production Points do not carry over from day to day or event to event. You cannot transfer or combine your Production Points with another player.

Items can be made in two ways. The simplest is to create items at Logistics. You will be asked to show your Character Card with your skill level. You must also pay a copper piece per Production Point. This game money represents the raw materials and other costs associated with making the item.

Alternatively, you can make an item at a Crafting station. This is a specific on-site location designated by your chapter’s staff (often this will be the same as where you go for Logistics). You will find a Production Sheet there, on which you must fill out one row for each type of item you are building. If you are using a Workshop, add the Workshop ID in the appropriate column. Put the correct amount of in-game coin into the box or envelope provided for that purpose and fill out a one of the blank tags left on the table as appropriate for the item you are building (Smithing, Alchemy, Potion, Scroll, or Trap). The item tag must be signed by a Crafting Marshal (a player who has been authorized for this purpose) who witnesses you filling out the Production Sheet and dropping off your in-game coin. Keep in mind that costs for additional batches or additional coin requirements (like for Strengthening or Silvering) must be paid just as if you were producing the item at Logistics.

For example: Rendal has just found out that werewolves are running around town! He heads to the Logistics location with George, a Crafting Marshal, to witness what he’s about to build. Once he arrives, he checks his character card and the earlier entries he made on the Production Sheet to make sure he has enough Production Points left. Fortunately, he does—his ten levels of Blacksmith are very useful today! He fills out the Production Sheet for a set of ten Silver arrows—5 PP for the Arrows themselves, plus another 15 PP for Silvering them—and deposits a total of 5 copper for the arrows and 10 silver for their Silvering cost in the box provided for that purpose. George watches this and signs the arrow tag and the Production Sheet to indicate that he verifies Rendal’s production work. Rendal’s out-of-game time filling out the tags and Production Sheet represents the time his character is off building the Production items he brings back into game with him.

Individual Chapters may have slightly different layouts and expectations for their Crafting Stations based on their specific site needs. If you have any questions, ask a marshal.

After you have purchased ten levels of any skill, you are considered a Journeyman, and after twenty levels, you are a Master. These levels will provide extra bonuses, such as being able to make items at a reduced cost or being able to identify them quicker. The skills are cumulative; at Master level, you gain the abilities of a Journeyman plus the abilities of a Master. The charts here and on the next page show what can be made with Production Points in specific skills. To actually make an item on these lists, you will have to determine the item you wish to make and then make sure that you have the Production Points and coins necessary to do so.

Workshops: It is possible to become more productive in making Production Point items if you have access to a workshop that specializes in making them. A workshop will double your base Production Points, thus making it possible to produce more of an item than normally possible. There are specialized workshops for (a) making alchemical items, (b) making and repairing armor and weapons, (c) creating potions, (d) creating scrolls, and (e) making traps. You can purchase these specialized workshops for ten gold each.

For example: Belthivis the Mage has Create Scroll four times. Each level of the skill gives him 5 Production Points, so he has a total of 20 Production Points in which to make scrolls. Belthivis decides to buy a scroll workshop. After doing so, he now can double his capacity and create 40 Production Points of scrolls, meaning that instead of merely making a Shun scroll, he can now make a Dispel scroll.

You must still pay the proper amount in copper in order to get your Production Point items even with a workshop. 40 Production Points of anything made will cost 40 coppers whether done in a workshop or not. These workshops are personal in nature and can only used by one person per day. Your workshop tag will list your character’s name and the location of the workshop, as well as a unique ID for the workshop which must be written down when going to a Crafting Station.

A workshop can only be used when the game takes place in the location noted on the tag. For instance, if you buy a workshop in in-game location A, you will not be able to use it in in-game location B. You can, of course, buy a new workshop. Further, there may be plot reasons why you cannot use your workshop at a particular event.

For example: Belthivis uses his workshop on Friday night at Logistics, but on Saturday morning the plot has everyone teleported to a battlefield 50 miles away from the town in which the workshop is located. Belthivis will not be able to use his workshop at Saturday’s Logistics session, or at the Crafting Station after the town has been teleported.

You can buy a number of workshops located in all of the towns in which the game may possibly take place. This is indeed a limitation of workshops, but on the other hand, unlike all your other treasure, your workshops cannot be stolen.

A workshop can be sold or loaned to another character but can never be used by more than one character per Logistics period. In other words, you cannot use the workshop, sell it to someone else, and then have the buyer use that same workshop on the same day. The new owner must wait until the next Logistics period. The selling of a workshop must be done at Logistics with both the seller and the buyer present to confirm the sale. A new tag with the new owner’s name on it will then be issued while the old tag will be destroyed.

Batches: Another way to increase the amount of items you can create in any one game day is by making large “batches.” Batching gives a character a new set of production points (at double cost in copper) to be used as they see fit. It does not need to be spent identically to earlier batches. After you use your normal Production Points for the day (whether with or without a workshop), you can then create a second “batch” at double the cost. The same limitations apply as per the first batch. You can use your workshop for each of these batches. A third batch may be made at triple cost, a fourth batch at quadruple cost, and so on. There is no limit to how many batches can be made - except available funds, of course.

For example: Belthivis uses his workshop and creates 40 Production Points worth of scrolls. He pays Logistics 40 coppers. He then counts his change and decides to create another 40 Production Points worth of scrolls (using his workshop again), but this time he pays Logistics 80 coppers.

Production Points from different batches may never be combined. In other words, you cannot combine your two 40 Production Point batches to make one item worth 80 Production Points. You are always limited by your skill and your workshop.

AlchemyCostTypes
Alchemical Solvent5Contact
Intoxicate5Elixir
Liquid Light5Contact
Cure Wounds 55Elixir
Hallucinate10Contact, Elixir, Globe
Paranoia10Contact, Elixir, Globe
Oil of Slipperiness15Contact
Paste of Stickiness15Contact
Vorpal Coating 515Contact
Weakness15Contact, Elixir, Globe
Antidote20Elixir
Poison Shield20Elixir
Blast Globe25Globe
Cleanse25Elixir
Enfeeble30Contact, Elixir, Globe
Sleep30Contact, Elixir, Globe
Charm35Contact, Elixir, Globe
Paralysis40Contact, Elixir, Globe
Vorpal Coating 1040Contact
Amnesia45Elixir
Berserk45Contact, Elixir, Globe
Enslavement Antidote45Elixir
Euphoria Antidote45Elixir

ArmorCost WeaponsCost WeaponsCost
1 - 5 Armor Points10 Arrow0.5 Short Hammer15
6 - 10 Armor Points20 Bolt0.5 Short Mace15
11 - 15 Armor Points30 Silvering an Arrow1  Silvering a Weapon15
16 - 20 Armor Points40 Silvering a Bolt1 Spear15
21 - 25 Armor Points50 Bludgeon5 Long Hammer20
26 - 30 Armor Points60 Dagger5  Long Mace20
31 - 35 Armor Points80 Hatchet5 Short Axe20
36 - 40 Armor Points100 Staff5  Long Axe25
41 - 45 Armor Points120 Thrown Weapon5 Short Sword25
46 - 50 Armor Points140 Javelin10 Long Sword30
51 - 55 Armor Points170 Light Crossbow10 Polearm40
56 - 62 Armor Points200 Shield10 Two Handed Blunt40
   Short Bow10 Two Handed Sword45
   Heavy Crosbow15 Strengthening50
   Long Bow15   

POTIONSCost
Cure/Cause Wounds5 per level
Endow5
Weapon Shield10
Weakness15
Awaken20
Cleanse20
Cure Disease20
Disease20
Release25
Silence25
Spell Shield25
Elemental Shield30
Restore30
Sleep30
Wither30
Charm35
Destruction35
Drain40
Paralysis40
Purify40
Reflect Spell40

SCROLLSCost
Evocation Bolt5 per level
Disarm5
Lesser Investment5
Light5
Slow5
Pin10
Repel10
Weapon Shield10
Shackle15
Shatter15
Wall of Force15
Awaken20
Shun20
Release25
Spell Shield25
Elemental Shield30
Sleep30
Wizard Lock30
Web35
Charm35
Dispel40
Reflect Spell40

TRAPSCostType
Noisemaker5Trap
Slow Globe10Globe
Shatter Globe20Globe
Gas Trap25Area Trap
Scroll Trap25Area Trap
Silence Globe30Globe
Weapon Trap2 damage per Production PointTrap
Mechanical Trap1 damage per Production PointTrap
Explosive Trap1 damage per 2 Production Points Area Trap