* Tinkering is not required for Savant
Production Points and Related Skills
Production points are used to create consumables such as potions, scrolls, and alchemical compounds. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system. Characters can purchase additional production points each event for 3 coin per point (this includes the cost to use these points to produce items). Some items may also be turned in at check-in for additional production points.
Tinkering is used with production points for the creation of trap tags which are consumed by traps when they go off.
Characters are restricted to a cap of 20 production points from all sources.
Craft Points and Related Skills
Craft points are used with the ornamenter skill to craft magic objects, with the weaponsmith skill to craft enhanced weapons, and the tinker skill to creating tinkering items. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system. Unlike production points you may not purchase additional crafting points at check-in.
Spells (generally only third level and lower) can be imbued into magic objects to create per event items with one use per event. The spell being imbued must be known by the character crafting that object or be provided by a consumable such as a scroll (the character must be able to read magic to use a scroll). Other characters, or other imbued items do not count as providing access to a spell.
Characters are capped at a total of 20 crafting points from all sources.
Master Craftsman Title
Any character with 20 craft points and rank five in at least two of weaponsmithing, ornamenting, or tinkering gains the title of master craftsman.
A master craftsman gains 4 additional craft points that can break the cap on crafting points. Coin does not need to be spent when using these four crafting points. These crafting points don't count against point total restrictions.
For example a character with weaponsmithing five is normally restricted to crafting at most 20 point items, but a master craftsman can use these four points with their regular 20 to create a 24 point item.
List of Item Slots
The table below lists each slot and the maximum allowed craft points when designing a magic item for that slot:
Slot | Maximum number of craft points allowed | Example Prop | Unacceptable Props |
---|---|---|---|
Shield | 20 | A Shield | Things that are not shields |
Torso | 20 | Shirt, breastplate, vest, surcoat, really well constructed tabard, jacket, coat, tunic, bodice, chemise, dress, robe, chain hauberk. | bandoleer, nipple piercing |
Feet | 20 | Boots, sandals, shoes, sabatons. Items should be in pairs except in rare and exceptional circumstances. | Ankle straps, spurs, toe rings, socks. |
Head | 16 | Helmet, hat, elaborate headband, tiara, crown, coif, hood, mask. | Scarf, bandanna, hair accessories, facial jewelry, earrings |
Leg | 16 | Greaves, pants, full leg armor, non-armor skirt. Loincloths and other articles of clothing clearly worn beneath the waist. Leg items that can come in pairs should except in rare and exceptional circumstances. | Leg warmers, ankle or boot wraps, garters. |
Arm | 16 | Bracers, arm armor, rerebraces. Arm items come in pairs except in rare and exceptional circumstances. | arm cuffs, arm warmers. |
Waist | 12 | Belt, sash, chain skirt, war belt, cingulum militaire, waist cincher, elaborate chain belt. | Simple Waist chain, belly button piercing. |
Shoulder | 12 | Spaulders, mantle, pauldrons, elaborate shawl. Shoulder items that can come in pairs should except in rare and exceptional circumstances. | Besegews, epaulettes, parrot. |
Hand | 12 | Glove, Gauntlet, Ring+Chain+Bracelet combination-thingies. Hand items come in pairs except in rare and exceptional circumstances. | Half-Gauntlets (modern anachronistic SCA Invention). |
Back | 12 | Cloak, Cape | |
Buckler | 12 | Buckler | |
Neck | 8 | Ornate or Elaborate Necklace, choker, gorget, chain of office, torc, collar, bevor, stole. | Simple necklace or chain |
Wrist | 8 | Cuffs, ornate or elaborate bracelet, manacles. Wrist items that can come in pairs should except in rare and exceptional circumstances. | Simple bracelet or cuffs. |
Ankle | 8 | Ornate or elaborate anklet, shackles, ankle cuffs. Ankle items that can come in pairs should, except in rare and exceptional circumstances | Simple anklet or ankle cuffs. |
Ring 1 | 8 | Ring | |
Ring 2 | 8 | Ring | |
Accessory | 4 | Backpack, quiver, sheath, belt, pouch, haversack, frog, scabbard, earring, bandoleer, spurs and straps, glasses, goggles, scarf, anything worn on your body. | Anything that obviously fits in another slot, anything not worn. |
These are other items that you can carry a limited number of.
Slot | Example Items |
Wand 1 | A Wand |
Wand 2 | A Wand |
Rod or Tome | A Rod or Tome |
Altering Props with Tinkering
A character with the tinkering skill can use crafting points at check-in to replace the prop for an item with another of the same slot with comparable functionality.
For example a martial weapon must be replaced by another martial weapon and could not be replaced with a great or non-martial weapon. An ax should remain an ax, armor should be replaced with new armor of a comparable type. A plate chest piece should not be replaced by a cloth shirt (both are torso slot) or a chain shirt.
The primary benefit of doing this is to allow a character to take an epic item that does not fit them and replace it with a prop that does or to make considerable material improvements to a prop.
Slot | Tinkering Rank Required | Crafting Point Cost | Coin Cost |
---|---|---|---|
Accessory | 1 | 4 | 20 |
Neck | 2 | 8 | 40 |
Wrist | 2 | 8 | 40 |
Ankle | 2 | 8 | 40 |
Ring | 2 | 8 | 40 |
Waist | 3 | 12 | 60 |
Shoulder | 3 | 12 | 60 |
Hand | 3 | 12 | 60 |
Back | 3 | 12 | 60 |
Buckler | 3 | 12 | 60 |
Head | 4 | 16 | 80 |
Leg | 4 | 16 | 80 |
Arm | 4 | 16 | 80 |
Weapon | 5 | 20 | 200 |
Shield | 5 | 20 | 100 |
Torso | 5 | 20 | 100 |
Feet | 5 | 20 | 100 |
Weapon Crafting Point Costs
When you are crafting a new weapon you must pay a number of crafting points based on what you are creating. Every weapon will have a starting cost based on what type of weapon it is. From there you can select any feature you want, such as crafting the weapon from one or more special materials, giving special abilities to the weapon, or imbuing a spell into the weapon.
Weapon Crafting Costs
Must Choose Exactly One | |
---|---|
Weapon Base Type | Craft Points |
Non-Martial Melee Weapon | 0 |
Martial Melee Weapon | 4 |
Great Weapon | 16 |
Thrown Weapon | 0 |
Bow or Crossbow | 4 |
Arrows or Bolts | 0 |
Special Material | Craft Points |
---|---|
Goblin Iron (Poison) | 8 |
Silver | 8 |
Razorleaf (Nature) | 8 |
Elven Steel | 20* |
- Newly made weapons may not have Elven Steel with other special material types.
- Existing weapons that are Elven Steel and other materials are exempt from this requirement.
Special Ability | Description | Craft Points |
---|---|---|
Masterwork | This weapon deals +1 damage, limited by cap. | 4 |
Mage Blade | This rule is no longer available. Existing weapons get refunded this amount. | 12 |
Master's Staff of Wizardry | Select a school of magic. If the wielder is a master of that school of magic some of their spells cost fewer power points. Automatically a great weapon at no additional cost. Requires ornamenting 5 to craft. | 24 |
Master's Blade | If the wielder is a weapon master they gain an additional master's strike. Also gives 16 additional, free, craft points to spend on other features (such as weapon type). Requires Tinkering 5 to craft. | 24 |
Imbued Spells | Description | Craft Points |
---|---|---|
Imbue with a 1st Level Spell | The item can cast the chosen level one spell once per event. Can take multiple times to stack more uses per event. | 4 |
Imbue with a 2nd Level Spell | The item can cast the chosen level two spell once per event. Can take multiple times to stack more uses per event. | 8 |
Imbue with a 3rd Level Spell | The item can cast the chosen level three spell once per event. Can take multiple times to stack more uses per event. | 12 |
Ornamenting Craft Point Costs
These are enhancements that can be added to magic objects, subject to normal stacking rules.
A +1 armor point bonus must be crafted onto a piece of worn armor. The bonus affects all worn armor not just the piece that has this ability. This bonus cannot be dispelled, it is treated as a permanent improvement to your armor's physical armor points that is always active. This bonus does not stack with the enhance armor spell. Physical armor has a cap of 4 points.
Items which grant +1 or +2 bonus magic power points are treated like gaining additional ranks of the magic power point skill which refresh at convergence as normal. A character can only spend a total of 20 magic power points between any two convergences unless an ability or effect explicitly allows them to break that limit.
Ornamenting Enhancement Costs
Stats Bonuses With Normal Caps | Craft Points |
---|---|
+2 Production Points | 4 |
+4 Production Points | 8 |
+4 Craft Points | 8 |
+1 Magic Power | 8 |
+2 Magic Power | 12 |
Enhancements | Description | Craft Points |
---|---|---|
+1 Armor Point to Armor | Increase the armor points of armor by 1, (see here for details). | 8 |
Nature Immunity | Grants immunity to nature damage until removed. | 12 |
Imbued Spells | Description | Craft Points
|
---|---|---|
Imbue with a 1st Level Spell | The item can cast the chosen level one spell once per event. Can take multiple times to stack more uses per event. | 4 |
Imbue with a 2nd Level Spell | The item can cast the chosen level two spell once per event. Can take multiple times to stack more uses per event. | 8 |
Imbue with a 3rd Level Spell | The item can cast the chosen level three spell once per event. Can take multiple times to stack more uses per event. | 12 |
Wands | Craft Points |
---|---|
Lesser Wand | 4 |
Normal Wand | 8 |
Major Wand | 12 |
Rods | Craft Point Costs |
---|---|
Rod of 1st Level Spell | 8 |
Rod of 2nd Level Spell | 12 |
Rod of 3rd Level Spell | 16 |
Tinkering Gear
Specialized gear that can only be crafted with the tinkering skill.
Tinkering Gear | ||||||
---|---|---|---|---|---|---|
Name | Slot Used | Skill Required to Create | Crafting Costs | Encampment Item | Lootable | Description |
Light Tubes | None | Tinkering 1 | 4 crafting points, 20 coin | No | Yes | A single bulb flashlight or a 1-3 LED light
|
Lock and Keys | None | Tinkering 1 | 4 crafting points, 20 coin | No | Yes | A lock and key
|
Magic Lock Box | None | Tinkering 1 | 4 crafting points, 20 coin | No | Yes | A magic box that casts magic lock once per gd
|
Ritual Candle | None | Tinkering 1 | 4 crafting points, 20 coin | No | Yes | A specially made candle used when performing rituals
|
Ritual Quill | None | Tinkering 1 | 4 crafting points, 20 coin | No | Yes | A quill used in the production of level 4 and 5 scrolls
|
Grounding Wire | Ankle | Tinkering 2 | 8 crafting points, 40 coin | No | Yes | Protects against magic damage once per event
|
Shackles of Grounding | None | Tinkering 2 | 8 crafting points, 40 coin | No | Yes | Magical shackles permanently ground the wearer.
|
Magic Lock Picks | None | Tinkering 4 | 16 crafting points, 80 coin | No | Yes | Dispels magic locks, and automatically picks mundane locks on containers 4/ event.
|
Contraption | Accesory | Master Tinkering | 24 crafting points, 100 coin | No | Yes | A portable trap that can contain a beneficial effect up to level 5
|
Elven Steel Dish | None | Legacy Item | Uncraftable | No | Yes | A single dish (bowl or cup) that cannot be poisoned
|
Traps
Containers or tripwire traps crafted with tinkering which can then load trap tags
Traps | ||||||
---|---|---|---|---|---|---|
Name | Slot Used | Skill Required to Create | Crafting Costs | Encampment Item | Lootable | Description
|
Trap - Level One | None | Tinkering 1 | 4 crafting points, 20 coin | No | No | A trap that can be armed with a single trap tag
|
Trap - Level Two | None | Tinkering 2 | 8 crafting points, 40 coin | No | No | A trap that can be armed with up to 2 trap tag
|
Trap - Level Three | None | Tinkering 3 | 12 crafting points, 60 coin | No | No | A trap that can be armed with up to 3 trap tags
|
Trap - Level Four | None | Tinkering 4 | 16 crafting points, 80 coin | No | No | A trap that can be armed with up to 4 trap tags
|
Trap - Level Five | None | Tinkering 5 | 20 crafting points, 100 coin | No | No | A trap that can be armed with up to 5 trap tags
|
Encampment Items
Non-lootable items kept at adventuring groups in-game homes.
Related Rules
Tinker One
Allows the crafting of level 1 tinkering items and the production of level 1 trap tags. Also allows characters to alter the props for magic items.
Craft Points and Related Skills
Craft points are used with the ornamenter skill to craft magic objects, with the weaponsmith skill to craft enhanced weapons, and the tinker skill to creating tinkering items. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system. Unlike production points you may not purchase additional crafting points at check-in.
Spells (generally only third level and lower) can be imbued into magic objects to create per event items with one use per event. The spell being imbued must be known by the character crafting that object or be provided by a consumable such as a scroll (the character must be able to read magic to use a scroll). Other characters, or other imbued items do not count as providing access to a spell.
Characters are capped at a total of 20 crafting points from all sources.
Categories: Crafting and Production Rules | Crafted Items | Tinkering Items | Item Rules | Items