The Construction Guide is a comprehensive guide on various crafting recipes, repair methods, invention processes, salvage mechanics, and additional information on item mechanics within the game. Any Specter may perform any crafting contract so long as they have access to the right tools and materials. For now, this is a spreadsheet, but may be updated to reflect how the information is stored and spread in character.
Crafting Contract: Invention
Item:
Description:
Link to rolls:
Link to submission:
Tools:
Materials Provided:
Must provide a visual design blueprint of the craft and a description of what it's meant to do/be. List any tools used. Character should have estimated materials ready before submitting. More materials may be required to complete invention/modification, any unused materials will be returned to owner.
Crafting Contract: Creation
Recipe:
Link to rolls:
Link to submission:
Tools:
Materials Consumed:
Crafting Time:
List what recipe you are creating. Character must have materials at the ready. List any tools used.
Crafting Contract: Repair
Item:
Type of Repair: (Full Restoration, Fragility Repair)
Link to rolls:
Link to submission:
Tools:
Materials Provided:
List what item you are repairing and what materials you'll use to repair it. List any tools used.
Crafting Contract: Salvage
Item:
Link to rolls:
Link to submission:
Tools:
List what item you are salvaging and what tools you'll use.
Characters can only perform one crafting contract at a time. If a crafting contract is missing materials or otherwise stalls, it can be forfeited after 2 weeks.
Each submission requires a piece of art or writing to go with it that depicts the item your character is creating. It must be unique to this contract roll(no repurposing prompt submissions). This is to create a solid reference for what the craft looks like in the future. This piece can depict just the item, or the item in a scene. Up to the player!
The first depiction of an invention will be added to the Construction Guide for other players to reference. If a more clear reference is made in the future, that may be used instead.
Crafting contracts can be submitted with or without having the required materials in your inventory. Once you have submitted your crafting contract, you are locked into that project until it is completed(materials gathered and construction time passed) or until it is forfeited. A crafting contract can be forfeited after 2 weeks.
While crafting is not typically a dangerous art, some of the more exotic materials and techniques may invoke some risk. If your recipe comes with a peril chance, you must publically roll a 1d100 and link the result in your submission. Peril Rolls must be declared before rolling them. If you roll a peril, you must face it, even if you fail to submit/complete the craft.
It is recommended that you keep your character sheet up to date with any equipment you'd like in the event of an encounter or peril. Do so before beginning your rolls! If you add a piece of equipment after triggering a peril, it won't count.
If you are using somebody else's materials for your craft, you must list who it is and what of their materials you are using. They must leave a reaction on the submission form to confirm they approve of the transaction.
When creating inventions, you must wait for admin feedback before finishing your new item.
Crafting is, perhaps, the highest level of contract that can be performed. Although all professions rely on each other to make progress, crafters are most reliant on other professions to do their work. Hunting, Gathering, and Alchemy all produce materials required for the crafting process. Though a Specter can complete Field Work to secure what they need themselves, they will see the greatest success when working in tandem with the other three main professions.
As a Specter, your faction will rely on you to create the equipment they need to excel.
Crafting Contract Types
Invention - Create a design and work with the DMs to establish what materials it will take to create your item. Completed inventions are added to the construction guide. Succeeding at an invention requires extra time and material.
Creation - Gather the materials needed to complete an existing recipe. Creations follow the construction guide exactly unless a modification is made.
Repair - Fragile items regularly require repairs. Repairing an item's fragility is cheaper than creating a new one.
Salvaging - Break existing items down into their component parts. Some material is typically lost when salvaging.
Enchanting - This process is locked behind undiscovered technology.
As a crafter, you will be dealing with material categories more than any other profession. Material categories help to define how items are used for crafting. [HARD] items provide solid structure. [HIDES] make good armor. [METALS] make good weapons. [BINDING AGENTS] are used to combine the rest of the materials.
Because item categories are used in crafting more than anything else, they are in a separate guide from the typical item descriptions. This guide also includes details about the material that impact crafting recipes. For example, some items may not be sturdy enough for certain types of equipment. This can make that equipment [FRAGILE].
Example Material Category: Binding Agents
On the other side of the coin are materials that make a crafted item more powerful, or bias it towards a specific type of magic. For example, many Warped hides apply a bonus to armor made from them.
The side effects of using some materials, particularly rare ones, may be unknown until a material is used for the first time. When this happens, the DM will run an Encounter or Peril depending on the outcome.
Once a perilous characteristic is discovered, it will be added to the item's description in the Material Category Guide.
Typically, and item is made by following a specific recipe. These recipes may call out specific items OR item categories. If you lack one of the items called out in the recipe, you can try substituting the missing materials for something similar. Depending on the item you choose, the recipe may change to a more generalized recipe.
Poor item choice in substitution can add [FRAGILITY] to a crafted item.
If an item causes too many changes to the recipe or the result, it may be treated as an Invention by the DMs.
Creation is the simplest and most common form of crafting. When performing a Creation Contract, you simply follow the recipe listed in the Construction Guide. The items are consumed, the required time passes, and the resulting item is as described.
For now, it may be hard to craft an item without doing Invention, but the more you invent, the easier it will be to create items in the future!
If you want to add a little personal touch to your creation, there are a few default options that do not trigger a modification. These alterations allow for a more unique item without changing the item's stats. Here are a few common customizations:
Dye: Apply a color to your craft. Dying items requires 1 Potent Herb or Gut per color.
EX. Dye your pants grey(1x Potent Herb/Gut) with white stripes(1x Potent Herb/Gut). Costs 2 potents.
Etch: Etch a pattern into your craft. This requires a tool designed for etching/carving.
EX. Carve your signature into the handle of an axe using a carving knife. No additional cost, just tooling.
Trim: Add a decorative trim to your craft. This requires 1 of the material you intend to use as trim and 1 binding agent for every 2 additional items. Trims do not apply material bonuses.
EX. Add a length of Prickly Snoutbeast fur around the neck(1x Snoutbeast Hide) and a string of small bones to the side(1x Bones). Costs 1 Snoutbeast hide, 1 of any bone, and 1 binding agent to apply them.
If a design makes extensive use of a material or large changes to the design, it may cost more material to apply or may be treated as an invention by the DMs..
If you'd like to make many of a single item(as is common with bottles, rope, and other simple creations), see if there is a recipe in the Construction guide for a Set of the item. If there isn't, ping a DM to request one.
Crafting a set of the same item allows you to make more of that item in less time.
Inventing a new item provides the ultimate creative experience for a crafter. Freedom to craft the vision you see in your mind. Freedom to change society forever. FREEDOM TO MAKE THE WORLD'S FIRST UMBRELLA!
And once you've done that, you can move on to myriad other, world changes tasks. Make the tools to unlock new materials. Make the armor that protects your friends. Make the bed you sleep on at night. If there's something you want in life, go get the materials and make it happen!
As you make your design for the invention, be thinking about what materials you'd like to use for it. Will the handle be made of wood, or bone? What about the armor plating? Leather, or metal?
To get a more precise idea of what you will need and how much of it you'll be needing, check the construction guide for similar recipes. There is a section dedicated to common building blocks for new/existing recipes that makes a solid reference. Simple modifications to an existing design can often copy the exact same recipe, then tack one whatever materials is needed to modify the design. Adding trim is a an example of this kind of common modification to a recipe.
It's best to gather the materials you think you need BEFORE submitting the Invention Contract. That way you can immediately begin the crafting timer for the invention. Once the contract is submitted, you'll have to complete the Invention or wait 2 weeks to forfeit it before being able to work on something else.
Inventions are often more costly than the typical recipe would be. Don't be surprised if the DM asks you to cough up some bonus leather or bones the first time you make something! These scrap materials represent the experimentation and tweaking your character will need to do to get things juuuuust right. Scrap materials will typically be the most numerous or most common materials in your recipe, and allow more substitutions than a normal recipe would. Need to scrap for your super valuable ultra-hide invention? Substitute a Prickly-Snoutbeast hide for the scrap!
It is possible, though rare, to unintentional create a cursed item...
Cursed items occur when [UNKNOWN] [UNKNOWN] [UNKNOWN] [UNKNOWN]
The impacts the cursed items have on the wearer are [UNKNOWN] [UNKNOWN] [UNKNOWN]
It is inadvisable to pursue the crafting of cursed items.
Restore fragility on a damaged item, increase its total fragility score, or remove fragility entirely. Destroyed items cannot be repaired. Even if you have the scraps, you will need to do Creation instead.
Basic repairs take 1 item from the recipe or 1 binding agent to complete, but only restore 1 point of fragility.
Ex. Rastus repairs his rope(2/5) using 1 Glue. It is now at 3/5 fragility.
Full repairs take (10% of the recipe + 1 Binding agent per 2 items, min 1 binder and 1 material) resources to complete.
Ex. Flint applies a bindweed and a bone to his Ivory dagger(1/6) to fully restore it. It retains all of its customization, and is at 6/6 Fragility.
Increasing fragility requires Alchemy.
Removing fragility requires an undiscovered technology.
Artifacts cannot have their fragility removed, and may have special requirements to restore and increase their fragility.
If you have an item that specifies it repairs fragility, you can fill out a Repair Contract and apply the repair to your item immediately. Otherwise, await DM confirmation that the provided materials can complete the repair.
Tear apart an existing item to repurpose its materials for something else. Salvaging yields a variable amount of materials, with the odds of retrieval being entirely up to the dice!
If you have the recipe used to create the item, you can roll 1d20 per material to see if you are able to salvage it. Rolls below 10 lose the material, and rolls above 10 successfully salvage it. Binding agents and repair materials cannot be salvaged.
If you do not have the recipe for an item, submit your Salvaging Contract with a note saying you don't have a recipe for it. A DM will be able to roll what you can salvage from the item.
Salvage rates can be impacted by the tools used to salvage the item.
Artifacts have very poor salvage rates due to mankind's advanced construction techniques. These items are most likely to yield scrap metal, plastics, and decorative materials.
This process is locked behind undiscovered technology.
Field Crafting allows characters to make new equipment while out on an expedition.
This can be particularly useful if you run out of rope, lose your last light source, require a face mask for a dust storm, and to otherwise counter the perils of the world. Just one catch...
All field craft items are Fragile.
Regardless of your skill, an item hastily cobbled together in the field will never match the quality of one created from the safety of your Faction's base. Field crafted tools are wobbly. Field crafted clothes are fitted poorly.
Skill level does however, impact how much fragility that item will start with.
Field work fragility: Roll 1d20+Skill. Divide by 3 and round down.
If you are performing cross-profession field crafting on an expedition or in a peril, roll with disadvantage.
Some field crafting may require certain tooling to be successful, particularly when out on an expedition or peril. Fortunately, one can use a sword for cutting rope and a war-hammer for smithing metal, but this does come with a risk of damaging the weapons.
Field crafting tie matches typical crafting time when working from a faction base. When in peril or on an expedition, field crafting time is up to DM discretion.