

Under Construction
Dec. 29, 2014
Blacksmithing
The crafting of weapons, armor, shields and tools through the use of metals. (15%)
-1 metal armor a month (chain, plate, dragon.)
-1 weapon every 2 weeks
-1 item/tool a week
-Requires: Metal Ores and Charcoal.
Cobbler
The crafting of shoes, boots and other footwear from leather (armor or not.) (15%)
-1 pair a week
-Requires: Leather.
Appraiser
The identification of the purity of an item to determine its value. (15%)
-Success means an increase of value. Failure means a reduction of value.
Increased value will be percentage x your level.
Failure means value is half percentage x half your level. An item can only have one appraisal.
Armoror
The crafting of non-metal armors. (15%)
-1 piece a week, full armor is 7-8* pieces (Helmet, Chest, Legs, Feet, Arms, Hands, Back, Shield*)
-Requires: Cloth, Wood, or Leather and Thread
Weapon Smith
The crafting of non-metal weapons. (15%)
-1 weapon every two weeks.
-Requires: Wood, Leather or Stone & Metal Tool
Farmer
A grouping of skills such as milling, plowing, and gathering of crops or the harvest of domestic meats. (15%)
-1 sack (10lbs) of food products a week.
-1 domesticated farm animal a week.
-1 butchered domesticated animal for food (50lbs) or animal products (such as feathers or leather.)
Stonemason
The gathering and manipulating of stone for buildings, statues and more. (15%)
-1 room a week for buildings
-1 non-building structure every 2 weeks (such as statues)
-Requires: Stone & Metal Tool
Carpenter
The gathering and manipulating of wood for buildings, structures and more. (15%)
-1 room a week for buildings
-1 non-building structure every 2 weeks
-Requires: Metal Tool and Wood - 10 bundles per room, 20 per structure.
Tailor
The manipulation of threads and fabric to make non-armor clothing. (15%)
-Accessories (Gloves, Socks, etc.): 2 a week.
-Shirts, Pants: 1 a week.
-Dresses, Suits: 1 every two weeks.
-Requires: Fabric, Thread, Dye.
Cook
The manipulation and cooking of food to create meals and improve taste. (15%)
-Each meal is 1lb of food.
-Requires: Food Product
Brewer
The manipulation and making of alcohols and potions. (15%)
-Alcohol Proof rolled on d200. Every 20 proof is considered 1 drink's strength.
-Requires: Hops (Beer), Grapes (Wine), Starch and Sugar (Hard), Pure Water (All), Herbs (Potions)
Creation of items needed by characters. Weapons, armor, clothes, homes, and more.
Guide
Armor DP = Base + Your Level
Weapon DMG = Base + Your Level
Heal/DMG = APT + Your Level
Turns (more than single use) = Half Your Level (Rounded Down)
Bonuses (+'s) = CP Invested
Value (d#) = Materials Used* or Base Value + Appraisal (Optional) + (Skill Percentage x Level)
*Use the required items to craft, or you can use a base item from the market and improve on that.
Crafting
Harvesting & More
Miner
Collects gems and metal ores from mining. (15%)
-Can collect one gem or ore once a week.
-Can collect one gem or ore once a quest.
If successful, roll d10 for gems.
1. Red (E.g.: Ruby)
2. Blue (E.g.: Sapphire)
3. Green (E.g.: Emerald)
4. Purple (E.g.: Amethyst)
5. White (E.g.: Diamond)
6. Black (E.g.: Onyx)
7. Pink (E.g.: Rosequarts)
8. Yellow (E.g.: Citrine)
9. Orange (E.g.: Zircone)
10. Multi-Color (E.g.: Mystic Quartz)
If successful, roll d3 for ores.
1. Iron Ore
2. Copper Ore
3. Silver Ore
4. Gold Ore
5. Platinum Ore
Weaver
Harvests materials for thread and fabric such as silk, cotton, wool, string and more. (15%)
-Once a week, collects enough thread or cloth for 1 one full outfit.
Lumberjack
Collects and cuts wood. (15%)
-Once a week, collects bundles of wood equal to level.
-Creates and collects coal and charcoal for extra hot fires.
Artist
Creates piece of art. (15%)
-Gives 1 Status point for owning.
-Requires: Any material. Charcoal for drawing, stone or wood for statues, fabric or leather for canvases, herbs for paint, etc.
Herb Gatherer
Collects herbs and flowers. (15%)
-Once a week, gathers herbs and flowers to be used for dyes, paint, food, potions, and medicine. One pound per week. It takes 10lbs to make paint or dye.
Base Values
25gp per DMG
100gp per DP
200gp per Point Healed
1000gp per +1
You can Harvest materials once per quest or event if the in character scenario is appropriate. For example, you wouldn't be able to mine gems when inside a building, but you might find thread or cloth. A GM will let you know if your Harvest attempt is appropriate.
General Skills
Costs 1 CP to obtain. Grows 15% per CP invested.