Production

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Each production item has a rank, and that rank affects the cost and time required create the item In Game as well the Production Point cost of the Item. In the case of Runes and Potions, the rank is based on the spell’s level, shown on the table on this page. Each Event, a character can produce several basic items at Check In with production points (no components are used), as long as they have the Recipe. The character is limited to items within the ranks known by the character for check-in production. Each rank of a production skill grants the character 3 Production Points each Event, for that skill.

Once in game, a character can produce more items at an appropriate workshop as long as they also have a Recipe and Components by spending 5 minutes per rank of the item working for items. Creation cost will be noted on the individual recipes. Creation time can never be lowered further than 1 minute per item rank and may only be reduced if the character has the rank required for the item. Once a character has finished crafting, they must go to the marshal station and turn over the components and present the recipe to receive the item tag(s).

At character creation, a character will start with 1 Recipe for each rank of a single crafting skill they have.

A character, with the appropriate rank of a given Production skill, can create a copy of a Recipe they have access to by spending 15 minutes copying it. The cost to copy a Recipe is equal to the normal Component cost of the recipe to be copied.

Workshops can be acquired in-game by either being created or purchasing them. Only Minor workshops can be purchased, Standard and Major workshops are built in place and cannot be moved once built. Smithing and Engineering require a Forge, Brew Potion and Chemistry require a Laboratory, and Scribe Rune requires a Reliquary.

Ore- Used for Smithing and Engineering

Herbs- Used for Chemistry and Potions

Residuum- Used for Potions and Runes

Food Stuff- Used for Cooking

Deficit crafting:

A character who has purchased the first rank of any production skill may create any item within that production skill even items that denote a rank higher than the character possesses. All be it at a penalty in both time and resource. Any skills, abilities, or other effects that augment crafting may NOT be applied to deficit crafting.

Crafting time for deficit crafting will be adjusted as follows: the level of deficit will be counted and have a base of one added to it. This new total will be multiplied against the base time required to craft the desired item.

Example: Gath has one rank of Smithing and wishes to craft a Large shield, a rank five item. With a deficit of 4 ranks (rank 5 item minus one rank of skill purchased) plus the one base gives him a total multiplier of 5. The base time for a rank 5 crafted item is 25 minutes (5min/rank of item) 5X25min= 125 minutes to craft a large shield with 1 rank of smithing. Sam has four ranks of smithing and could craft the rank five large shield at a deficit of 1 rank plus the base of one base giving a total multiplier of 2 multiplied by the base time of 25min. for a total time of 50 minutes crafting time.

Crafting cost will also be adjusted for deficit crafting. The base cost of the item will always apply and any adjustment made under this section will be in addition to the base cost. Coast adjustment is also scaled off of the deficit without a base modifier added to it.

The scale is as follows:

One rank deficit: 25% cost increase

Two rank deficit: 50% cost increase

Three rank deficit: 75% cost increase

Four rank deficit: 100% cost increase

All percentage cost increase are rounded to a whole number in the players favor minimum increase of 1.

Example: The cost adjustment for Gath the rank one smith to craft a rank five large shield would be 200% (double) the listed cost on the recipe used. Where as Sam has four ranks of smithing, so she could craft a rank five large shield for 125% the listed cost on the recipe.

Brew Potion:

Brew Potion allows the character to store non-offensive spells into potions to be used later. Potions can be used by any player that is free to make a drinking motion, which takes a 3 counted action. All potions have duration of 1 year, after which they expire and are no longer useable. To make a potion, the character must have: the recipe, the corresponding components, and have the appropriate Rank of Brew Potion (Rank 1 for 1st& 2nd level spells; Rank 2 for 3rd& 4th level spells; Rank 3 for 5th& 6th level spells, Rank 4 for 7th& 8th level spells; and rank 5 for 9th level spells). Potions that have the Restoration healing effect have their value based on the Recipe. Rank 5 Potions can only be crafted in game at a Laboratory. Each Recipe will have the required materials and the time needed to craft the item.

Brew Potion/Scribe Rune
Spell Level Rank Component cost
1 1 1 Common
2 1 2 Common
3 2 3 Common
4 2 4 Common
5 3 2 Common, 1 Uncommon
6 3 4 Common, 1 Uncommon
7 4 4 Common, 2 Uncommon
8 4 8 Common, 2 Uncommon
9 5 10 Common, 4 Uncommon

2 Rare

Cooking

Cooking allows for the creation of food items that can be consumed and give some benefit. Cooking, while considered a production skill, follows its own set of rules.

Creation: All cooking recipes are unique and do not have a set cost based on their Rank, this is to reflect that while items might be equally difficult to make their materials can vary. When creating food items with Cooking the character must have the Recipe for the item they want to make, the matching Rank of Cooking, the components listed on the Recipe, and access to a place to cook with tools. This could be as simple as a fire pit and a skillet; or a kitchen, these are treated to be a Minor Workshop and require 5 minutes per Rank of the Recipe to create a single Item. Another difference is that the items created only have a 3 game duration, this is not affected by the Artisan class ability; food goes bad after all.

Item Use: It does not take any special skill to consume a food item and receive the benefits of it; however it does take some time. Unless otherwise stated the time required to consume a food item is 5 minutes, this is not a standard counted action and things that reduce Counted Actions do not apply. During this time the character cannot use Active Skills, Cast Spells, or be in Combat, but could be walking and carry on a conversation.

The following entries are the known recipes in the game, though others do exist. A character can only be under the effect of 2 ongoing effects of a food item or a single Feast. You may not benefit a second time from effects that last for one hour or module until the hour or module expires.

All food will heal 3 Body Points per Rank in addition to the effects listed; if healing is part of the effect the greater of the 2 numbers takes precedence.

Rank 1 Recipes:

HERBAL TEA Cost: 1 Common Foodstuff When this item is consumed before going to sleep it will grant a peaceful night’s rest. During this rest Derangements are suppressed. SPICED BREAD Cost: 4 Common Foodstuff This item when consumed will grant the character +3 Base Body Points, these points can be healed and will last for 1 hour or module. SALTED PORK Cost: 3 Common Foodstuff This item when consumed will restore up to 10 Body Points, any points that go above the characters’ maximum will become Temporary Body Points. These points can stack with Endurance.

WEAK FIREWATER Cost: 2 Common Foodstuff This item when consumed will increase the character's Spell Pool by 10 points, so long as they have a Spell Pool. This will last for one hour or Module.

Rank 2 Recipes:

CHICKEN SOUP Cost: 2 Common Foodstuff This item when consumed will remove all Diseases that currently infect the character.

HARDTACK Cost: 1 Common Foodstuff This item can be consumed the same day that it is baked, but has no benefit; however, after the first day they become thrown weapons. MILD CHILI Cost: 3 Common Foodstuff This item when consumed will cause the characters’ breath to become fairly hot. They will be able to throw three packets as "Natural 10 Fire" during the next hour; any unused charges will be lost.

MASH WHISKEY Cost: 2 Common Foodstuff This item when consumed will cause the player to be slightly intoxicated, but will also cause their Bleed Out count to be increased to 3 minutes, this effect will last for 1 hour or Module.

Rank 3 Recipes:

PEPPER JERKY Cost: 1 Common Foodstuff, 1 Uncommon Foodstuffs This item when consumed will allow the character to Resist Disease once during the next hour or Module. CORNBREAD Cost: 4 Common Foodstuff, 1 Uncommon Foodstuffs This item when consumed will restore up to 15 Body Points, any points that go above the characters’ maximum will become Temporary Body Points. These points can stack with Endurance.

STRONG FIREWATER Cost: 5 Common Foodstuff, 2 Uncommon Foodstuffs This item when consumed will increase the character's Spell Pool by 15 points, so long as they have a Spell Pool. This will last for 1 hour or Module.

PEACH PIE Cost: 3 Common Foodstuff, 1 Uncommon Foodstuffs This item when consumed will grant the character +5 Base Body Points, these points can be healed and will last for 1 hour or Module.

BARLEY STEW Cost: 4 Common Foodstuff, 1 Uncommon Foodstuffs This item when consumed will cause them to rapidly heal causing them to Regenerate damaged limbs. STRONG ALE Cost: 4 Common Foodstuff, 2 Uncommon Foodstuffs This item only takes a 10 count to consume and will bolster the characters’ resolve; they will become Immune to Fear effects from the next target that generates such effects. This effect will last for 1 hour or Module.

TART WAFER Cost: 1 Common Foodstuff; 1 Uncommon Foodstuffs This item when consumed will remove all Toxins and Metabolic effects from the character, but will not undo any damage they might have already done.

BLACK COFFEE Cost: 2 Common Foodstuff, 1 Uncommon Foodstuffs This item when consumed will grant the character three non-selective Resist Sleep; this will be the next three attacks with such effect the player cannot choose which attacks to stop. These will last for 1 hour or Module, or until used.

Rank 4 Recipes:

TOXIC FIREWATER Cost: 4 Common, 2 Uncommon, 1 Rare This item when consumed will increase the character's Spell Pool by 20 points, so long as they have a Spell Pool. This will last for 1 hour or Module.

HOT ONION SOUP Cost: 4 Common, 2 Uncommon, 1 Rare This item when consumed will allow the character the use of two Masteries, which they have training in and cost 5SP or less, without expending their purchased skill. They must be used in the next hour or Module, or they are lost.

GUMBO Cost: 2 Common, 1 Uncommon, 1 Rare This item when consumed will grant the character +8 Base Body Points, these points can be healed and will last for 1 hour or Module.

BUTTER TEA Cost: 2 Common, 2 Uncommon, 1 Rare This item when consumed will cure the target of all negative effects on their person, no matter the source, so long as the duration is not Instant or Permanent. Additionally, while this will not remove a Derangement, it will suppress it for 4 hours.

GO JUICE Cost: 10 Common, 6 Uncommon, 3 Rare This item takes a 10 count to consume and will grant the character 4 levels of Combat Slots that must be expended during the next 5 minutes or Encounter, or be lost. These can exceed the character's current purchased slots.

ENRICHED BREAD Cost: 4 Common, 2 Uncommon This item takes 1 minute to consume and will restore the character to full Body Points and remove any effects that are lowering their maximum Base Body points.

RED RUM Cost: 6 Common, 6 Uncommon, 2 Rare This item when consumed will make the character Immune to all Fear and Charm/Compulsion effects for 1 hour or Module. This only grants Immunity to effects; they will still take any damage that might be part of those attacks.

SWEET ROLL Cost: 4 Common, 2 Uncommon, 1 Rare This item when consumed will grant the character +1 Permanent Strength for 1 hour or Module.

Rank 5 recipes:

MAGISTERS FEAST Cost: TBD This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits: +3 Base Body Points, +20 Spell Pool, and Improved Concentration.

BRAWLERS FEAST Cost: TBD This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits: +5 Base Body Points, Recovery 6 and +1 Temporary Strength.

Engineering:

Engineering allows a character to create locks, traps, bombs, and other technological devices. Unless otherwise stated, you must have the rank of Engineering equal to the production rank of the item in order to use it.

Bombs- These are thrown items and require the use of a packet, preferably red. To throw the bomb the player must announce “Elemental Bomb”. Since it is an actual item they are throwing, they must have a free hand with which to throw the Bomb and once the verbal has been said they have 3 seconds to throw the Bomb or it is wasted. Bombs function much like spells in that they affect the target if it strikes any part of them, their garb, or possessions.

Traps-An Engineer may construct traps which can be set or disarmed by anyone with Disable Device; though engineers can arm traps, so long as it is a trap they can construct, which takes 2 minutes. All traps must contain three elements (a trigger, a mechanism, and a device) and those elements must be connected to one another by wires or strings. The trigger is the means by which the trap is set off, and includes such things as pressure switches, tripwires, and electrical contacts. The mechanism is the means by which a Marshal (or players) knows the trap was triggered, and includes such things as buzzers, mousetraps, and light bulbs. The device is the part of the trap that actually inflicts the Effect on the victims and is the point from which any distances are measured; unless otherwise stated traps have a 5 foot effect radius. A trap should not be set without Marshal Approval of the design of the trap. Traps cannot be set Out-of-Game by players without direct approval of a Marshal and should never be set Out-of-Game (by a player or Marshal) in such a way that a character could not have set them. Setting a trap In-Game requires that the player actually set up the props for the trigger, mechanism, and device, as well as complete a 30 second Counted Action to arm the trap. (The actual set-up of the props can be done during the Counted Action, or before, or any combination thereof, but the set-up should not include arming the trap until the Counted Action is taken.) If this Counted Action is aborted, the setting character takes any effect during the Counted Action, or the mechanism of the trap is set off during the Counted Action, then the trap is set off by the person arming it.

A character with Disable Device may disarm a trap by any action which prevents the trigger from triggering, prevents the mechanism from indicating the trap has gone off, or severs the connection between the mechanism and the device. This should not be done in such a way as to permanently damage the prop for the trap. A trap that is armed is dangerous and can be set off by the slightest of actions including; being touched by a character without the Disable Device skill, being moved more than 5 feet from the initial arming location, and Shatter/Destroy effects on any part of a trap will cause that trap to go off.

Acid/Fire Trap This recipe allows a character with the Engineering Skill to create a basic trap. The device for this trap is a container prop which must have a volume of at least 8 cubic inches and be at least one-half inch in its smallest dimension. Any character within five feet of the device when the trap goes off takes damage delivered as “Elemental 10 Fire/Acid”. Anyone who takes this Damage Effect also suffers a Shatter effect on any exposed items not made of metal, bone, wood, or other hard materials. (Marshal judgment should include potions, pouches, cloth, components, scrolls, maps, globes, Bombs, etc.) An item inside a hardened container protects such items; items inside a non-hardened container (such as a leather pouch) protects the item if they are completely within, but not if any part of them is exposed. (The non-hardened container is destroyed either way.) Items within the area but not on persons are similarly affected. An Acid Trap or Fire Trap destroys itself when it goes off.

Alarm Trap This recipe allows a character with the Engineering skill to create an Alarm trap. The device for this trap is something capable of producing loud noise or bright lights. For this type of trap the mechanism and the device can be the same item. The device should be made as appropriate to the game environment as possible. A Shatter or Destroy effect on the device of an Alarm Trap will destroy it without setting it off. An Alarm Trap is not destroyed by use and can be reset or recovered to be re-used (unless damaged or otherwise destroyed.)

Cannon This recipe allows a character with the Engineering Skill to create a Cannon. This weapon is a multi-shot ranged weapon, with a maximum ammo capacity of 9 shots and has a base damage of 3. This can be repped by a Nerf style gun that fires foam darts. This weapon requires the Gun skill to use and 2 hands to operate.

Explosive Trap This recipe allows a character with the Engineering skill to create an Explosive Trap. The device for this trap is a container prop which must have a volume of at least sixty-four cubic inches and be at least 4 inch in its smallest dimension. Any character within five feet of the device when the trap goes off takes 10 points of damage. Anyone who takes this Damage Effect also has all valid items suffer a Shatter effect. Items within the area but not on persons are similarly affected.

Firebomb This recipe allows a character with the Engineering skill to create a basic bomb. This bomb is a thrown attack, and on hit, the target takes damage of the specified amount from fire and shrapnel when the bomb explodes. The call to use this bomb is “Elemental Firebomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.

Flashbomb This recipe allows a character with the Engineering skill to create a Flashbomb. This bomb is a thrown attack, and on hit, the target suffers the Blind effect for 10 seconds. The call to use this bomb is “Elemental Blind Bomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.

Grandmaster Gas Trap This recipe allows a character with the Engineering skill to create a Gas Trap. The device for this trap is a container prop which must have a volume of at least 48 cubic inches and be at least 2 inches in its smallest dimension. When setting this trap, the character setting the trap must tear tags for three Vials of the same type of Chemistry Vial. (The character need not have any skill in Chemistry.) Any character within 10 feet of the device when the trap goes off takes the effect of the Vial used. A Gas Trap is not destroyed when set off or disarmed, but the Vials included are. The trap itself may be recovered and reset with a new gas, unless otherwise damaged or destroyed.

Improved Tinker This recipe allows a character with the Engineering skill to create an Improved Tinker. Like Minor Tinkers, these improve mechanical items. If used on a trap, the time to arm the trap