Universals and Crafting
- 1 Universals and Crafting Skills
- 1.1 Purchasing Universal Advantages
- 1.2 Using Universals during the Interlude
- 1.3 Using Universals In-Game
- 1.4 Skill Advantages
- 1.5 Resource Advantages
- 1.6 Crafting Advantages
- 1.7 Crafting
- 1.8 The Mordavian Economy
- 1.9 Crafting Lists
- 1.9.1 Weapon Crafting List
- 1.9.2 Weapon Recipes
- 1.9.3 Shield Recipes
- 1.9.4 Armor Recipes
- 1.9.5 Clothing Recipes
- 1.9.6 Trap Recipes
Universals and Crafting Skills
Universal Advantages give characters a sense of place (or lack thereof) within the society and economy. Universal advantages are the worldly pursuits of all characters. They encompass the body of knowledge available to all characters in Mordavian society. Often, but not always, characters will define themselves by their universal skills. This is typically used to describe a character's work or job. Universals can be used at a storytellers discretion, for a players own role playing benefit, and during the Interlude
Universal advantages grant specific abilities to characters which allow them to collect resources, make and repair items, and use special in-play abilities. Universal advantages have in-play role-play benefits as well. Some NPCs may react differently to a “Novice Blacksmith” or an “Adept Merchant”.
Purchasing Universal Advantages
- Players must choose two advantages from this list when making a character at starting level. Characters can start the game with a maximum of 2 ranks in any single universal advantage.
- Characters may not have higher then Adept rank in any Universal Advantage at character creation.
- Each Universal Advantage may be purchased up to five times (except Nobility, which costs 2A.P.).
Using Universals during the Interlude
- Players use most universal advantages during the “Interlude”, the period of time between games. Everyone's starts at five Interlude Actions (IAs) per event. These five IAs represent the passage of time between the Episodes and are declared at check-out. Universal IAs are one way to use IAs, but there are others such as travel, working with NPCs, or story related IAs.
- Universal IA – A Universal IA is an Interlude Action which represents use of the Universal Advantages. Each Universal Advantage has abilities that utilize Universal IAs (Bold and Italicized). Most require some kind of information or item be turned in with the check-out form. Characters may use an ability from each Universal Advantage they have in single IA, but only 1 Item may be crafted or scrapped per Universal IA. This allows multiple universal advantages to be utilized simultaneously on one IA, so a Character with Gathering and Prospecting can Gather Materials and Produce a Location Map during the same IA.
Using Universals In-Game
- Universal advantages may be used In-Play
- All universal advantages have phys-reps required to use some in-play abilities(see chart below)
- Production allows the character to repair in-play, resource advantages allow the characterto gain access to resources through in-play means, and skill advantages gives the character unique in-play abilities
- All universal advantages can be used through role-play at storyteller discretion to benefit characters Universal advantages are divided into three categories. Each category represents a different skill-set which helps determine what a character does. Each individual advantage is then broken down into Tiers. Each more advanced then the last. The Tiers are: Novice, Adept, Journeyman, Expert, and Master and Grand-master.
Here are a list of the universal advantages with the addition of any physrep. required to use the advantage in-game.
|Prospecting||Paper and Ink|
|Gathering||A Specialty Tool based on favorite material|
|Profession (nonspecific)||A Specialty Tool based on profession|
|Scholar||Paper and Ink|
|Nobility||Writ of Lineage|
|Blacksmith||Hammer and Anvil|
|Tinkerer||Magnifying Glass and a small tool.|
|Jeweler||Mineral and a square cloth to polish it.|
|Tailor||Strips of material and thread.|
|Artisan||Hammer and Chisel|
These items are in-play items that do not require in-game resources to acquire. These items are only phys-reps that do not require a tag. All Universal Advantages may allow for special benefits during the Episode Mods with Storyteller discretion.
Gatherers: May gain bonus rewards collected in the form of raw resources if they have appropriate phys-reps such as a pickaxe for stone/metals, an ax for wood, or a container for cloth/bone.
Prospectors: May find locations that can be prospected for tier 3 and higher materials. They may also create maps to allow adventurers back to a location of importance. Scholars: May receive Research Scrolls or maps to Locations such as a Library which counts as a Source of Information.
Scout + Rogue: Characters can sometimes use their Evasion on Mods to not be found. Characters may add up the total number of ranks in evasion among all characters and then divide that by the number of characters on the mod to get a group evasion rank.
Skill advantage characters are individuals who utilize special skills, connections, and methods learned over time to give themselves or others benefits in the world of Mordavia. Skill advantages give a wide variety of abilities to characters and allow the people of Mordavia the ability to accomplish basic tasks without the use of magic. Some skill advantages, however, are somewhat magical due to the nature of Mordavia during the Magical Renaissance. The Advantages are: Bard, Scout, Rogue, Healing Arts, and Mercantilism.
Bards use their musical talents to mesmerize and astound. They are known to impart powerful effects on those that listen. All Bards must be approved by staff. Upon purchasing this advantage, a Bard may use an Instrument, Song, or Storytelling. Each Tier grants a new Bardic Talent and a use of a Bardic Talent once per day.
Bardic Talent – Perform for 60 seconds uninterrupted, then deliver a ranged “Innate” Bardic Talent Effect to a target. Each additional 60 seconds expends an additional use and grants an additional target at the end of the song. (instruments increase uses per day)
|Novice||Rally||“+2 Physical Damage” Active Effect|
|Grand-Master||Song of Magic||Free spell as “Innate [Spell]”; must also know the spell (and have the potion)|
Medical training is used by experienced White casters, soldiers, and novice adventurers alike. Used for identifying what ails others and patching someone up so they don't bleed out.
Holistics – Touch a willing or incapacitated target and conduct a “Holistics” 5 Count. Upon completion, the target must give their physical status, including whether a character is bleeding, dissipating, or under the effect of any Ailments. Rank 5 Healing Arts also discovers any Enchantment Status Effects on the target.
First Aid – may be used to stabilize a bleeding character with a bandage phys-rep. Target a bleeding character, begin a first aid count of 60 (e.g. “First Aid 1, First Aid 2, … First Aid 60”). Then, say “1 Heal”. Each additional Tier of Healing Arts decreases the count by 10 seconds.
Merchants are the backbone of the Mordavian economy as often are the source of finished goods created by crafters. Merchants receive a standard rate on their goods based upon a formula called “Formula for Base Value”.
Barter – Grants access to Interlude Open Markets. Merchants may use their IAs to purchase legal raw materials and finished goods. A merchant may buy or sell up to their kopek allowance per Universal IA. Barter can be performed repeatedly to purchase items of greater cost with more IAs. Merchants also gain a percentage discount off of the retail price when buying or selling items and raw materials. Items greater than Tier 3 are at storyteller discretion.
Appraise – Merchants gain access to an OOP “Appraisal List” which provides calculations on the price of most items in play. These calculations are done using the “Formula for BaseValue.”
Scouts excel in tracking down targets and disabling characters for questioning. They utilize various methods to find out information about their targets. Scouts can create maps to important locations discovered in-play by using IAs and a special achievement.
Track/Investigate – Tracking is used to actively follow and track down targets. Using the Universal IAs, list one character to “Track/Investigate” to learn the general results of their IAs. Ranks in Tracking reveal a targets IAs only if it beats their Evasion rank. Characters can sometimes track other players on mods. A tracking character must beat the evasion rank of the mod to track it.
Use Rope – Rope can be tied into knots in-play using a 60 Second “Tying” count on any willing or incapacitated characters. This knot becomes physical effect similar to a “Permanent Entangle” the effect with the strength to break out of it equal to the tier of material. Scouts may only use a rope of a material equal to or lesser than their Tier of Scout. Ropes may be cut out of with a weapon using a “Cutting” 60 Count.
Rogues know how to get loot faster and cheaper than anyone else, and they know how to avoid being found. Each rank in Rogue reduces the Full (60-second) search count by 10 seconds.
Evasion – The ability for a character to hide and keep their activities private. Evasion is used automatically during the Interlude. Evasion hides a character's IAs from 'Track/Investigate' if Evasion is at least equal to the ranks of 'Track/Investigate'.
Smuggle – Rogues excel in smuggling illegal and stolen goods. All stolen goods have official sigils placed upon them, and illegal goods are Raw Gold, Necromantic Scrolls, Amethyst, and Undocumented Slaves. Similar to Merchant, Rogues receive an OOP “Smuggling List” and use the following chart for their prices.
Buying and Selling for Barter and Smuggle
|Tier||Value Limit per IA||Barter Buy||Barter Sell / Smuggle Buy||Smuggle Sell|
Resource Advantage characters are the generators of wealth in Mordavia. They receive kopeks, raw materials, knowledge, and maps to locations as rewards for using their advantages during the Interlude. They are foundation for the rest of the Universal Advantages by allowing others access to resources for their various production costs or required materials.
- Receives Kopeks per IA and an inplay Profession title. 5 Kopecks per rank per IA spent.
- Researches Topics. Produces a number of Research Point equal to their tier per IA.
- Receives 1 Unit of a chosen material per IA. Can use prospecting map uses to increase per IA yield.
- Create Maps with a number of uses equal to the IAs used to create it. Spend 1 IA per tier of a special location for a map to it.
- Receives Kopeks per interlude and must complete contracts to progress and maintain Noble status
Professionals choose to sell their time and services for a wage. This includes the declaration of an in-play title of the Profession. Profession Titles can also be other Universals, but only if they are purchased as well. Work – Professionals earn 5 Kopeks for each Universal IA. This increases by 5 for each Tier of Profession.
Scholars use sources of information to create research scrolls which can be completed to reveal valuable information. Information is hard to come by in Mordavia, so skilled Scholars are always looking for the best sources. The Public Library of each city provides some information for free but takes travel.
Conduct Research – Declare a number of IAs and a Source of Information on the check-out form and ask a single question or declare a research topic. A Source of Information is an achievement tag, a map to a source information, a library, or special NPC. The research will have a requirement equal to five times the Tier of the Information (determined by Staff). Completing the research produces the relevant information. If the research is not completed in a single Interlude, an incomplete Research Scroll with the number of IAs required to complete is produced. All Research Scrolls have a number of IAs required to complete it and produce the relevant information. Conduct Research can also be used on Incomplete Research Scrolls or Enciphered Information found in-play.
Ciphering – It takes 1 Universal IA to create a Cipher. Scholars create an Enciphered Information envelope, provided by staff. The Envelopes have “Enciphered Information” on the outside along with the Tier of the Cipher and a code. Scrolls are placed inside the envelope and considered “Enciphered”. They cannot be read by anyone who is not holding the key. Ciphers have a “Key Code” and a single Key bearing that Key Code. A Cipher can be opened with on a 5 Deciphering Count by the holder of the key. Ciphers can be applied to a scroll on a 5 Enciphering Count, then placing a document or a scroll tag inside.
The ability to obtain Units of Material for purpose of creating finished crafted items.These materials include all the necessary raw components for crafting, such as Metal, Bone, Stone, Wood, Hide, and Cloth
Gather Materials – Declare a type of Material equal or lower than the Gatherer's Tier on the check-out form. Tier 1 through 3 Materials can be gathered freely. Tier 4 and 5 Materials require an Achievement Tag, a Map to a Special Location, or a Prospecting Map.Each Universal IA produces 1 Unit of the declared material if it is available. Units of Material have a base value in Kopeks for each Tier: Per Unit – Tier1:5k; Tier2:10k; Tier3:15k; Tier4:25k; Tier5:50k
Use Prospecting Map – Turn-in a prospecting map and denote its usage on the check-out form. This prospecting map triples the yield of Gather Materials to 3 Units of the material specified on the map. Using a Prospecting Map depletes the map's uses by one per IA spent using it.
The ability to know the land and find raw materials. Create maps to help gatherers or adventurers alike. Record important locations discovered in-play and create maps to get back to them.
Produce Location Map – At Storyteller Discretion, create a map to an important place found through play, story, or achievements in 1 Universal IA.
Produce Prospecting Map – Declare a type of Material equal or lower than the Prospector's Tier on the check-out form. Each Universal IA spent creates a Prospecting Map with a number of uses equal to the number of IAs spent creating it. The map's tier is equal to the materials being prospected. Tier 4 and 5 Materials require an in-play achievement or map. Prospecting Maps have a base value per Tier in Kopeks:Per Use – Tier1:25k; Tier2:50k; Tier3:75k; Tier4:125k; Tier5: 250k
Nobility (cost 2 AP; purchasable at character creation only)
Some lords chose a life of politics and thrive in socialization, commerce, or the rule of law. Others choose the path of the knight, which is one of glory and honor, usually leaving words and pen in favor of sword and spell.
- Only purchasable at character creation.
- Nobles must have an approved history with details about your Noble House. This history must included a brief lineage and which Region the characters family is from.
- Linage Papers are a physical representation of a family line and considered as Proof of Nobility by some.
- Receive Kopeks each Interlude, based on Noble Tier.
- Nobles may assign a number of retainers based on Tier. (Retainers are considered extensions, and able to act in the name, of the Noble they represent.)
- Nobles may use their perceived authority to role-play with other characters to their advantage.
- Nobles must complete a rank of contracts equal to their tier of nobility each chapter.A noble that fails to complete the required contracts will be demoted.
- Noble rank may only be increased by completing a rank of contracts equal to 3 times their tier of nobility.
- Any noble with the title of “Grand” has the final say on any disputes between nobles of that rank or lower rank.
- Noble contracts are offered only to Nobility, and typically rewarded with Kopeks based on the tier.
- Any Noble may issue a noble contract by giving it a rank and swearing to honor the payment of the contract.
- Nobles who fall into ruin receive no noble kopeks and may only receive a contract from a Rank 1 Noble
Building a Noble House
High Noble – A title for Noble that has other Nobles as Retainers. Banner Noble. – A title for a noble that becomes the retainer of another noble. All of a Banner Noble's retainers become retainers of the High Noble. A Noble cannot declare themselves as a Retainer to a Noble of a lower rank. In a Noble marriage, one noble becomes a High Noble and the spouse is considered a Banner Noble as a retainer that does not count towards the maximum retainers allowed.
A Crafter can repair, scrap and craft items from the Materials listed under the Crafting Advantage. Crafters have access to Crafting Lists, which are sets of abilities available to all Crafters who have access to that list. Additionally, some Crafters have special abilities that only they can use, listed here under the Advantage. A Crafter must have the required phys-reps to repair their Crafted Items In-play. The following chart showsthe Crafting Advantages:
|Crafting Advantages||Materials Used||Items that can be Made, Scraped, or Repaired|
|Artisan||Bone, Stone, Wood||Weapons, Buildings, Armor, Sculptures|
|Blacksmith||Metal||Weapons, Armor, Shield|
|Jeweler||Stone (Gemstones), Bone, Wood, Metal, Hide||Jewelry, Refined Gems|
|Tailor||Cloth, Hide||Armor, Clothing, Tapestries, Rope|
|Tinkerer||Metal, Wood, Cloth||Traps and Locks, Instruments, Crossbows|
Artisans are the workers who use their hands to mold, carve, and shape various tools and items in Mordavia from the three basic Material Types, Bone, Stone, and Wood. They can create elaborate sculptures which increase the value of the materials used greatly for increased profit.
Craft Sculpture – Declare 1 Universal IA and turn in 1-5 Units of a Material Type equal or lesser Tier than the Artisan during Checkout. This doubles the base value of the materials used to craft it when evaluating market value. The Sculpture can be scrapped for its full material units.
Materials such as the metals and precious gemstones of Mordavia seem to resonate a magical essence. The Jeweler converts this magical energy into a form of art and beauty that makes its value unmatched by any other craft. <p>Refine Gem – Jewelers take 1 Unit of gemstone (T4 Gemstone Blocks) and craft them into refined gems. Note the Gemstone is being Refined for 1 Universal IA on the check-out form. The Gemstone will become a Refined Gem of Tier equal to the Jeweler's Tier.
|Tier of Gem Value||Gem Base Cost|
|Tier 1||50 Kopeks|
|Tier 2||100 Kopeks|
|Tier 3||150 Kopeks|
|Tier 4||200 Kopeks|
|Tier 5||250 Kopeks|
The types of gemstones are
|Jewelry||Units of Material||Gem Limit|
|Rings||1 Unit||1 Gem|
|Bracelets||2 Units||2 Gems|
|Necklaces||3 Units||3 Gems|
|Circlet||4 Units||4 Gems|
|Crown||5 Units||5 Gems|
Blacksmith's are the backbone of armies in Mordavia. They can outfit people with everything they need to fight a battle. Metal is a superior material for crafting and is easily repaired.
Tailors are a versatile and necessary craft providing anything from clothing, leather armor, artistic tapestries, and weaving rope.
Craft Tapestry – Declare 1 Universal IA and turn in 1-5 Units of Cloth equal or lesser Tier than the Tailor during Checkout. This doubles the base value of the materials used to craft it when evaluating market value. The Tapestry can be scrapped for full Units.
Craft Rope – Declare 1 Universal IA and turn in 1-5 Units of Cloth equal or lesser the Tailor's Tier during Checkout. This rope can be used by Scouts and Requires Strength to break based on Tier: Tier1:+2; Tier2:+4; Tier3:+6; Tier4:+10; Tier5:+20
Tinkerer's are a necessity to anyone looking to keep their loot out of prying hands with Locks or devious Traps preying upon unsuspecting victims. They also invented the Crossbow.
Disable Device – The ability to disable locks, traps, and other devices. Use a “Disable” 5 count per disable rating to disable any device equal to or lower than the Tier of Tinkerer. The Tinkerer may choose to Break the item, by marking it’s repair slot when it is disabled.
Craft Key – Turn in 1 Unit of Metal and a Lock or a Trap at checkout and mark the Universal IA on the form. The Universal IA will produce a Key Item tag with the same “Key Code”.
Craft Instrument – Declare an instrument on the Checkout form and provide 5 Units of Material and 1 Universal IA. Grants a bard 1 Additional use of Bardic Song per Tier of the Instrument.
The following are Crafting Lists for each type of crafting. A character's Crafting Advantage dictates which Crafting Lists they have access to, and what they make their items out of. Each Crafting List has the phys-reps requirements for the items crafted.
- It takes 1 Universal IA to Craft an Item. Declare the item being crafted, along with the recipes the Crafter is using on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form. Only one item per IA can be crafted, and only if an item is not being scrapped during that IA.
- Characters may only craft items with Materials of equal or lesser Tier to their Tier in a Crafting Advantage.
- Crafters may also create a base item equal to their tier in a crafting advantage, without recipes.
- Items can only be crafted by using the materials listed under the Crafting Advantage.
- Crafters may repair Shattered items they have Crafting Lists for.
- Items of the Crafter's Tier and below can be repaired in-play by starting a 5-Minute Repair Count. Characters must use their required phys-rep and role-play repairing the Shattered item. If the character leaves or engages in combat the count ends without repairing the item.
- Items sometimes have abilities that are activated. These activated abilities are not replenished per day like Racial Activated advantages, but instead, when the item is repaired. These advantages are noted on the Item tag, covered in the Rules of Play.
- Items and shattered items above Tier 1 may be turned in at Checkout and denoted on the form for scrapping. Scrapping any item takes 1 Universal IA and destroys the item. The Scrapping character receives a number of Units of Material equal to the amount used to craft the Item minus two when scrapping an Item. One and two Unit Items return nothing.
- Tapestries, Sculptures, and Jewelry can be scrapped for the full Units of the Material amount used to craft them.
- Each Crafter gains access to all Recipes of their Tier for each Crafting List they have access to.
- Each Recipe List has 5 Tiers of Recipes. Each Recipe requires a number of “Recipe Slots” equal to the Tier. (e.g. A Novice Recipe requires one Recipe Slot; a Journeyman Recipe requires 3 Recipe Slots; Both of these together would require 4 Slots).
- Each Material has a number of Recipe Slots equal to its Tier. (Tier 1 Material has 1 Recipe Slot, Tier 2 = 2...)
- Recipes add a cost of 25 Kopeks per Tier of the Recipe.
- A Master Crafter may add any tier of Refined Gem to the component cost of an item to add One Recipe Slot.
- A Grand-Master Crafter may add an additional Refined Gem of any tier to the component cost to add a second Recipe Slot.
Additional Universal Abilities and Guilds
Characters with Universal Advantages have some additional abilities they can use to increase the rate of production or prestige of their work. Master Crafters and Grand-Master Crafters gain new, additional abilities.
Cooperation – Characters may work together by increasing the number of Universal IAs one Character has access to during their Interlude. This is done by signing the Leader’s Character Name (or the name of their Guild) onto the Checkout form of the Character using Cooperation. The Leader will gain an additional IA for a chosen Universal Advantage based on the number of characters in the guild with any ranks in that same advantage. In-play, multiple Characters Cooperating together are considered a Guild(See The Interlude).
Building a Guild House
Guilds were created because The Nobles pass down contracts that are eventually fulfilled by workers. Many of these contracts are massive and require large groups of individuals to come together to complete them. This has helped stir the creation of many Guilds which have begun to rise to power again. Due to the events of the Tax War the Princes of Mordavia added the only law since the King’s death: Guilds must be registered or they are considered illegal and in violation of the Kings Law. This, however, doesn't deter some from operating outside of the law. Using Cooperation without registering a Guild with local Nobility is considered Illegal. It is also illegal for Nobility to use Cooperation, as guild work is seen as below their social class.
Characters who wish to recruit others to work for them may sign their name on the Cooperation section of a blank Checkout form. Inplay this is called a “Guild Flier.” Guild Fliers for an unregistered Guild are considered Illegal contraband.
Master Crafters can increase the Recipe Slots of a Material by embedding Refined Gems of any Tier as an additional component cost. Turn-in the Gems and the Item when Crafting with the Checkout form. Gems can be used to increase the overall number of Recipe Slots the finished item has. One Gem increases the Recipe Slot by 1.
Grand-Master Crafters can add two Recipe Slots to an Item by embedding a second Refined Gem as an additional component cost, increasing the number of Recipe Slots to 2.
Experiment – Declare a number of IAs on the Checkout form and suggest the Invention of a single item. The Invention will have a requirement equal to five times the Tier of the Invention (determined by Staff). Completing the Experiment produces an Information Scroll called a “Schematic”. If the Experiment is not crafted in a single Interlude, an Experimentation Scroll with the number of IAs required to complete is crafted instead. All Experimentation Scrolls have a number of IAs required to complete it to produce the Schematic for the Invention. Experiment can also be used on Experimentation Scrolls found in play. All Schematics are considered Tier 5 and can be turned in at Checkout by a Tier 5 Crafter of that type, along with any necessary Materials, Kopeks, or Gems to Craft the Invention in 1 Universal IA. Grand-Master Crafters act as Tier 5 Scholars for the purpose of completing an Experimentation Scroll. Experimentation Scrolls may also be completed by using a Scholar's Conduct Research.
The Mordavian Economy
Barter and trade are both common place in Mordavia. The Mordavian transaction methods are widely based around the characters doing business and what business they are doing. Alcyon is very traditional and still prints the currency of their late king, which is a golden coin called the Kopek. All the principalities accept Kopeks,but Raw Gold Units are Illegal. Sargon is a bastion for innovation and invention, they have recently discovered the concept of fiat currency and commonly issue paper Promissory Notes (kopek amounts written on tags or printed notes), backed by the Sargon government and military.
Raw materials are the basic components out of which everything in Mordavia is made of. Materials can be used by the production advantages to craft items. For weapon strikes, metals call their specified Tag-line (see chart below). All Bone, Stone, and Wood, call their respective Tag-lines of “Bone, Stone, and Wood” (Exception T4 gemstone). Cloth is Immune to Shatter. Various events may influence the market, causing variation in price for certain goods. However, this typically a base standard of what is considered fair. Item costs are determined from percentages added to the Base Value of raw materials.
|Tier||Bone1 and Hide||Stone||Wood||Metal||Cloth3||Properties||Kopeks per Unit Base Value|
|1||Basic||Creta||Pine||Bronze||Wool||May be repaired, but not scrapped||5|
|2||Revered||Granite||Oak||Iron||Cotton||May be scrapped||10|
|3||Renowned||Marble||Eredeti Wood||Steel||Silk||Gains +1 resist shatter per day||15|
|4||Legendary||Gemstone||Living Timber||Gold2 and Silver||Spider Silk||Gains special properties||25|
|5||Mythical||Opal||Atulian Oak||Gem Metal||Atulian-Silk||Indestructible/Special properties||50|
1Bone weapons add +1 Damage per Tier of Bone used, but bone weapons can never be repaired at any tier
2Cloth items cannot be shattered or repaired
3Raw Gold has the special property of being twice the cost per point.
Bone, Stone, and Wood Items have a base of 1 Repair Slot, and Metal and Leather have a base of 2 Repair Slots. The “Durability” Recipe can grant additional Repair Slots.
Base Component Cost (# of Units of Material X Kopeks per Unit) + (Additional Components Cost) + (25 x Used Recipe Slots)
Formula for Base Value (in Kopeks) (Base Component Cost) + (10 x Tier of Item)
This Base Value formula is used as a basis for price of finished goods throughout Mordavia. “Base Value” is used to determine the next two standards of Value in Mordavia:
- 100% of Base - “Base Price” - The cost to make an item.
- 200% of Base - “Suggested Wholesale Price” - This is the price merchants expect to pay craftsmen for finished goods.
- 300% of Base - “Suggested Retail Price” - This price is the general average price merchants sell finished goods for.
These prices can vary between different merchants and areas, but are accepted as a basis of trade in Mordavia. Anything above 300% of base is considered “The Gouge Price” or a terrible deal. e.g. A Merchant purchases a Medium Sword (24-36inches) made by a Blacksmith. The Component Cost of the sword is 3 Bronze Ingots which are worth 5 Kopeks a Unit, for a total of 15 Kopeks. The Sword also includes 1 Recipe Slot so it adds 25 kopeks. The Blacksmith then charges a crafters fee of 10 kopeks. The Base Value of the weapon is now 50 Kopeks. On the Market the Merchant can buy that weapon for 250% the cost of the item or 125 Kopeks. Sellers always round down. Any merchant is able charge whatever amount for their goods they wish, generally at 300% making this item worth 150 kopeks on the open market.
This section details the specifics of the in-play Rules and Recipes of each type of Item. Additionally, Item-based benefits are listed here as well before the recipe chart. These recipes can be used by Crafters who share a Crafting List. Items may be created without Recipes, but each type of Item is subject to the Crafting Lists rules listed above.
Weapon Crafting List
Craft Weapon – It takes 1 Universal IA to Craft a Weapon. Declare the weapon being crafted, along with the weapon recipes being used on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form Weapons can be Melee (weapons swung from the hands) or Ranged weapons (weapons with airborne projectiles). Large and Huge Weapons are 2-Handed. Weapons require a number of Units to Craft based on the Size Chart (1 Unit of Material per 12” of physrep size). Tiny Ranged Weapons are considered Throwing weapons, and larger ones are considered Bows (Large and Huge only).
Special Material Rules: Bone Stone and Wood weapons can not be repaired, but gain additional damage based on Weapon Type. Bone Small and Medium Melee weapons have +1 Damage per Tier Stone Large and Huge Melee weapons have +1 Damage per Tier Wood Large and Huge Ranged weapons have +1 Damage per Tier
Craft Crossbow (Tinkerer Only) – Similar to “Craft Weapon” under the Weapon Crafting List. Requires 1 additional Unit of Cloth of the same Tier. Crossbows are Medium Size (1-Handed) and Large Size (2-Handed). They Require a 5 Reloading Count between firing each bolt or a 60 second count for clips. Weapons can only shoot 1 shot at a time.
- Adds a permanent +1 damage.
- Adds a permanent +2 damage vs one specified type. (goblin, vampire, ect.) Humans and Gypsies count as the same race. This damage should only be added if the race of the target is known.
- Weighted Pommel
- Adds +1 to Waylay maneuvers made with this weapon.
- Gain an additional Repair slot
- The weapon gains a “Resist” Shatter each Repair Slot
- Add the Curse tag-line to a single weapon strike; Destroy the Item and leave the tag with the target
- Alchemical Storing
- Weapon may hold an additional coating ; only one may be expended at a time
- Custom Design
- Choose 1 Maneuver; when wielding this weapon reduce the cost of the maneuver by 1 (minimum 1)
- Bane Bind
- 60 second count cuts Binds
- Permanently gain ‘Lethal’ tagline
Shield Crafting List
Craft Shield – It takes 1 Universal IA to Craft a Shield. Declare the Shield being crafted, along with the Shield Recipes being used on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form. Shields require a number of Units to Craft based on the Size Chart (1 Unit of Material per 12” of phys-rep size).
- Allows a character to strap a shield to their arm. Making that shield arm Immune to Disarm spells.
- Gain +1 “Parry” each Repair Slot
- Gain a “Resist” Shatter each Repair Slot
- Resists a “Massive” each Repair Slot
- See Experiment
Armor Crafting List
Armor is iconic for survival and organized warfare. It provides excellent protection from physical attacks and is essential to anyone looking to survive a devastating blow.
Armor grants Toughness to the wearer which negates an amount of damage. The type of material the phys-rep is made from, the inplay material, and whether the character is wearing a Full Suit or a Half Suit decides the amount of Toughness granted by the armor. A number of locations on a players body must be covered by physrep armor to apply their Toughness against attacks. Armor may be bypassed by the “Pierce” Tag-line. Armor is broken by the “Shatter” Tag-line and must be repaired to use again. Non-physical damage without the “Damage” Tag-line is not blocked by Armor unless otherwise specified. Physical “Knockout” attacks are blocked by armor only if a Helmet is worn and the damage does not exceed the toughness. Shields count as an armor location for the purpose of counting locations when applying the armor benefit, or approval at Check-in.
Armor Locations Armor comes in “Half Suits” and “Full Suits” and requires a physrep to match. A “Half Suit” is considered 6 of the locations listed on the chart. A “Full Suit” is at least 10. Armor may be fake or “Feaux” phys-rep materials, or they can be made out of “Real” phys-rep materials. There are in-play benefits to using real leather and metal over Feaux versions. The armor must be attached and not too loosely fitting to the character and is considered part of their costume. The Toughness benefit of armor is granted when the majority of pieces of the phys-rep match the material on the armor tag. This allows players to mix and match different physrep materials with some leniency. Half Suit Phys-Reps require at least 4 pieces made from the predominant material listed on the tag. Full suits require at least 6 pieces of phys-rep armor be made from the material listed on the tag.
Armor’s Phys-Rep requires a certain number of locations to be worn to gain the Armor Toughness benefit. The Locations are: Upper Arm Left, Lower Arm Left Upper Arm Right, Lower Arm Right, Chest, Back, Upper Leg Left, Lower Leg Left, Upper Leg Right, Lower Leg Right, Shield, and Helmet
Encumbrance - Full Suits of any Kind cause the wearer to be unable to use “Dodge”. Half Suits have no penalty. Stone Armor requires +2 Strength per Tier to Wear, or half that amount for a Half-Suit.
Craft Armor – It takes 1 Universal IA to Craft a Suit of Armor. Declare the type of Armor, along with the Armor Recipes being used on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form.
|Armor||Units of Material||Location Requirement|
|Helmet||1||Counts as a Location|
|Armor||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5|
|Bone / Wood||+2/+4||+4/+8||+6/+12||+8/+16||+10/+20|
Toughness per Tier and Material (Half Suit/Full Suit)<p>
- Add +1 Toughness
- Add an additional Repair Slot
- Armor Gain a “Resist” Shatter each Repair
- Allows the wearer of Full Suits to “Dodge” or grants a “Dodge” per Repair to Half-Suits
- (Special, see “Experiment”)
Clothing Crafting List
<p>Specialized Clothing can provide many benefits to a character, but everyone needs to beclothed in a civilized society.
Clothing Should match the recipes in a set to the phys-rep. (e.g. A Bright Pink Dress cannot be used as Camouflage; A Flowing Robe cannot be used with Form Fitting)
Craft Outfit – It takes 1 Universal IA to Craft an Outfit. Declare the type of Outfit being crafted, along with the Clothing Recipes being used on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form. Outfits require a 5 Units of Material to Craft. Clothing with per Repair abilities can be “Replenished”, by a 5 minute “Repairing” count, similar to Repair for other Items. Clothing Items are Immune to Shatter, but may expend all of their of per Repair abilities.
- Healing Garments
- Increases magical healing on the wearer by +1 Heal per Healing Garments
- These clothes are considered “Fancy” when being appraised. Each Fancy increases the Base Value by 50 kopeks.
- Make a “Camouflage 60 count” Upon completion say “camouflage, to be become Ethereal as per Status Effect. Moving or using an advantage will break the effect.
- Form Fitting
- Gain +1 Dodge each Repair Slot
- (Special, see “Experiment”)
Traps and Locks Crafting List
Traps are cunning devices which spring into action when a character opens a Door, a Container, or other staff approved means of activation. Some devices deter unsavory types and keep people out. Others can be quite deadly.
Craft Trap – Traps cause an effect which is stated on the trap tag to characters who encounter them. It takes 1 Universal IA to Craft a Trap. Declare the Tier of Trap being crafted, along with the Trap Recipes being used on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form. Traps require 1 to 5 Units of Material to create. A Trap gains a base of 10 Damage and 1 Complexity per Unit of Material used, apart from any Recipes added. This produces a Trap Item Tag which has a Key-code and a corresponding Key.
Craft Lock – Locks keep characters from passing doors or containers unless they have the appropriate key or advantage. A Lock requires 1 to 5 Unit of Material to create. A lock increases in Complexity equal to the Units of Material used. A lock increases in its Strength requirement to break based on the material type. It takes 1 Universal IA to Craft a Lock. Declare the Tier of Lock being crafted on the check-out form. Include any required Units of Material or Gems with the check-out form. Produces a Lock Item Tag which has a Key-code and corresponding Key.
Setting a Device – Traps and Locks must be Set inside of a Container or Door Tag. Upon completion of a successful “Setting [Device]” 60 count, place the [Device] Tag inside of the Container or Door Tag. The Device is now Set and its Abilities are active. Only set a device equal to the Tier of Tinkerer.
Using a Key – Each Device has a unique Key Code and comes with 1 Key, which shares the unique Key Code. The Device may be Bypassed upon completion of a successful “Unlocking 5” count, and having a Key with the corresponding Key Code. <p>Craft Key: Devices come with 1 Key. More Keys can be crafted at the time of Device creation by spending and additional 1 IA and 1 Unit of material per Key. These keys will have the same Key Code as the corresponding Device. Keys can be copied by turning in a Key and spending 1 IA and 1 Unit of the same Material Type per Key created.
Traps and Locks reset when the Door or Container is closed. Shattered Devices must be marked on the Item Tag. Upon successfully disabling a device a character may choose to Break the Item. Locks require Strength to Break based on the tier of the material: Tier1:+2; Tier2:+4; Tier3:+6; Tier 4: +10; Tier 5:+20 Disable Device of the equivalent Rank. A Lock's Disable Rank is equal to the Tier of the Crafted Material, but can be raised by adding Refined Gems similar to other Crafted Items listed under the rules at the beginning of this section. This requires a Master or Grandmaster Tinkerer. Each Gem increases the Lock's Disable Rank by 1, maximum of 2. Lock Keys and Key Codes work the same as Trap Keys and one Key is made when the Lock is made. Enabled locks require a 5 Locking Count.
In-Play Containers (For Traps, Locks, and other Tags)
Locks are tag-based items but require a phys-rep container to use in-play. Containers are boxes which can be opened by other characters, and can store in-play items behind defenses such as Barriers (See Magic), Locks, and Traps. These containers must be able to be opened out of play, so no combination or key locks may be used. Each container must be approved by staff and receive a “Container Tag” to which these other tags will be attached. Containers must have the tag attached over the opening and must be viewed by characters attempting to open them.
- Add +10 damage to a trap
- Returns an additional Unit when Scrapped. (May only be added twice)
- Add +10 lethal damage to a trap
- The trap delivers an Permanent “Entangle +4” each additional recipe adds +4 to the strength requirement. (you may choose to have this trap deal no damage and just deliver the entangle effect.)
- Add an alchemical Gas to the trap to be delivered as an attack. This trap can not also deal physical damage.
- Adds an additional Repair Slot
- Dead Man Switch
- This trap automatically triggers
- The trap gains the “Pierce” Tag-line
- The trap gains the “Death” Tag-line
- See Experiment