Guides

Tradeskills

by T.A. Saunders ©2013 v1.5

Trade Skill Proficiency Chart 
(A Maximum of 3 tradeskills per character).

Novice: The novice can craft/identify/research simple items. (65% chance). 2 EP

Adept: The adept can craft/identify/research items of uncommon quality. (70% chance). 4 EP

Journeyman: The journeyman can craft/identify/research items of unusual magic quality. (75% chance). 8 EP

Master: The master can craft/identify/research items of high magical quality. (80% chance) Additionally, these items may have extra bonuses due to overall quality. (15% chance). 16 EP

Grand Master: The Grand Master can craft/identify/research items of peerless magical quality (85% chance). Additionally, these items may have extra bonuses due to overall quality. (25% chance). If the quality roll is made, there is then a chance if the item in question is a crafted item, that it could be sentient* (15% chance). 32 EP

Legendary: The Legendary craftsperson can craft/identify/research items of peerless magical quality (95% chance). These items may have extra bonuses due to overall quality. (35% chance). If the quality roll is made, there is then a chance if the item in question is a crafted item, that it could be sentient* (20% chance).  Additionally, the Legendary craftsperson is capable of creating artifact-grade weapons, allowing maximum possible bonuses (50%) and one re-roll per month on a possible botched item. (Prerequisite: May only have one trade skill, for the assumption the character has spent their whole lives becoming the pinnacle of their craft). 64 EP

* Certain grandmaster works cannot attain sentience or will require GM approval. Also, items that give bonuses to crafting do not give bonuses to sentience unless otherwise specified.

**Sentience can not be attained on rerolled attempts.

*** Instead of sentient food or drink, the Chef creates permanent stat-gain food or drink.

**** Instead of finding sentient treasure, the Treasure Hunter will find a unique or lore magic item.
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List of Tradeskills:

 

Blacksmith: The blacksmith can make anything from simple metal implements to weapons and armor of legend depending on skill level of the smith. They can also learn Rune Forging at Grand Master.

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Botany: The botanist can find and identify everything from the most common root to the most exotic flora or identify its presence in potions or elixirs. They are also able to brew curatives, remedies and other concoctions by which to bring ease or relaxation.

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Bowyer: The Bowyer can make all manner of bows from a simple hunting bow to bows of incredible power, as their skill grows. Bowyers also know how to fletch arrows of various sorts. Bowyers can also make crossbows or at the height of their craft.

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Chef: The master of the culinary arts, the chef may create elaborate meals and banquets for the discerning dinner party. At the height of their skill, they may create food with potential temporary and permanent buff ability. **  (Prerequisite: Cooking and Baking non-weapon proficiencies).

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Combat Technique A Research Skill exclusively for classes that put primary emphasis on melee combat, this allows characters to develop and augment existing melee capabilities, developing new, ingenuitive methods of attack and defense above their pre-existing capabilities. At the pinnacle of this skill (Master or Higher, on successful Masterwork roll), characters may learn to channel small amounts of personal energy into strikes (prana, ki, or chi.)

**Prerequisite: A character must be be of a class that uses melee as it's primary offensive capability or a Monk/War-Magi, and be of Proficient Rank or higher Weapon Skill in a particular weapon or even unarmed styles, provided they are Novice Rank or higher. Techniques can be made in multiple melee weapons, but only if possessing proficiency in said weapons and of Journeyman rank or higher. A character that possesses the Spell Research Trade Skill may not also possess Combat Technique, as the dedication and focus required for either discipline makes it incredibly difficult to study the other alongside it.

Special: To progress to Master Rank or beyond in this Trade Skill, the individual hoping to progress must duel with and be judged worthy by an Instructor of Techniques, NPCs under GM control. Though this does not always require defeating the instructor of this skill, it will require the character to show some degree of innovation, prowess, and a knowledge beyond simply handling a weapon. This encounter cannot be vapor-gamed, and cannot be evaded with an extra EP expenditure or by any other means. This will often require a player to be patient with Ops and Vops, but for RP purposes even the most skilled student cannot attract the attention of one of these Instructors when they demand it, and failure to be patient in this ICly or OOCly may result in refusal of progression. Failure of this trial will mean that the character will not be able to attempt again for one month minimum.

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Enchanter: The enchanter can place enchantment on items, weapons and armor providing that item has been newly made and otherwise not enchanted. (Prerequisite: Must be a spell-casting/praying class).

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Glassblower: The glassblower can make all manner of glass-based items, including lenses with increasing quality as their talent for it grows. At the height of their craft, they can also etch invisible runes into glass, and craft sorcerous lenses for glasses and goggles.

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Gunsmith: The gunsmith can craft everything from a simple pepper-box pistol to fierce automatic gear-driven firearms depending on skill. Gunsmiths can also make ammunition of various sorts and smelt the metal they require to make their arms. At the height of their trade, Gunsmiths can Rune-Forge their firearms.

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Jeweler: The jeweler can cut gems and craft jewelry of various quality as they grow in skill. They can also identify valuable or fraudulent jewelry. At grandmaster, jewelers can also etch runes of power into jewelry or cut gems to amplify certain stat traits.

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Leather Worker: The leather worker can make all manner of leather items and armor with increasing quality as their talent for it grows. At the height of their craft, they can also stitch runes and special tanning processes.

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Miner: Miners prospect ores from the most common variety to the most exotic and then safely extract those ores from even the most dangerous places. The most skilled miners will find exotic rocks or possibly lost items of potential value…or sometimes just really weird stuff people bury.

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Magic Research: The magic researcher can craft new spells or attempt to discern the nature of a newly discovered one.(Prerequisite: Must be a spell-casting/praying class).

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Scribe: The scribe can create scrolls or magical tomes for use by others. The most skilled scribes can create scrolls and tomes that have multiple effects and possibly convey permanent abilities. (Prerequisite: Must be a spell-casting/praying class).

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Shipwright: The shipwright can design seaworthy craft of various quality as their knowledge grows. At their pinnacle of skill, they can design airships.

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Stone Worker: The stone worker can make all manner of stone items and weapons with increasing quality as their talent for it grows. At the height of their craft, they can also etch runes and craft stone weapons of unusual quality.

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Tailor: The tailor can make all manner of clothing with increased quality as their skill develops. At the height of their craft, they can also embroider runes and create special threads.

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Trapper: The trapper must not only be a skilled hunter and tracker, but must understand where they may most effectively lay their traps to capture the prey they require. Certain territories frown upon this practice and will actively seek out and prosecute Trappers. At the height of their skill, a trapper can trap exotic creatures, potentially without harming them.  (Prerequisite: Must have tracking and hunting non-weapon proficiencies).

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Treasure Hunter:  The treasure hunter is an insatiable seeker of ancient lore and relics, forgotten artifacts and shiny coins from long dead cultures. While this isn't a trade that produces an viable product all the time, it does foster the need to adventure for the very best treasures.  (Prerequisite: Must have at least one Lore non-weapon proficiency and have the archeology non-weapon proficiency). ***

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Wood Carving: The wood carver can make anything from small wooden toys to magical rods, staves and wands at higher skill. At the height of their skill, the wood carver can carve runes of power into their creations.

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