HEROFEST LARP Crafting

About Crafting

Crafting skills are taken as additional skills after first choosing one of the existing base classes. None of the character classes give a crafting skill as a base skill.

There are 3 different crafting skills that can be taken, Alchemist, Scribe, & Enchanter, and each skill can be taken up to three times with each rank giving access to more interesting crafting.

Crafting is strongly linked to trading, economy, and role play, and is suitable for non-combatants as well as able-bodied players

Note: Potions and Scrolls will now no longer be available to purchase from the Azad-An.

Crafters will require access to commodities, and/or gest, to make things.

LARP Crafting Skills

Alchemist Alchemists make potions/salves/poisons, magical powders, and imbued inks out of various components and store them in enchanted vials. Alchemists learn, and teach, recipes, as well as having the ability to research new potions. In general, alchemists make healing, enhancing, and defensive based items
Scribe Scribes make spell scrolls, attunement sigils and spell seals using enchanted paper and imbued inks. Scribes copy master scrolls that they collect, as well as having the ability to research new spells scrolls. In general, scribes make damaging, information, and ranged target based items.
Enchanter Pre-requisite: base Class of Mage, Priest, or Ritualist Enchanters make items that can hold magical enchantments, enchanted paper, and enchanted vials, using magical powders and attunement sigils. Enchanters craft items using category knowledge, and can also transmute components and craft incense.

Crafting Details

Focus

Each rank of crafting skill grants the player a number of points of Focus which can then be used to perform any of the various crafting abilities. Higher ranks of crafting require more points of Focus to create.

Focus is only usually refreshed to maximum at the start of an event. Unused Focus at the end of an event is lost.

Crafting

All crafting needs to be done in the presence of a Master Artisan, or Academy Professor, and will require role-play and suitable props to represent the tasks that a player is doing. Certain phys-reps, like potion bottles, will also be required as they are not supplied.

Recipes, Master Scrolls, Enchanting Knowledge

Selecting a crafting skill will not automatically grant you the associated knowledge to make items.

You will need to source/learn this knowledge In Character.

Components

Commodities form the core of all crafting, although gest is also linked via trade.

There are eight common commodities that are regularly used, however there are also uncommon, and rare commodities that are used for advanced crafting. These may be a little harder to acquire, and therefore more valuable, but can still be gained in many different ways.

Aside from commodities, all crafting materials can be made by other crafters. If you cannot find another crafter to make them for you then they can also be purchased from the Artisan’s Guild, or Traders, for an amount of gest.

Expiry Date

All crafted items come with an expiry date of 1 year and should be banked along with the other faction resources.

Spell sealed magical items can have this expiry date renewed/extended with the use of additional rituals.

Downtime

Players will have the ability to learn new alchemy recipes and category knowledge, as well as advance research, between events by submitting their chosen research.

Find Out In Play (FOIP)

Crafting, like Ritualist, is very much a role-playing endeavour. As such, much of the information regarding it is “Find Out In Play”, both during events and also between events by sending In Character messages.

There are many different things that can be done with it, and lots of potential to do new and interesting things, only limited by the player’s imagination.

Most successful crafters are proactive communicators.

GAME MECHANICS

Skills

Alchemy

 Can be taken 1 to 3 times – Prerequisite: None

Crafts – Potions, Inks, Powders

1st Pick Grants ability to Brew, Research, and Teach/Learn level 1 potions/inks/powders. Grants 6 Alchemy Focus
2nd Pick Grants ability to Brew, Research, and Teach/Learn level 2 potions/inks/powders. Grants an additional 3 Alchemy Focus
3rd Pick Grants ability to Brew, Research, and Teach/Learn level 3 potions/inks/powders. Grants an additional 3 Alchemy Focus

Scribe

Can be taken 1 to 3 times – Prerequisite: None

Crafts – Scrolls, Sigils, Seals

1st Pick Grants ability to Write, Copy & Research level 1 scrolls/sigils/seals. Grants 6 Scribe Focus
2nd Pick Grants ability to Write, Copy & Research level 2 scrolls/sigils/seals. Grants an additional 3 Scribe Focus
3rd Pick Grants ability to Write, Copy & Research level 3 scrolls/sigils/seals. Grants an additional 3 Scribe Focus

Enchanter

Can be taken 1 to 3 times – Prerequisite: Mage, Priest, or Ritualist base class

Crafts – Items, Paper, Vials, Incense & Transmutes

1st Pick Grants ability to Enchant/Learn/Transmute Rank 1 categories. Grants 6 Enchanter Focus
2nd Pick Grants ability to Enchant/Learn/Transmute Rank 2 categories. Grants an additional 3 Enchanter Focus
3rd Pick Grants ability to Enchant/Learn/Transmute Rank 3 categories. Grants an additional 3 Enchanter Focus

Focus & Time cost per Item Rank

Rank 1 (common) Rank 2 (uncommon) Rank 3 (rare)
Alchemy 2 Focus / 5 Minutes 4 Focus / 10 Minutes 6 Focus / 15 Minutes
Inks 2 Focus / 5 Minutes 3 Focus / 10 Minutes 4 Focus / 15 Minutes
Powders 2 Focus / 5 Minutes 3 Focus / 10 Minutes 4 Focus / 15 Minutes
Scribe 2 Focus / 5 Minutes 4 Focus / 10 Minutes 6 Focus / 15 Minutes
Sigil 2 Focus / 5 Minutes 3 Focus / 10 Minutes 4 Focus / 15 Minutes
Seal 2 Focus / 5 Minutes 3 Focus / 10 Minutes 4 Focus / 15 Minutes
Enchanter 4 Focus / 5 Minutes 6 Focus / 10 Minutes 8 Focus / 15 Minutes
Vials 2 Focus / 5 Minutes 3 Focus / 10 Minutes 4 Focus / 15 Minutes
Paper 2 Focus / 5 Minutes 3 Focus / 10 Minutes 4 Focus / 15 Minutes
Transmute 2 Focus / 5 Minutes 3 Focus / 10 Minutes 4 Focus / 15 Minutes

Magic Items

All magic items should be registered by the player that currently owns the item by informing the Artisan’s Guild administration of its location. If ownership changes then please ensure that you update the details with the Artisan’s Guild. Failure to do this could cause the item to fade out of existence.

Note: Most magic items will cease to function after 12 months unless ritually recharged.