Tinkering Skills

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Tinkering Skills

Character Skill

Craft Skill

This skill allows characters to craft items off the tinkering list, to produce trap tags, and to alter existing magical items.

Description

Tinkering is used for crafting utility items, making encampment items, and producing trap tags. Tinkering can also be used to change (aka "alter") an item from one prop to another prop.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Tinkering Basics

Crafting None 4 Create level 1 tinkering items and trap tags. Alter non-martial weapons, accessories and rings.

Tinkering Training

Crafting Tinkering Basics 2 Create level 2 tinkering items and trap tags. Alter thrown weapons, projectiles, necklaces, rods, and wands.

Tinkering Proficiency

Crafting Tinkering Training 3 Create level 3 tinkering items and trap tags. Alter martial weapons, bucklers, back items, and waist items.

Tinkering Expertise

Crafting Tinkering Proficiency 4 Create level 4 tinkering items and trap tags. Alter javelins, projectile weapons, leg items, head items and arm items.

Tinkering Mastery

Crafting Tinkering Expertise 5 Create level 5 tinkering items and trap tags. Alter great weapons, great javelins, foot items, torso items, slotless items, variable slot items, and shields.

Effect

Tinkering items and trap tags require a character to have at least the same rank of the tinkering skill to create them; for example, a level 3 trap tag requires Tinkering Proficiency or higher regardless of if you have the production points to make the tag.

Tinkering can also be used to alter items, transferring the properties off one prop and onto a new prop that occupies the same slot, or swapping the properties of two props that use the same slot. You require the following levels of the tinkering skill to alter the listed item types:

References

Crafting Points

For every skill point spent, the character gains 2 craft points. This can be done up to 10 times for a total of 20 crafting points.

Additional craft points can be acquired through other means and stack with these craft points. There is no cap to how many craft points a player can use during preproduction.

Production Points

Characters use production points during preproduction to produce a variety of different paper consumable items. Consumables produced last until they are used, allowing characters to stock up on tools for future encounters or to barter for other goods.

Tinkering Items

Item Name

Tinkering Level Crafting Point Cost Encampment Item Lootable Item Description

Light Tube

1 4 No Yes A single bulb flashlight or 1-3 bulb LED light.

Lock and Key

1 4 No Yes A standard pickable lock and a key that can open it.

Magic Lock Box Level 1

1 4 No Yes This ornate box can magic lock itself 2 times per event.

Ritual Candle

1 4 No Yes A specially made candle used in performing rituals.

Ritual Quill

1 4 No Yes Used for the production of level 4 and 5 scrolls and to assemble loot rituals.

Grounding Wire

2 8 No Yes A wire worn about the ankle that prevents one 'Magic!' attack each event.

Magic Lock Box Level 2

2 8 No Yes This ornate box can magic lock itself 4 times per event.

Shackles of Grounding

2 8 No Yes Restrain another character and give them the Grounded condition for as long as they wear this.

Magic Lock Box Level 3

3 12 No Yes This ornate box can magic lock itself 6 times per event.

Magic Lock Box Level 4

4 16 No Yes This ornate box can magic lock itself 8 times per event.

Magic Lock Pick

4 16 No Yes Dispels magic locks or can be used to 'pick' mundane locks 4 times per event.

Magic Lock Box Level 5

5 20 No Yes This ornate box can magic lock itself 10 times per event.

Contraption

Master 24 No Yes A special type of trap that triggers a beneficial effect instead of a trap tag.

Magic Lock Box Level 6

Master 24 No Yes This ornate box can magic lock itself 12 times per event.

Shrine

Master 24 No No A shrine dedicated to one of the gods.

Encampment Items

Item Name

Tinkering Level Crafting Point Cost Encampment Item Lootable Item Description

Anvil of Mend Armor

2 8 Yes No A party may use this item to cast Mend Armor 10 times per event.

Basin of Purify Spirit

2 8 Yes No Party members can cast purify spirit 6 times per event.

Carpet of Dissipate

2 8 Yes No Allows party members to cast dissipate at the encampment.

Font of Insight

2 8 Yes No Party members can use this to cast diagnosis up to 10 times per event.

Workshop

2 8 Yes No Grants one character 4 additional craft points.

Barrier Stone

3 12 Yes No Party members gain the effects of Improved Magic Armor after 1 minute at the encampment, up to twice per event each.

Grounding Stone

3 12 Yes No Gives everyone at an encampment the Grounded condition.

Ritual Archive

3 12 Yes No A collection of basic rituals that cannot be stolen.

Shielding Stone

3 12 Yes No Party members spending 10 minutes at the encampment gain an Anti-Magic Shield effect.

Curtains of Magic Lock

4 16 Yes No Casts Magic Lock up to 20 times per event.

Greater Workshop

4 16 Yes No One party member gains +8 craft points each event.

Music Box of Sanctuary

4 16 Yes No This music box casts Sanctuary 6 times per event with a special duration.

Plating Pool

4 16 Yes No The party can use a plating pool to cast Enchant Weapon up to 6 times per event.

Talisman of Warding

4 16 Yes No Wraiths, Banshees, and hostile Spirits may not enter the encampment. Living beings are immune to 'Detect!' calls while inside the encampment.

Library

5 20 Yes No The party may make one extra lore request each event.

Soothing Masterpiece

5 20 Yes No The party can use this to cast heal body and mend armor (together) up to 12 times per event.

Veil of Warding

5 20 Yes No Temporarily create a Sanctified or Unhallowed field in the encampment which lasts for 10 minutes up to 6 times per event.

Alchemist's Laboratory

Master 24 Yes No Gives a Savant +5 Production Points that break cap.

Alchemist's Vault

Master 24 Yes No A safe location to store alchemical items.

Annulment Statue

Master 24 Yes No Prevents Sanctify or Unhallow effects in your encampment.

Ley Line Beacon

Master 24 Yes No When a character uses the Ley Lines spell to travel to this encampment they gain the Dissipated condition on arrival.

Ritualist's Vault

Master 24 Yes No A safe location to store basic ritual components

Scribe's Vault

Master 24 Yes No A safe location to store scrolls.

Thaumaturge's Vault

Master 24 Yes No A safe location to store potions.

Totem of Resilience

Master 24 Yes No After any party member spends a minute at the encampment this item will cast Resilience on them.

Traps

Item Name

Tinkering Level Crafting Point Cost Encampment Item Lootable Item Description

Trap - Level 1

1 4 No No This trap can hold 1 trap tag

Trap - Level 2

2 8 No No This trap can hold 2 trap tags

Trap - Level 3

3 12 No No This trap can hold 3 trap tags

Trap - Level 4

4 16 No No This trap can hold 4 trap tags

Trap - Level 5

5 20 No No This trap can hold 5 trap tags

Trap - Level 6

Master 24 No No This trap can hold 6 trap tags

Altering Items

Another thing characters with the tinkering skill are capable of doing is altering the prop for an item. They do this using preproduction just like crafting a new item. Alteration allows the character to move the rules/ abilities for an item off of one prop and onto another, or to swap the rules/ abilities of two props with each other. Doing this requires both props use the same item slot and if one of the props has any unusual properties that were a factor in its function/ design, these properties must be present in the new item. If in doubt about if an item has any unusual properties speak to the 1st marshals.

Example: A character has very large bulky bracers they got as loot for an encounter. These bracers are really useful, but uncomfortable to wear. The player wishes to have the bracers tinkered to new easier to wear bracers. However, the bulky nature of the bracers was a factor when rules staff designed what abilities the bracers have. They intentionally made the bracers better than they would have otherwise been to make up for the fact that they were going to be very uncomfortable. These bracers may not be altered with tinkering unless the new bracers are also similarly uncomfortable.

Not every pair of uncomfortable bracers will be this way, so it is worth checking with the 1st marshals if this is an option on a case-by-case basis.

The cost in craft points and coin to alter an item is based on the maximum craft points that can be allocated when normally crafting an item in the slot the item occupies. To alter an item you pay that same number of craft points.

Slot Craft Points Coin Cost Tinkering Skill Needed
8 80 (Weapon) or 40 (Other) Tinkering Training
12 120 (Weapon) or 60 (Other) Tinkering Proficiency
16 160 (Weapon) or 80 (Other) Tinkering Expertise
20 200 (Weapon) or 100 (Other) Tinkering Mastery
24 240 (Weapon) or 120 (Other) Tinkering Mastery

For the purposes of slotless and variable slot items, the requirement to tinker is 100 coin and Tinkering Mastery.

Because you pay the full cost in craft points and coins, tinkering alteration is only really useful for Epic Items. Otherwise a player is almost always better off crafting a new item with the same abilities, resulting in them having two items (the old one and the new one) instead of one.

Trap Tags

Trap Name

Level Type Duration Scarce Fragile Description

Hemlock Extract Trap

1 Alchemical Instant No No Deals '4 Poison!' damage.

Kazvak Tranquilizer Trap

1 Alchemical Medium (10 Minutes) No No Inflicts 'Poison Weaken!'.

Minotaur Bile Trap

1 Alchemical Instant No No Inflicts '4 Acid!'.

Anesthesia Trap

2 Alchemical 1 Hour No No Knocks a victim unconscious.

Goblin Gas Trap

2 Alchemical Until Cured No No Inflicts 'Poison!' with no damage.

Ratcatcher Trap

2 Alchemical 1 Hour No No Inflict's the Poisoned condition. If not cured in an hour the victim dies.

Caustic Splash Trap

3 Alchemical Instant No No The victim gains the Leg Wound condition for each leg.

Ettercap Web Trap

3 Alchemical Medium (10 Minutes) No No The victims hands become stuck to the container

Glue Trap

3 Alchemical Medium (10 Minutes) No No Inflicts 'Poison Pin!'

Spreading Rot Trap

3 Alchemical Instant No No Inflicts an Arm Wound condition on the arm closest to the trap.

'The Cleaner' Trap

3 Alchemical Instant No No Inflicts 'Dispel Alchemy!'.

Anti-Magic Venom Trap

4 Alchemical Medium (10 Minutes) No No Inflicts 'Poison Enfeeble!'

Corrisive Blast Trap

4 Alchemical Instant No No Inflicts four hits of '4 Acid!'.

Lie Detector Trap

4 Alchemical Medium (10 Minutes) No No Inflicts the Truthful condition.

Nerve Toxin Trap

4 Alchemical Instant No No Inflicts the <Limb> Wound condition to all four limbs.

Red Rage Trap

4 Alchemical Medium (10 Minutes) No No The victim must attack the first person they see.

Healer's Bane Trap

5 Alchemical Long (Game Day) No No The victim is coated in ethereal sealant.

Night-Widow Venom Trap

5 Alchemical Instant No No Inflict a Torso Wound condition.

Trap Name

Level Type Duration Scarce Fragile Description

Slicing Blade Trap

1 Physical Instant No No Inflict '4!' damage.

Ogre Punch Trap

2 Physical Instant No No Inflicts '8!' Damage.

Scattershot Trap

2 Physical Instant No No Inflict two hits of '1!' damage each.

Tempest Trap

2 Physical Instant No No This physical trap inflicts a hit of '4 Nature!'

Exsanguination Trap

3 Physical Instant No No Causes the target to start bleeding out.

Powder Keg Trap

3 Physical Instant No No Inflicts '12!' damage.

Impaler Trap

4 Physical Instant No No Inflicts '16!' damage.

Giant's Knife Trap

5 Physical Instant No No Inflicts '4 Slay!' damage

Terran Tunnel Digger Trap

5 Physical Instant No No Inflicts '20!' damage.

Piercing Lance Trap

5 Physical Instant No No Inflicts '4 Pierce!' damage.

Trap Name

Level Type Duration Scarce Fragile Description

Burning Dart Trap

1 Spell Instant No No Inflicts '4 Nature!' damage.

Eldritch Bolt Trap

1 Spell Instant No No Inflicts '4 Magic!' damage.

Grounding Trap

1 Spell Instant No No Inflicts 'Grounding!'

Treasure Repellant Trap

1 Spell Medium (10 Minutes) No No Inflict 'Disengage!' from the trap.

Hush Puppy Trap

2 Spell Short (1 Minute) No No Inflicts 'Silence!'

Spitfire Trap

2 Spell Instant No No Inflicts two hits of '4 Nature!'.

Starburn Trap

2 Spell Instant No No Inflicts two hits of '4 Magic!' each.

Curse Trap

3 Spell Medium (10 Minutes) No No Inflicts 'Curse!'.

Eldritch Blast Trap

3 Spell Instant No No Inflicts three hits of '4 Magic!' each.

Haze Trap

3 Spell Game Day/ Permanent No No Inflict 'Memory Loss'.

Knucklecracker Trap

3 Spell Instant No No Inflicts the Arm Wound condition on the arm nearest the trap.

Pin Trap

3 Spell Medium (10 Minutes) No No Inflicts 'Pin!'.

Inferno Trap

3 Spell Instant No No Inflicts three hits of '4 Nature!' damage each.

Kneecapper Trap

3 Spell Instant No No Inflicts the Leg Wound condition on both legs.

Anti-Magic Trap

4 Spell Medium (10 Minutes) No No Inflicts 'Enfeeble!'.

Evasive Trap

4 Spell Medium (10 Minutes) No No Inflicts 'Banish!'.

Magic Swarm Trap

4 Spell Instant No No Inflicts four hits of '4 Magic!' damage each.

Mind Killer Trap

4 Spell Medium (10 Minutes) No No Inflicts 'Terror!'.

Spellbane Trap

4 Spell Instant No No Inflicts 'Dispel Magic!'.

Waiting Thief Trap

4 Spell Instant No No Inflict the Limb Wound condition to every limb.

Eldritch Barrage Trap

5 Spell Instant No No Inflict five hits of '4 Magic' damage each.

Great Betrayal Trap

5 Spell Medium (10 Minutes) No No Inflicts 'Dominate!', orders the victim to attack.

Heartstopper Trap

5 Spell Instant No No Inflicts a Torso Wound condition.

Trap Name

Level Type Duration Scarce Fragile Description

Slag Trap

3 Environmental Instant No No Destroys the contents of a container

Preproduction

Are you lost and looking for the page with information relevant to your preproduction form? Click here for production, and here for crafting.

Every month dozens of players attend events, and sometimes as many as half of them will want to create new magic items, produce potions, and make other in-game items. It can take logistics staff sometimes hours a month putting all of these orders together, so we use the pre-production system to help make that job a lot easier on them.

Each month logistics staff members will post reminders to turn in preproduction. You don't need to wait for those reminders, simply send the form in at any time:

  • Use this form to submit preproduction; this includes crafting new items, altering props with tinkering, producing new consumables, creating valuable items, turning in runes, exchanging items with merchant, or to let us know that you'll need items for being a high-ranking druid or merchant.
  • To submit requests to update obsolete consumables and printed items (such as rituals or very old scrolls) use this form.

By doing this logistics staff has everything they need to make and gather in one single place, making the job much easier.

Master Crafter

A character who has obtained all 20 craft points and has mastered a crafting skill can gain the following titles:

Having any combination of these three titles makes a character a Master Crafter.

Master Crafters gain 4 additional craft points each event. When using these craft points, they do not need to spend any coin.

Master Crafters have unique items only they can craft:

Categories: Skills | Crafting Skills | Craft Points | Tinkering


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Page last modified on October 11, 2024, at 07:41 PM
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