Artisan Class

Proficiencies

Weapon Skills

Armor Skills

Shield Skills

Resource Skills

General Skills

Shopkeeper

Cost: 3

Description: You run a small shop selling your goods and services in between events. At event check in, you can spend any number of your resource points. For each resource point you spend, you roll a d4 and take half the value rounded down and gain that many coins. (Possible results are 0, 1, 1, or 2)

Stockpile

Cost: 5

Description: You gain a writ to hold a stockpile of 3 resources. These 3 resources can be reagents, crafted items, or a mix of the two that carry over from event to event. You’ll need to declare what you are carrying over at the time of checkout.

Master Crafter

Cost: 30

Description: Your skill surpasses all others! You can practice your craft using half of the listed resources. For skills with multiple kinds of resource requirements, all resources are halved individually. Round up if necessary and cannot reduce the cost to less than 1.

Artisan Skills

Tradesman

Cost: 5

Description: The die rolled for your Shopkeeper skill increases by one size. (d4 -> d6 -> d8)

Prepared

Cost: 5

Description: Allows you to spend up to 4 resource points before an event and come with any items you can make with those points pre-crafted.

Merchant

Cost: 10

Description: The die rolled for your Shopkeeper skill increases by one size. (d4 -> d6 -> d8)

Hired Help

Cost: 10

Description: At event check in, you can pay coins to “hire help”. Your helpers allow you to spend 1 of your resource points to prepare any items you can make before the event starts. You can hire as many helpers as you need at 1 coin per hire. Stacks with the “Prepared” skill.

Choose up to 2 professions to learn.

Herbalist Skills

Poison Object (Herbalist)

Cost: 5

Description: Allows you to apply any poison potion to a bladed weapon or blow dart (Green band). Call “poison weapon” when you strike with the weapon. The poison stays applied to the object until used. You can only apply 1 poison at a time to a single object.

Basic Antidote

Cost: 5

Description: 2 herbs 5 min roleplay. You create an orange potion that removes the effect of a basic poison or a paralysis poison.

Mortal Antidote

Cost: 10

Description: Mortal Antidote: - 3 herbs 1 gem 10 min roleplay. You create an orange potion that removes the effect of a mortal poison or a paralysis poison.

Death Antidote

Cost: 15

Description: 4 herbs 2 gems, 15 min roleplay. You create an orange potion that cures the effects of a death poison. This can only be used while the player is unconscious from a death poison.

Herbal Remedy

Cost: 15

Description: 5 herbs 15 min roleplay. You create a white potion that allows the drinker to become immune to any type of poison for the next hour. Call “Resist” if poisoned.

Basic Poison

Cost: 5

Description: 2 herbs, 5 min roleplay. You create a green poison that causes the user to lose the use of one of their limbs (victim’s choice if drunk, or limb hit if applied through a weapon). That limb cannot be healed until the poison is removed by an antidote or other effect.

Mortal Poison

Cost: 10

Description: 4 herbs 10 min roleplay. You create a green poison that causes the user to take a mortal wound. This poison takes effect immediately. That wound cannot be healed until the poison is removed by an antidote or other effect.

Paralysis Poison

Cost: 10

Description: 5 herbs, 10 minutes of roleplay. After the minute is up, the drinker is totally paralyzed and acts as if dead. This effect lasts for 10 minutes but can be cured by any level of antidote.

Death Poison

Cost: 20

Description: 10 herbs, 30 min roleplay. This difficult to make green poison causes the drinker to become increasingly weak and reach a “dying” state after 1 minute of being affected. The normal 5 minute unconscious timer still applies.

Alchemist Skills

Minor Mana Potion

Cost: 5

Description: 1 herb, 1 gem, Potent; 2 herbs, 2 gems 5 min roleplay. Allows the alchemist to brew a blue potion that restores 1 Rune to the drinker.

Major Mana Potion

Cost: 10

Description: 2 herbs, 2 gems, Potent; 4 herbs, 4 gems 10 min roleplay. Allows the alchemist to brew a blue potion that restores 3 Runes to the drinker.

Artesian Mana Potion

Cost: 15

Description: 2 herbs, 4 gems, Potent; 4 herbs, 8 gems 15 min roleplay. Allows the alchemist to brew a blue potion that restores half of the total Runes (rounded up) to the drinker.

Perfect Mana Potion

Cost: 20

Description: 3 herbs, 7 gems, Potent; 6 herbs, 14 gems 30 min roleplay. Allows the alchemist to brew a blue potion that restores all Runes to the drinker.

Stamina Potion

Cost: 5

Description: 2 Herbs, Potent; 4 herbs 5 min roleplay. Allows the Alchemist to brew a yellow stamina potion that restores 1 stamina point to the drinker.

Truth Potion

Cost: 7

Description: 2 herbs, 2 gems 5 min roleplay. Allows the alchemist to brew a white potion that is always potent. It causes the drinker to only speak the truth while under the effects of this potion. They are not required to speak, but if they do, it must be the truth. Lasts for 10 minutes.

Strength Potion

Cost: 15

Description: 4 herbs, 6 gems 15 min roleplay. Allows the alchemist to brew a dark red potion that is always potent. This potion empowers the drinker’s strikes to deal extra damage. While under the effects of this potion, the character can call “Strength” and the strike deals 2 damage. The effect lasts 10 minutes.

Craftsman Skills

Basic Repair

Cost: 5

Description: 2 Iron Ore 10 min roleplay. Allows the Craftsman to repair 2 armor points on a piece of light or medium armor. You can additionally repair a gambeson for free, restoring the point the gambeson is worth. (3 minutes of roleplay for the gambeson)

Advanced Repair

Cost: 5

Description: 2 Iron Ore 10 min roleplay. Allows the Craftsman to repair 1 cleave point on heavy armor or a shield. You can also repair a broken weapon with this skill.

Reinforce Armor

Cost: 5

Description: 2 Iron Ore, 2 Gems 20 min roleplay. Allows the Craftsman to harden light or medium armor, granting it 1 extra armor point. When this armor point is used, the armor must be re-hardened to gain that point back again.

Skilled Repair

Cost: 15

Description: Allows the Craftsman to practice their craft twice as quickly.

Efficient Repair

Cost: 15

Description: Allows the Craftsman to practice their craft using only half the normal material cost.

Mastercraft Armor

Cost: 20

Description: 15 Iron ore, 5 Gems 1 hour of roleplay (Does not need to be continuous). Over this time you craft 1 piece of armor. Choose between leg, arm, torso, or helmet. The armor is imbued with one effect of the creator’s choice: +1 armor count, +1 rune count, or +1 stamina count. The Craftsman also creates an item card to represent this item and give it a name (ex. “Bracers of Awesomeness”) This counts as a lootable item and is carried over from event to event.

Surgeon Skills

Examination

Cost: 5

Description: Allows the physician to ask a dead player what sort of weapon they were struck with and where. Roleplay as examining the body for wounds to determine a cause of death.

Craft Bandage

Cost: 5

Description: 1 Resource Point. Allows the physician to craft a bandage with 5 minutes of roleplay.

Tend Wounds

Cost: 5

Description: Allows the physician to spend 1 minute of roleplay tending to a bandaged wound. After that time the bandage is used and the wound is fully healed.

Smelling Salts

Cost: 5

Description: Allows the surgeon to carry around smelling salts. These can be used to instantly wake up any waylaid player.

Minor Health Potion

Cost: 5

Description: 1 herb, 1 gem, Potent; 2 herbs, 2 gems. 5 min roleplay. Allows the physician to brew a red potion that restores 1 wound to the drinker.

Major Health Potion

Cost: 10

Description: 3 herbs, 1 gem, Potent; 6 herbs, 2 gems 10 min roleplay. Allows the physician to brew a red potion that restores 2 wounds or 1 mortal wound to the drinker.

Revival Potion

Cost: 15

Description: 4 herbs, 2 gems, Potent; 8 herbs, 4 gems 15 min roleplay. Allows the physician to brew a red potion that revives and fully heals an unconscious player.

Field Surgury

Cost: 20

Description: Allows the surgeon to perform an emergency surgery on an unconscious player. After 5 minutes of roleplay (during which the death timer is paused) the dying player becomes stable and the death timer stops. If the stable player is attacked in any way (any damage, any spell, or any other combat effect) the player immediately goes back to being unconscious and the death timer starts again. A stabilized player may be carried, talk, and limp slowly, but is otherwise unable to defend themselves.

Scribe Skills (Choose 4)

Store Spell

Cost: 20

Description: 1 Enchanted Gem, 1 Iron ore, and 1 Herb per 1 rune of base spell cost 10 min roleplay. This skill requires the help of another player who can cast a spell. While this scroll is being crafted, the spellcaster casts a touch or thrown spell they know and expend the base rune cost for that spell. The instructions for how the spell works, including range and incant time must be included on the scroll. The effect of this scroll is the same as the effect of casting the original spell stored in it.

Enchanter Skills

Protection Enchantment

Cost: 5

Description: 2 Enchanted Gems 10 min roleplay. Body Enchantment. Allows the enchanter to tie a purple ribbon onto the target person and it gives them 1 magic armor.

Rune Shot

Cost: 5

Description: 2 Enchanted Gems 10 min roleplay. Enchant an arrow. Call “Rune Shot”, The arrow deals a cleave point to shields or 1 additional cleave point to heavy armor. (1 for a normal arrow and 1 more for this enchant).

Store Spell Enchantment

Cost: 20

Description: 2 Enchanted Gems per 1 rune of base spell cost (4 gems if a spell scroll is used) 10 min roleplay. Weapon Enchantment (Melee only). This enchantment requires either the help of another player who can cast a spell, or a spell scroll. During the application of the enchantment the spellcaster casts a touch, thrown, or melee spell they know and expend the base rune cost for that spell, or the spell scroll is expended. In either case, the name of the spell should be included on the ribbon used. The effect of this enchantment is the effect of the spell and is used either like a melee spell or touch spell with a 5 second incantation time. This enchantment is expended after the first time the spell takes effect.

Fortify Equipment

Cost: 20

Description: 4 Enchanted Gems 10 min roleplay. Weapon or Shield Enchantment. When that weapon or shield is struck by an effect that would destroy it the ribbon is removed instead and the enchantment is used.

Sharpness Enchantment

Cost: 10

Description: 6 Enchanted Gems 10 min roleplay. Weapon Enchantment. This enchantment has 3 charges. When you strike with this weapon you can call “Sharp” to have the weapon deal 2 damage and expend a charge. The charge is only expended when the strike lands. Remove this enchantment when all 3 charges have been used.

Silvered Enchantment

Cost: 10

Description: 5 Enchanted Gems 10 min roleplay. Weapon Enchant. Allows the wielder to call “Silvered” on their weapon strike and it deals double damage to Cursed Creatures. Lasts until dispelled.

Reflect Magic

Cost: 20

Description: 10 Enchanted Gems 10 minutes of roleplay. Shield Enchantment. When a spell hits the enchanted shield, the wielder may call “Reflect Magic. The caster of the spell takes the effect as if they were hit with it. This also negates any effect from the shield wielder. The enchantment is then expended.