Production
Production Skills are those needed to make items “In Play” which can prove useful to the player and others in the game.All Production Skills follow a similar format, thus keeping consistency in the game.
There is the basic knowledge needed to start a production skill, such as Herbalism or Blacksmithing, then once a player has the basics he or she may then learn to become an Apprentice in a production type. They must gain Level Ten (10) in a production skill to be able to purchase Journeyman rank in that skill, if their race and profession allows, and they must than gain Level Twenty (20) in a production skill before they may purchase the Master rank skill in that form of Production, again if their race and/or Profession allows.
All Production Skills have Grand Master levels which are similar to Rituals and a Grand Master Recipe may take months to find all the needed components and gather the additional skills to create.
Production Skills are the “meat and drink” of the Crafter professions, but all professions can learn some amount of Production Skills.
Production Skills are primarily used between events, which is represented by the Production Check-In procedure. During Check-in at an event a character receives a number of Production Points to use based on their skills.
The Production Point total is equal to a multiplier based on skill rank in that production skill applied to the skill levels in that production skill. The skill ranks and multipliers are Apprentice at x1, Journeyman at x2, and Master at x3. A higher rank replaces the lower multiplier and is not in addition to it. The Grand Master skill rank does not provide an increased multiplier.
For example, a character with the Journeyman Jewel Crafter skill and 16 levels of Jewel Crafting would receive 32 (16x2) Production Points at check in.
Every Recipe, other than Grand Master Recipes, has a required Production Skill Rank, Production Point cost, Crown cost, and potentially required or optional components necessary to create them. At Check-in, a player may create, and receive the item tags for, any combination of Recipes, or multiples of the same Recipe, that they have the Recipes for as well as the Skill Ranks, Crowns and Components necessary to create, so long as the sum of the Production Point costs for those Recipes is less than or equal to their Production Point total for that skill.
Scribes record books and use the written word to pass on knowledge. In Mythic Adventures that knowledge is often various magical spells or production recipes. For a Recipe or spell to be placed in a permanent book it takes a Scribe to copy the scroll which passes on that knowledge.
This Production skill allows the character to make Alchemical mixtures which can affect the world around them. Alchemies can be Acids, Flammable materials, Explosives, Rust proofing and much more.
This Production allows the character to make various mixtures which can heal or enhance others around them. Elixirs come in multiple forms: Healing, Strengthening and even protecting their users.
This Production allows the character to make toxic mixtures which can harm the others around them. Poisons come in multiple forms; Venoms, Ingested, and Gaseous. It is even suggested that Grand Masters can make Deadly multi part poisons.
This Production Skill allows the character to save lives on the field. It can heal or enhance others around them and though not as common or powerful as magical healing, it can be performed at any time and many a Healer has learned this skill for when his or her spells have run out. Additionally, Surgery can come in multiple forms; healing, strengthening and even protecting their users, through its uses.
This Production Skill allows the character to make, repair, and even enhance armors and shields used in the game.
This Production Skill allows the character to make, repair, and even enhance weapons, both melee and projectile, used in the game. This skill set is not used in the manufacture or enhancement of firearms.
An Apprentice Weaponsmith may repair a shattered or broken non-magical, standard quality weapon. It takes 10 minutes of their time and does require they be at a forge, but they may do
this an unlimited number of times.
As the Weaponsmith gets better they can fix higher quality weapons in this way.
- An Apprentice may fix non-magical standard weapons
- A Journeyman may repair +1 Quality weapons
- A Master may repair +2 Quality weapons
- +3 and beyond repairs require a recipe and components.
- Magical Weapons which need repair are in the Grand Master Recipes and will require a Ritual as well to be fully restored.
Note: This skill has no effect on Firearms.
This Production Skill allows the character to make, repair, and even enhance jewelry and gemstones for use in decoration, spell crafts, item preparations and magical storage. This skill will allow a Jeweler to identify raw gemstones and precious metals in their natural state, but not to appraise them, as the Evaluate Item skill does.
This Production Skill allows the character to make, even enhance Beer, Stouts, and other Brewed beverages for use in game. This skill will allow a Brewer to identify Raw Grains and Precious Spices in their natural state for use in Brewing, but not to appraise them, as the Evaluate Item Skill does.
This Production allows the character to make, even enhance Whisky, Brandy and other Distilled beverages for use in game. This skill will allow a Distiller to identify Raw Grains and Precious Spices in their natural state for use in Distilling, but not to appraise them, as the Evaluate Item Skill does.
This Production Skill allows the character to make, even enhance Wines of all types, Reds, Whites, Ice Wines and so on. This skill will allow a Vinter to identify Grapes, Fruits, Fungus and Precious Spices in their natural state for use in Vinting, but not to appraise them, as the Evaluate Item Skill does.
This Production Skill allows the character to make, repair, and even enhance Engineering items, such as Constructs, Firearms, Mechanical Traps, and Siege Weapons used in the game.
An Engineer may repair a shattered or broken non-magical, standard quality firearm. It takes 10 minutes of their time, and does require they be at an Engineering station, but they may do this an unlimited number of times.
As the Engineer gets better, they can fix higher quality weapons in this way.
- An Apprentice may fix an Apprentice Firearm.
- A Journeyman may fix a Journeyman Firearm.
- A Master may fix a Master Firearm.
- Grandmaster I and beyond repairs require a recipe and components.