Tailor

Tailor is a skill which has a primary purpose of creating armor vs environment, & creating containers such as pouches. It requires a minimum of Crude tools to perform this skill. It also requires materials to create, which may be gathered from either the, Hunting, Trapping, or Gardening skills as “Cloth Fragments”.

Tier Value# of Cloth Fragments
15
210
315
420
525
630
735
840
945
1050
1155
1260

The Tailor skill allows a character to create a full cloth from cloth fragments, to be used by this & several other skills. They may create 1 full cloth for each assigned “Daily Task” with a Tier Value lower or equal to their Tailor level (Tailor: 5 can craft Tier 1, 2, 3, 4, or 5 Cloth. Basic tools & Workshop multipliers allow for 2x & 4x that baseline output, respectively.

The number of Cloth Fragments needed to create a cloth of any tier is: [Tier Value x 5]. Example: To craft Tier 1 Cloth, you would need 5 Cloth Fragments. To craft Tier 10 Cloth, you would need 50 Cloth Fragments. (see – Tier vs # of Frags chart)

The Tailor skill may recycle a cloth back into Cloth Fragments with 100% returns. This requires a Crude toolkit or greater to perform.

For each level in Tailor, a character may create up to that Tier value of a Clothing set (Taylor:4 may create Clothing set T1, T2, T3, or T4). For each Tier value that Clothing set has, it will reduce environment (such as cold weather) damage received by 1 (a T4 clothing set will reduce damage received by cold by up to 4 points).

Creating all items with this skill takes [Tier x Tier] days with Crude tools. Basic tools will double output & a Workshop will quadruple output from baseline.

Tier ValueCrude ToolsBasic ToolsWorkshop
Tier 11 day0.5 days0.25 days
Tier 24 days2 days1 day
Tier 39 days4.5 days2.25 days
Tier 416 days8 days4 days
Tier 525 days12.5 days6.25 days
Tier 636 days18 days9 days
Tier 749 days24.5 days12.25 days
Tier 864 days32 days16 days
Tier 981 days40.5 days20.25 days
Tier 10100 days50 days25 days
Tier 11121 days60.5 days30.25 days
Tier 12144 days72 days36 days

There is no requirements for a user to equip any Tier of clothing created by this skill (including no body stat requirements).

Each character may only equip 1 set of clothing at a time.

Clothing can be worn with or without “Coverings” & may be worn with or without armor (& does not count against the equip body stat limitations).

A Clothing set requires starting materials of 1 full cloth of the Tier or higher for the desired output (meaning a T8 Clothing set must use T8+ materials, etc). If multiple Tier materials are used: use the lowest Tier among them.

Additionally, while there is no mechanic at the moment for it, GM may have NPC’s react differently to a character who has higher Tier Clothing than another. Higher Tier Clothing sets can be perceived as having higher value than lower Tier Clothing sets (& they do cost much more to obtain).

Containers

Hip PouchSlotsHip PouchSlots
T1 Hip Pouch2 slotsT7 Hip Pouch14 slots
T2 Hip Pouch4 slotsT8 Hip Pouch16 slots
T3 Hip Pouch6 slots T9 Hip Pouch18 slots
T4 Hip Pouch8 slotsT10 Hip Pouch20 slots
T5 Hip Pouch10 slots T11 Hip Pouch22 slots
T6 Hip Pouch12 slots T12 Hip Pouch24 slots

(All listed examples are for medium sized creatures)

A Hip Pouch has carry slots equal to 2x it’s tier value. It requires a Body stat of its tier value or higher to wear.


[Item] PouchSlots[Item] PouchSlots
T1 [Item] Pouch3 slotsT7 [Item] Pouch21 slots
T2 [Item] Pouch6 slotsT8 [Item] Pouch24 slots
T3 [Item] Pouch9 slotsT9 [Item] Pouch27 slots
T4 [Item] Pouch12 slotsT10 [Item] Pouch30 slots
T5 [Item] Pouch15 slotsT11 [Item] Pouch33 slots
T6 [Item] Pouch18 slotsT12 [Item] Pouch36 slots

A [item specific] Pouch has carry slots equal to 3x it’s tier value. It can only hold that item type. It also requires a Body stat equal or greater to the Pouch’s Tier value. Common specific items are: food, coin, bolts, & arrows. Any other specified items may be discussed with your GM. For small creatures, round up after halving the capacity.


BackpackSlotsBackpackSlots
T1 Backpack4 slotsT7 Backpack28 slots
T2 Backpack8 slotsT8 Backpack32 slots
T3 Backpack12 slotsT9 Backpack36 slots
T4 Backpack16 slotsT10 Backpack40 slots
T5 Backpack20 slotsT11 Backpack44 slots
T6 Backpack24 slotsT12 Backpack48 slots

A Backpack has carry slots equal to 4x it’s tier value. They follow the same rules as Pouches.


[Item] BackpackSlots[Item] BackpackSlots
T1 [Item] Backpack5 slotsT7 [Item] Backpack35 slots
T2 [Item] Backpack10 slotsT8 [Item] Backpack40 slots
T3 [Item] Backpack15 slotsT9 [Item] Backpack45 slots
T4 [Item] Backpack20 slotsT10 [Item] Backpack50 slots
T5 [Item] Backpack25 slotsT11 [Item] Backpack55 slots
T6 [Item] Backpack30 slotsT12 [Item] Backpack60 slots

A [item specific] Backpack has carry slots equal to 5x it’s tier value. They follow the same rules as [item specific] Pouches.


Other Common Items

BedrollCold ArmorBedrollCold Armor
T1 Bedroll+2T7 Bedroll+14
T2 Bedroll+4T8 Bedroll+16
T3 Bedroll+6T9 Bedroll+18
T4 Bedroll+8T10 Bedroll+20
T5 Bedroll+10T11 Bedroll+22
T6 Bedroll+12T12 Bedroll+24

Other common items may be created as well. As they are not worn or equipped, they do not require any Body stat to use.

Bedrolls require 2 cloth to create. They have the same effect against cold as wearing two sets of clothing of the same tier. They cannot be worn as clothing, but their effects stack with worn clothing additively. They may be used while not actively walking, fighting, crafting, etc. – They are extremely helpful for blizzards & cold nights.


Tents require 2 cloth (of Tier 2 or higher) to create for each creature it can house. Tents at all Tier levels count as “Shelter” (see- “Environment”). Higher Tier tents have no further benefit than those created at Tier 2 aside from it’s durability rating. Each month a tent is in use, it will lose 1 Tier value until it is repaired. If a tent reaches a Tier value of 0, it is destroyed & cannot be repaired.

# of Med-Sized Creatures Housed# of Cloth to Create# of Slots in Inventory when Folded# of Med-Sized Creatures Housed# of Cloth to Create# of Slots in Inventory when Folded
1-Person2107-Person1470
2-Person4208-Person1680
3-Person6309-Person1890
4-Person84010-Person20100
5-Person105011-Person22110
6-Person126012-Person24120

“slots” is the number of inventory slots required to store the folded tent inside a container.


Cordage such as rope, bowstrings, & crossbow strings can be made with cloth fragments. When assigned as a Daily Task, a Tailor may create up to 100 feet of cordage at a rate of 10 feet per 1 cloth fragment.