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 |
|---|---|
| 1 | 5 |
| 2 | 10 |
| 3 | 15 |
| 4 | 20 |
| 5 | 25 |
| 6 | 30 |
| 7 | 35 |
| 8 | 40 |
| 9 | 45 |
| 10 | 50 |
| 11 | 55 |
| 12 | 60 |
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 Value | Crude Tools | Basic Tools | Workshop |
|---|---|---|---|
| Tier 1 | 1 day | 0.5 days | 0.25 days |
| Tier 2 | 4 days | 2 days | 1 day |
| Tier 3 | 9 days | 4.5 days | 2.25 days |
| Tier 4 | 16 days | 8 days | 4 days |
| Tier 5 | 25 days | 12.5 days | 6.25 days |
| Tier 6 | 36 days | 18 days | 9 days |
| Tier 7 | 49 days | 24.5 days | 12.25 days |
| Tier 8 | 64 days | 32 days | 16 days |
| Tier 9 | 81 days | 40.5 days | 20.25 days |
| Tier 10 | 100 days | 50 days | 25 days |
| Tier 11 | 121 days | 60.5 days | 30.25 days |
| Tier 12 | 144 days | 72 days | 36 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 Pouch | Slots | Hip Pouch | Slots |
|---|---|---|---|
| T1 Hip Pouch | 2 slots | T7 Hip Pouch | 14 slots |
| T2 Hip Pouch | 4 slots | T8 Hip Pouch | 16 slots |
| T3 Hip Pouch | 6 slots | T9 Hip Pouch | 18 slots |
| T4 Hip Pouch | 8 slots | T10 Hip Pouch | 20 slots |
| T5 Hip Pouch | 10 slots | T11 Hip Pouch | 22 slots |
| T6 Hip Pouch | 12 slots | T12 Hip Pouch | 24 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] Pouch | Slots | [Item] Pouch | Slots |
|---|---|---|---|
| T1 [Item] Pouch | 3 slots | T7 [Item] Pouch | 21 slots |
| T2 [Item] Pouch | 6 slots | T8 [Item] Pouch | 24 slots |
| T3 [Item] Pouch | 9 slots | T9 [Item] Pouch | 27 slots |
| T4 [Item] Pouch | 12 slots | T10 [Item] Pouch | 30 slots |
| T5 [Item] Pouch | 15 slots | T11 [Item] Pouch | 33 slots |
| T6 [Item] Pouch | 18 slots | T12 [Item] Pouch | 36 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.
| Backpack | Slots | Backpack | Slots |
|---|---|---|---|
| T1 Backpack | 4 slots | T7 Backpack | 28 slots |
| T2 Backpack | 8 slots | T8 Backpack | 32 slots |
| T3 Backpack | 12 slots | T9 Backpack | 36 slots |
| T4 Backpack | 16 slots | T10 Backpack | 40 slots |
| T5 Backpack | 20 slots | T11 Backpack | 44 slots |
| T6 Backpack | 24 slots | T12 Backpack | 48 slots |
A Backpack has carry slots equal to 4x it’s tier value. They follow the same rules as Pouches.
| [Item] Backpack | Slots | [Item] Backpack | Slots |
|---|---|---|---|
| T1 [Item] Backpack | 5 slots | T7 [Item] Backpack | 35 slots |
| T2 [Item] Backpack | 10 slots | T8 [Item] Backpack | 40 slots |
| T3 [Item] Backpack | 15 slots | T9 [Item] Backpack | 45 slots |
| T4 [Item] Backpack | 20 slots | T10 [Item] Backpack | 50 slots |
| T5 [Item] Backpack | 25 slots | T11 [Item] Backpack | 55 slots |
| T6 [Item] Backpack | 30 slots | T12 [Item] Backpack | 60 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
| Bedroll | Cold Armor | Bedroll | Cold Armor |
|---|---|---|---|
| T1 Bedroll | +2 | T7 Bedroll | +14 |
| T2 Bedroll | +4 | T8 Bedroll | +16 |
| T3 Bedroll | +6 | T9 Bedroll | +18 |
| T4 Bedroll | +8 | T10 Bedroll | +20 |
| T5 Bedroll | +10 | T11 Bedroll | +22 |
| T6 Bedroll | +12 | T12 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-Person | 2 | 10 | 7-Person | 14 | 70 |
| 2-Person | 4 | 20 | 8-Person | 16 | 80 |
| 3-Person | 6 | 30 | 9-Person | 18 | 90 |
| 4-Person | 8 | 40 | 10-Person | 20 | 100 |
| 5-Person | 10 | 50 | 11-Person | 22 | 110 |
| 6-Person | 12 | 60 | 12-Person | 24 | 120 |
“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.