Travelers of Ki'Mara

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Item Creation

Part of exploring an unknown land is building the tools necessary for survival. Every item in our game world can be created if you have the right equipment and knowledge. We use one universal system that allows for limitless possibility, open expansion, and uninhibited player imagination. Found below are the need-to-know basics for Invention, Smithing, Alchemy, and general item construction. 

Blueprints

Item Cards

Phys Reps

The first step in constructing an item is to obtain blueprints. Also called manuals, recipes, or schematics, a blueprint will have all the relevant information required to build the item it describes. Blueprints include the functionality, components, and special game rules that are associated with that item. Some blueprints may require that you be in a specific location or have a specific tool to use them. An alchemy lab, forge, crafting table, anvil, or chemistry set are just a few examples. These represent the miscellaneous things needed to create items without having an exhaustive list of menial tasks. Most basic tools can be found in the Merchant Circle at an event.

Once you have met all the requirements for a blueprint you may fill out an item card to show that you have finished the item. Anybody may obtain item cards from logistics to create new items. When filling them out you will need to put your character card number on them and get them signed by staff. Don't worry about finding a staff member right away though, any items you create may be used immediately as long as you keep the components with it. The components are considered OOG once they have been used to construct an item. Item card signing can take place at the end or beginning of an event.

It is encouraged that you use physical representations whenever you are role playing item creation. This helps with the immersion of the players around you and gives you a prop to roleplay with instead of just miming the task. Many are available for use in game but should never be taken home or placed with your personal belongings. They are property of Travelers and should always be returned to Logistics or the Merchant Circle when you are no longer using them. You may bring your own phys reps but do label them appropriately so that they can be returned to you if they go missing.  For more details about Physreps see the Props section of the rules.

What Classifications of Components Exist?

The following lists detail components that have records within the Amaran Library.

Chemical

Chemical components are created when applying science to herbal and mundane components. All chemicals are liquid based and must be kept in vials or flasks. Some examples of chemical components are: Acidic Saliva, Dragon Oil, Dragon Oil Extract, Embalming Fluid, Liquid Mercury, Perals Penandus, Plasmatic Ooze, Sapphire Beetle Extract, Solendum, Solphenic Oil, and Toad Wart Oil.

Herbal

Herbal Ingredients can be gathered from flowers, fruits, roots, and other plant-life. Herbal ingredients are usually simple in nature. Some examples of herbal components are: Assassin Vine Tendrils, Billyweed, Catstail, Devil's Root, Dragon's Wreath, Gemflower Petals, Juniper Leaves, Red Hemlock, Wolfsbane, and Emberlight Flowers.

Invention

These components generally require bars or other crafted components to create. Invention components are always considered to be complex. Some examples of invention components are: Barrel, Boiler, Capacitor, Cog, Copper Pipe, Flint Lighter, Gas Cylinder, Gauge, Gear, Helatite Fitting, Lenses, Manos Coil, Nuts and Bolts, Percussion Lock, Rivets, and Steam Assembly.

Magical

These ingredients exhibit strange or otherworldly characteristics. Magic components usually come from animals or plants that exhibit an excess of mana or strange characteristics. Some examples of magical components are: Azer Magma, Chimeral Shade, Dragon Blood, Exctoplasm, Fey Torch, Ghost's Essence, Lycanthrope Essence, Sailfish Scales, Sky Powder, Soul Ash, Soul Essence, Sprocket Bug Wings, Vampire Ash, and Wisp Fog.

Mundane

Mundane components include natural resources, animal hides, common goods, and non-magical items. Anyone is capable of working with Mundane Components. Some examples of mundane components are: Animal Blood, Animal Entrails, Bat Eye, Bear Fat, Charcoal, Elderwood Oak, Glass, Glass Panes, Green Leather, Hull Urchin, Hummingbird Wings, Kaldarian Tree, Kea Feathers, Leather, Lumber, Powdered Seashell, Rhino Horn, Silk, Stone, and Tatulusk Tusk,

Unique Components

These components have no classification. They usually have special means of being obtained and are used in specific recipes. Unique components may require an unusual skill to collect and use correctly or may require no skill to obtain at all.