Trade
Structure
Trade covers four professional disciplines: Healer, Alchemist, Blacksmith, and Scribe.
Trade uses Intelligence, or your tradition's attribute for Scribe. DCs are set by the GM.
Trade Mastery DC: your mastery level in the discipline + Intelligence tier.
Each investment in Trade goes toward one discipline. You can pursue several disciplines by investing in Trade more than once; each advances on its own.
Universal Trade Rules
Trade Production
Crafting at or below your mastery tier always succeeds. There is no failure check — a tradesman with the skill and materials produces the item. The variable is speed. Mundane weapons, armor, and gear have no tier: anyone with the materials and a workspace can craft them, and time is the limit. Alchemy uses its own method instead (see Alchemy).
Crafting requires at least Untrained mastery in the discipline, and a suitable workspace, such as a smithy or an alchemy lab, as the GM approves.
Materials cost 50% of the item's value. To determine your production rate, roll Intelligence tier die + Trade mastery die and cross-reference your roll with your mastery level on the Trade Production Rate table to find your sp/day output. Time to craft is item value ÷ production rate in days. Minimum craft time is 1 hour per item, maximum 8 working hours per day. If you do not wish to roll, you use the floor rate for your mastery level (the leftmost column value in your row).
Trade Production Rate (sp/day)
| Mastery | Roll 2+ | Roll 4+ | Roll 8+ | Roll 10+ | Roll 14+ | Roll 18+ | Roll 21+ |
|---|---|---|---|---|---|---|---|
| Untrained (d3) | 2 | 4 | 10 | 20 | 40 | — | — |
| Basic (d4) | 4 | 10 | 20 | 40 | 60 | — | — |
| Skilled (d6) | 10 | 20 | 40 | 60 | 80 | 100 | — |
| Expert (d8) | 20 | 40 | 60 | 80 | 100 | 120 | — |
| Master (d10) | 40 | 60 | 80 | 100 | 120 | 160 | 200 |
| Grand Master (d12) | 60 | 80 | 100 | 120 | 160 | 200 | 240 |
Example: A Grand Master Blacksmith (d12) with Intelligence Tier 7 (d12) crafting full plate armor (value 46 gn = 3,680 sp). Material cost: 23 gn (1,840 sp). Average roll of 13 lands in the Roll 10+ column = 120 sp/day. Time: 3,680 ÷ 120 ≈ 31 days. On a great roll of 18+: 200 sp/day ≈ 19 days. On a minimum roll: 60 sp/day ≈ 62 days.
Automatic Use
Characters with Trade mastery at the appropriate tier can use items of that tier automatically — no roll required. Training assumes competence; an Expert blacksmith does not roll to repair common armor, and a Skilled healer does not roll to apply Knight-tier Healing Supplies.
| Item Tier | Social Class | Use DC | Trade Mastery Required |
|---|---|---|---|
| T1 | Serf | 3 | Unskilled |
| T2 | Peasant | 4 | Untrained |
| T3 | Knight | 8 | Basic |
| T4 | Burgher | 10 | Skilled |
| T5 | Magnate | 14 | Expert |
| T6 | Noble | 18 | Master |
| T7 | Royal | 21 | Grand Master |
Off-Label Use: If you lack the required Trade mastery, you may still attempt to use an item by rolling an attribute tier die + mastery die (1d2 for Unskilled) against the item's Use DC. On failure, the item is consumed or wasted. This applies to Healing Supplies, scrolls, and alchemical concoctions that must be applied or activated (see Alchemy).
Exception: Thieves using the Use Scroll ability (Thievery) always roll regardless of DC, and the scroll is ruined on failure, because they are not trained spellcasters.
Trade Income
A tradesperson's annual income is determined by the Trade Wage Chart below, expressed as a social class wage tier. The tier maps directly to the Wages by Social Class table, which provides daily, weekly, and annual income values. Modifiers (½, x2) multiply the base tier's values. For example, Serf x2 earns double the Serf tier's daily, weekly, and annual rates.
The income at each timescale is a ceiling, not a sum of smaller increments. A tradesperson cannot exceed their tier's weekly income by working more days, nor exceed their annual income by working more weeks.
To read the chart, find your mastery level. If your Intelligence tier die meets or exceeds the threshold in a sub-row (e.g., "+Int T3+"), use that row instead. The GM determines your market condition: Poor (village, frontier, or saturated market), Standard (functioning town), or Good (wealthy city, patronage, or exclusive contracts). Use the +WS column if you have a personal, dedicated workspace such as your own smithy or lab. Using a shared or hired workshop allows you to craft but does not qualify.
Trade Wage Chart (Annual Income by Social Class)
| Mastery | Poor | Poor+WS | Standard | Std+WS | Good | Good+WS |
|---|---|---|---|---|---|---|
| Untrained | ½ Serf | Serf | Serf | Serf x2 | Serf x2 | Laborer |
| Untrained+Int T2+ | Serf | Serf x2 | Serf x2 | Laborer | Laborer | Peasant |
| Basic | Serf | Serf x2 | Serf x2 | Laborer | Laborer | Peasant |
| Basic+Int T3+ | Serf x2 | Laborer | Laborer | Peasant | Peasant | Expert |
| Skilled | Serf x2 | Laborer | Laborer | Peasant | Peasant | Expert |
| Skilled+Int T4+ | Laborer | Peasant | Peasant | Expert | Expert | Expert x2 |
| Expert | Laborer | Peasant | Peasant | Expert | Expert | Expert x2 |
| Expert+Int T5+ | Peasant | Expert | Expert | Expert x2 | Expert x2 | Knight |
| Master | Peasant | Expert | Expert | Expert x2 | Expert x2 | Knight |
| Master+Int T6+ | Expert | Expert x2 | Expert x2 | Knight | Knight | Burgher |
| Grand Master | Expert | Expert x2 | Expert x2 | Knight | Knight | Burgher |
| GM+Int T7 | Expert x2 | Knight | Knight | Knight | Burgher | Lesser Noble |
Healer Discipline
The Healer discipline covers wound treatment, condition management, and emergency stabilization. Exploration treatments take 10 minutes (one exploration round) to administer. Combat applications (triage, treating Tainted) cost 2 AP.
Exploration Healing Formula: (1 Exploration Round, 1 unit of Healing Supplies) Health healing = Supply dice + Trade mastery die + Intelligence tier die. This is a healing trial, so its dice do not explode. Cannot exceed maximum health. A character can benefit from one healing application per encounter (e.g. combat or exploration) in which they take damage. You cannot rebandage the same wounds.
Triage Healing Formula: (2 AP, 1 unit of Healing Supplies) Health healing = Supply tier. Cannot exceed maximum health. A character can benefit from one triage application per Injury (characters only receive Injuries when reaching 0 health).
Treat Tainted: (2 AP, 1 unit of Healing Supplies) Healer trial (Trade mastery die + Intelligence tier die) against the source DC that inflicted the Tainted condition. Supply bonus equals supply tier minus 1. Before rolling, you may sacrifice 2 bonus to increase the tier reduction by 1 (maximum reduction 3). On success, reduce the target's Tainted condition by the chosen number of tiers. On failure, the unit of Healing Supplies is consumed with no effect.
| Supply Tier | Option A | Option B | Option C |
|---|---|---|---|
| T1 | +0, reduce 1 | ||
| T2 | +1, reduce 1 | ||
| T3 | +2, reduce 1 | +0, reduce 2 | |
| T4 | +3, reduce 1 | +1, reduce 2 | |
| T5 | +4, reduce 1 | +2, reduce 2 | +0, reduce 3 |
| T6 | +5, reduce 1 | +3, reduce 2 | +1, reduce 3 |
| T7 | +6, reduce 1 | +4, reduce 2 | +2, reduce 3 |
Treat Infected: (1 Exploration Round, 1 unit of Healing Supplies) Healer trial (Trade mastery die + Intelligence tier die) against the source DC that inflicted the Infected condition. Supply bonus and tier reduction trade-off follow the same rules as Treat Tainted. On success, reduce the target's Infected condition by the chosen number of tiers. On failure, the unit of Healing Supplies is consumed with no effect.
Treat Injuries: (1 Exploration Round, 1 unit of Healing Supplies) No trial required. Clears a number of Injuries equal to the supply tier used. If the supply tier exceeds the number of Injuries treated, excess tiers convert to healing using the supply dice for the corresponding excess tier (e.g., 3 excess tiers heals using T3 supply dice: 2d4). This counts as the character's one healing application per encounter.
Treat Trauma: (1 Exploration Round, 1 unit of Healing Supplies) Perform one treatment listed on the Trauma table (Combat, Trauma Table): set a bone, reset a joint, stop bleeding, tend a wound, or revise a scar. Each treatment has a tier (T2 or T3) and requires Healing Supplies of at least that tier (Peasant for T2, Knight for T3). If your Healer mastery meets that tier on the Automatic Use table, the treatment succeeds. Otherwise, make a Healer trial (Trade mastery die + Intelligence tier die + supply bonus) against the tier's Use DC. Supply bonus equals supply tier minus 1. On failure, the unit of Healing Supplies is consumed with no effect, and you may try again. If you fail to set a bone by 5 or more, the bone is set badly: it still heals, but when it does, the patient gains a Minor Trauma (a Limp for a leg, or Arm Bruised to the Bone for an arm). Treatments that require several successes (such as tending daily, 10 successes) count one success per treatment.
Healing Supply Dice and Costs:
| Tier | Social Class | Supply Dice | Supply Avg | Cost | Trade Mastery Required to Use/Craft |
|---|---|---|---|---|---|
| T1 | Serf | 2d2 | 3 | 1 sp | Unskilled |
| T2 | Peasant | 2d3 | 4 | 1 ss | Untrained |
| T3 | Knight | 2d4 | 5 | 1 sc | Basic |
| T4 | Burgher | 3d6 | 10.5 | 1 gs | Skilled |
| T5 | Magnate | 4d8 | 18 | 2 gs | Expert |
| T6 | Noble | 5d10 | 27.5 | 4 gs | Master |
| T7 | Royal | 6d12 | 39 | 8 gs | Grand Master |
Alchemist Discipline
The Alchemist discipline covers making and identifying alchemical concoctions: poisons, medicines, anodynes, tonics, incendiaries, and nostrums. Alchemy mechanics (categories and modifications, making concoctions, workspaces, prices, and using concoctions) are governed by Alchemy and scale with your Alchemist mastery level.
Identification: When encountering an unknown concoction, roll Intelligence tier die + Trade mastery die against the concoction's DC. Identification takes one exploration round, and can also be done in camp as the Sage role. On success, you identify the substance and its effects. On failure, you cannot attempt to identify the same concoction again until your attribute tier or Trade mastery increases.
Blacksmith Discipline
The Blacksmith discipline covers forging and repairing mundane weapons and armor, including bows, crossbows, and padded, leather, and hide armor.
Repair Formula: (Trade mastery die + Intelligence tier die) × 4 = durability restored to armor or a shield per application. Each application takes one exploration round and consumes one repair kit. Cannot exceed maximum durability.
Crafting: A blacksmith can craft any mundane weapon or armor for which they have the materials. Material cost is 50% of the item's value. Crafting time is determined by the Trade Production Rate table.
Scribe Discipline
The Scribe discipline covers the creation of magical scrolls. It is open only to casters whose traditions write their magic down. Druids and Filis are bound by their oral tradition's prohibition against writing magic, and scribing is foreign to the Sylvan Elf's embodied relationship with magic.
You can only scribe scrolls from your own casting tradition (Theurgic, Occult, or Priscan based on your class).
Scroll Creation: You can only scribe scrolls for spells you already know (familiar Form + Command combinations). A scroll is an abridged version of a full spell, with the magical physics compressed and cast into the vellum so the spell is already prepared. Scrolls always cost 2 AP to use, regardless of the spell's normal speed. A scroll is always 1 leaf of vellum, regardless of the spell's magan cost.
Requirements: - 1 leaf of vellum (purchased separately, 1 sp) - magan² units of Scribe Supplies (consumed, 1 ss per unit) - Time: 1 day per magan cost of the spell - Scribe mastery gate based on magan cost (see table below) - Trial required when magan cost exceeds the caster's Form DC (see Scroll Crafting Trial below)
Scroll Cost and Mastery Gates:
| Magan | Cost | Time | Mastery Required | Classification |
|---|---|---|---|---|
| 1 | 1 ss | 1 day | Unskilled | Vestige |
| 2 | 4 ss | 2 days | Unskilled | Vestige |
| 3 | 9 ss | 3 days | Untrained | Distortion |
| 4 | 16 ss | 4 days | Untrained | Distortion |
| 5 | 25 ss | 5 days | Basic | Manifestation |
| 6 | 36 ss | 6 days | Basic | Manifestation |
| 7 | 49 ss | 7 days | Skilled | Incantation |
| 8 | 64 ss | 8 days | Skilled | Incantation |
| 9 | 81 ss | 9 days | Skilled | Incantation |
| 10 | 100 ss | 10 days | Expert | Invocation |
| 12 | 144 ss | 12 days | Expert | Invocation |
| 15 | 225 ss | 15 days | Expert | Invocation |
| 16 | 256 ss | 16 days | Master | Devastation |
| 18 | 324 ss | 18 days | Master | Devastation |
| 20 | 400 ss | 20 days | Master | Devastation |
| 21 | 441 ss | 21 days | Grand Master | Culmination |
| 25 | 625 ss | 25 days | Grand Master | Culmination |
| 30 | 900 ss | 30 days | Grand Master | Culmination |
Cost listed is for Scribe Supplies only (magan² units at 1 ss each). Add 1 sp for the leaf of vellum.
Scroll Crafting Trial:
When a scroll's magan cost exceeds the caster's DC for the spell's Form, the Scribe must pass a crafting trial. If the magan cost is equal to or less than the Form DC, no trial is required.
Trial DC = 2 + (magan cost - Form DC). The trial uses your tradition's attribute tier die, Intelligence, Charisma, or Perception, + Trade mastery die.
The trial occurs at the midpoint of the crafting process (half the total days elapsed). On a success, the Scribe completes the scroll normally. On a failure, the Scribe recognizes the compression is failing and must choose:
Abandon: Stop work immediately. Half the remaining time and half the remaining Scribe Supplies are saved. The leaf of vellum is ruined.
Commit: Complete the full crafting time and expend all supplies. The scroll is ruined, but the Scribe gains Dominance on their next attempt to create the exact same scroll (same spell, same magan cost). This reflects the Scribe internalizing where the compression broke down. Dominance does not stack across multiple committed failures.
Reading Scrolls. A scroll's tier comes from its classification: Vestige is T1, Distortion T2, Manifestation T3, Incantation T4, Invocation T5, Devastation T6, and Culmination T7. Its Use DC is that tier's Use DC on the Automatic Use table. A magan cost not listed in the table above uses the classification of the band it falls in. Reading a scroll uses the attribute of the scroll's tradition, Intelligence for Occult, Charisma for Theurgic, or Perception for Priscan, plus your Trade (Scribe) mastery die.
- Your own tradition: if your Scribe mastery meets the scroll's tier, you know the scroll on sight and use it automatically. Otherwise, use Off-Label Use.
- Another tradition: always Off-Label Use, and only for a scroll in a Form in which you have at least Untrained mastery.
- Identifying: a successful Off-Label roll identifies the scroll, and you can release it later without another roll. The roll can be made outside combat, as the Sage role. On a failure, the scroll is ruined.
- Using: a scroll costs no magan, needs no miscast trial, and can't be coerced. Its spell uses the settings, DC, and dice the scribe fixed when writing it. A spell with a duration needs the reader's concentration (see Magic Mastery, Concentration).
- Learning: only Occult casters, the Bahador and Magus, can learn a spell from a scroll, and only in a Form in which they have at least Untrained mastery. They learn it by casting it, which consumes the scroll.
Grimoire Transcription (Bahador/Magus): Recording a spell in a grimoire follows the universal spell acquisition process: magan² units of Scribe Supplies consumed, 1 day per magan of downtime. The spell occupies 1 page per magan in the grimoire. No Scribe mastery gate is required; any Bahador or Magus can record spells they have discovered. The grimoire's alchemically treated vellum is already bound into the book and does not need to be purchased separately.