CraftingThe core crafting skills are Alchemy, Create Potion, Create Scroll, Smithing.
In each case the crafter gets one production point each day (only at the 6 p.m. Full Reset) for each level of the skill they have purchased. Those points are spent to produce items according to a cost chart for that skill.
Normally production is spent before an event starts and handled as part of Registration by the chapter's Logistics staff. This greatly speeds check-in and play since Logistics staff are often doing other things during the event and there can be significant delays if they need to convert a production point into the tag for the item you are producing.
The point you get from your base skill are called Base Production and they can sometimes be used for other purposes. Your base production levels of Smithing, if not spent on crafting weapons and armor, can be spent during play to fully repair the armor of your character or one of their companions, removing any damage it has taken.
"A smith may spend one level of base production, which was not already used for another purpose, in order to refit a suit of armor faster than normal. This effect cannot be thrown, but may be used on another person. To use this skill, the smith must have one hand free, remain stationary, and role-play repairing the armor for at least three seconds and then call "Physical Refit Armor." If the smith or the person whose armor is being repaired are struck in any way during the role-play time or before the effect has been deliver then the refit is interrupted and the skill is used." [ Rulebook ]
Once your character has achieved the tenth level of the crafting skill itself they are considered a "Master" crafter and receive a number of Master bonus levels equal to their base production levels.
Laboratories (and Forges) and Tradesman skills
One simple way to get more production levels to spend is to acquire an In Game Laboratory (or Forge). These must be acquired through roleplaying. Members of the Nobility with landholdings, rich merchants, and such folk may own a laboratory they are willing to sell or a space where one could be built. The average cost is twenty five gold coins to set up a laboratory itself. Many Guilds, Noble Courts, and even some Towns also offer laboratories to their members as a perk for the membership. Access to a laboratory increases your production by your Base Production.
Spending silver on raw materials or acquiring raw materials as treasure tags can increase your production by up to your Base Production Level at a cost of one silver per point.
Once you master your craft by achieving level ten you gain master production levels equal to your Base Production.
The skill Tradesman: Forager gives you an addition of your Base Production.
The skill Tradesman: Production Master gives you an addition of your Base Production.
Finally just to be different the skill Tradesman: Merchant lets you exchange unused Master Production Levels for non-base production levels in another skill.
Craftsman: OtherSkills not covered by the crafting skills above are represent with Craftsman: Other replacing other with the skill. Each level of this skill gives you two silver for each game day. Once you reach level ten in such a skill you earn five silver per day.
The plot team may also give you some additional information or let you perform some in game actions based on possession of this skill. Certain craftsman other skill assist some types of ritual magic. This chapter uses levels of skills such as Craftsman: Tracking or Craftsman: Hunter to give the Tracker some levels of clue when tracking targets when there is no snow on the ground, or a lesser level of hint tracking plus some ability to butcher animals they kill for meat, for example.
Evaluate ItemThis skill gives you access to the list of special items in play and how to recognize their value. For many ideas there is a specific code embedded in or printed on the item. This code can tell you the value and also indicate if the item has special value if there is a list of such items for a given event.