The Artisan
An artisan in media is an accomplished craftsperson who either through learning or doing has honed a craft to the point where they are sought out for their craft. In Crestfallen there are 4 distinct crafting types: Alchemy, Enchanting, Forging, and the advanced Technology Crafting. As the latter is more of an advanced craft requiring much more CP progression, we will focus solely on one of the other 3 for this build.
While I aim to keep this build neutral in lineage do note that there are lineages that gain access to specific crafts for a lower cost. Dwarves gain Forging for the reduced cost of 8 CP, Elves gain Enchanting for the reduced cost of 8 CP, and Hauflin and Kinfolk gain Alchemy for the reduced cost of 8 CP. These lineages may be a good way to save some CP for other skills.
Jumping right into our build however, you cannot be a crafter without your craft skills, so we will begin with the Craftsman Category. With recent rules revisions we gain our first category for free, so this will no longer cost us 5 CP unless we unlock a second category.
From Craftsman we will choose our first crafting choice, either Alchemy, Forging, or Enchanting for 10 CP. I also envision our craftsperson being an active member of their local guild, so we will be taking Craft Guild Member for another 10 CP, and finally you can’t craft without materials, so we’ll be taking Gathering for our final 10 CP for the base build. If you want to have reason to go with other adventurers on their missions however, you could also take Harvesting to be able to gather resources from slain enemies instead of taking 30 minutes to gather them.
This leaves the baseline for this build looking like such:
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10 Alchemy/Enchanting/Forging
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10 Craft Guild Member
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10 Gathering (or Harvesting)
30 Total
This gives our craftsperson the ability to gather materials during downtime (or from enemies with Harvesting) and use them to craft basic items that they themselves or fellow adventurers can use. In addition, they have access to the guild for guild quests or resources. As a reminder, basic items are items that can be crafted in bulk (usually 5 items per 1 basic resource) however they expire at the end of the event.
Moving into the more fleshed in part of this build it is my opinion that there is only one best way to spend another 15 CP, Crafting: Augmentation. This skill grants a character the ability to craft common items which do not expire and instead have durability to either show uses (for Alchemy or Enchanting items) or how often they can be repaired (for Forging). It should be noted that this skill is ambiguous and should you have more than one craft type it will augment all known crafts, allowing you to create common items for all your known crafts. It is also the first stage of being able to create your own items and not just making ones that already have designs.
This gives us our final 45 CP build with 15 left for character flavor looking as such:
- 10 Alchemy/Enchanting/Forging
- 10 Craft Guild Member
- 10 Gathering (or Harvesting)
- 15 Crafting: Augmentation 45 Total
This allows our craftsperson to gather resources in downtime or by looting slain monsters if they can harvest, and taking those resources to craft basic or common items. They also have access to the Craft Guild for quests and services.
This build is straightforward with a lot of room for you to add your personal flair. Is your craftsman a hardy individual who takes up a weapon to go out harvesting materials themselves? Or are they more timid, preferring to remain in the Town Hall and craft through the day, with other adventurers bringing them resources for crafts? Regardless, there will always be a place in the world of Katalossa for those who can create while adventurers are battling those who seek only to destroy.
Bonus Tips:
Acting Tips
My advice for playing an Artisan comes from two mindsets. The first is that a person so focused on honing their craft has little time for social endeavors and even less time for nonsense. I see this artisan being a to-the-point no nonsense individual who is very direct in their social dealings and has little concern over their customers’ status or influence. Leaves are Leaves and if they’re paying they’re okay in your book.
The second, is perhaps a better mindset for inclusive larp setting. As you know that your attitude is your brand, this artisan takes steps to be friendly, helpful and outgoing. They are constantly reminding the adventurers to take care of themselves, and if they have some leaves that they can help with that! Encouraging the other adventurers to bring them resources to aid them by crafting the items they need.
Costuming Tips
Craftswork is dirty work. And craftspeople are busy people. Whether it is the powder-caked Enchanter, the oil covered Technology crafter, or the soot stained Forger, most craftspeople wear the dirt of their craft as part of their costume. As such, moving away from the previous builds you will want to make sure your costume is not clean, and bears the signs of your craft in the wear and tear it receives.
Each craft is also fairly specific in the types of accoutrements that one would see in costume. Forgers would favor heavy gloves and a leather apron to protect them from the fires of their forge (and a leather apron is a GREAT way to gain some starting armor points!). Alchemists would have vials and bottles on their person, or perhaps a mask to protect them from breathing fumes. An enchanter would have all sorts of magical baubles, perhaps incense or pouches of components for ritual works.
My advice would be to think about HOW your craftsperson accomplishes the things they do with their craft and build from there.
Prop Tips
Crafting is such a valuable skillset in-game that just being able to make things will drive a good deal of character interaction. My best advice for playing an artisan is to find that specific goal that drives them and work towards it. Is your Forging character looking for reforge a lost ancestral item? Make sure they ask others if they’ve seen/heard of it’s location. Or about the ores used to repair it. If your goal is technology crafting, make it part of your character. Tell people you’re researching compounds and chemicals that cause combustion that will revolutionize firearms, or tell people you’re studying an alloy to make a massive golem that you will be able to ride in! The beauty of crafting in Crestfallen is that the sky is almost the limit to your creativity, so let that creativity be a part of your character and everyone will be hoping you keep coming back!
Well with those tips I’d call this one a wrap! Is there anything you’d add? Are there any basic builds you’d like to see in the future? Make sure to come to the next Discord Hangout and let us know!