Parallel RPI - ParaWiki
A Futuristic Roleplay Intensive MUD


Crafting is a very important part of ParallelRPI: almost all the weapons and armour, beyond the very low level gear available at the newbie shop, has to be crafted by other PCs. In a nutshell, crafting is really an in-game scripting language available to the administrators that turns objects in to other objects. Here are a few of crafting concepts in the game explained.


Crafts are organised in to crafting sets: for example, there is a poor-gunsmithing craftset, and a electronics craftset. What craftsets your character has access to is determined by their skills - it is usually fairly logical, such that having the Weaponcraft skill will give you access to the poor-weaponcrafting craftset. Some craftsets, such as the general craftset, are available to every character. To see which craftsets you have available, type crafts in the game.


Within a craftset are a number of crafts. You can see the individual components of a craftset by typing crafts poor-gunsmithing, for example:

> craft poor-gunsmithing
You know the following poor-gunsmithing crafts:
build poor-slingshot, disassemble broken-smg
disassemble broken-rifle, repair ruined-barrel
build poor-pistol, disassemble broken-pistol
forge poor-mechanisms

To conduct a craft, you type exactly what is suggested: for example build poor-slingshot.

To see what is needed, and what will be produced by a craft, type material poor-slingshot, for example:

> material poor-slingshot
Poor-gunsmithing: build poor-slingshot
Phase 1: 15 seconds
Held or in Room (Partially Consumed): 2 of a bar of $plasticcolor0 $polyprop1 plastic.
Held or in Room (Partially Consumed): a hand-held plasma torch.
Held or in Room (Partially Consumed): a $plasticcolor case of gunsmithing tools.
Phase 2: 20 seconds Amateur Gunsmith skill required.
Phase 3: 15 seconds
Held or in Room (Consumed): a handful of $color0 $dogleather1 leather strips.
Phase 4: 0 seconds
Produced: a $plasticcolor2, $polyprop0 leather-bound slingshot.


Many crafts will require some sort of skill, and the materials page for that craft will tell you so. When you do a craft that requires a skill, a roll will be made: if you pass, you continue doing the craft. If you fail, you'll lose some of your materials, and have to try the craft again.

On the positive side, every time you make a roll, there is a chance that your skill will improve. However, if the roll is one you have zero chance of failing, you don't get any chance of improvement - you'll never be able to work towards max-skill level by repeating the same basic craft over and over.

Typically, you can train your skill up to Familiar from an Amateur skill role (that is, the craft example above, you will gain skill points until you hit the Familiar level) and up to Adroit from a Familiar skill role.


The way to gain more crafts, and be able to make more things, is to craft. Every time you attempt a craft that requires a skill, you have a chance to learn another, related craft. If you make a few basic swords, you might learn how to make basic polearms. You won't branch a craft every time, and you will only branch in to crafts you have a somewhat decent chance at passing.

Once you have trained yourself to the maximum skill and branched every craft in a particular craftset, there is a chance you'll branch in to new, related craftsets. For example, if you have all the poor-weaponcrafting crafts, and a Familiar in the Weaponcraft skill, then each time you do a poor-weaponcrafting craft you have a chance to gain access to an ordinary-weaponcrafting craft.

crafting.txt ยท Last modified: 2013/05/29 04:37 by prpi
Featured artwork used on Parallel RPI given permission for use by original artists macrebisz and merl1ncz.