Craft: Difference between revisions
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Craft | == Checks/Actions == | ||
The Craft Skills are used for two checks. For '''Creating''' items or for '''Repairing''' items. Both Creating and Repairing have two aspects, the '''Bill of Materials''' and the amount of '''Time'''. | |||
Items may also require [[General_Equipment#Profession_Kits|Kits]] that each have limited number uses. Without a kit a Character either cannot craft the item or takes double disadvantage. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided an advantage bonus to crafting items. | |||
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting [[General_Equipment#Profession_Kits|Kit]] specific to the craft (i.e: A Chemistry Kit) or some substitute for them. | |||
Review each Crafting skill for more information. | |||
== Crafting Costs == | == Crafting Costs == |
Revision as of 23:33, 23 June 2017
This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural). Each of these skills are also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make Masterworked items you need a rank of 3 or higher in a Craft skill.
Summary: Crafting allows players to repair and make items. Crafting an item requires crafting materials. The amount of materials is based on the price. You need 1/3rd the cost of the price of the actual item in materials. This is called the Bill of Materials. The crafting skill needed to craft an item is noted by the item. For Weapons it is by default Mechanical, Armor it is Structural, and for General Equipment it is listed at the top of each category. To repair an item you need a craft rank of 1. To make an item you need a craft rank of 2. To masterwork an item you need a craft rank of 3. For every extra bonus you wish you add to an item you will need another rank over 3. Materworked items require advanced crafting materials. Which cost 3 times as much as normal materials and are harder to find.
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train a successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on creating and repairing useful equipment and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession.
Checks/Actions
The Craft Skills are used for two checks. For Creating items or for Repairing items. Both Creating and Repairing have two aspects, the Bill of Materials and the amount of Time.
Items may also require Kits that each have limited number uses. Without a kit a Character either cannot craft the item or takes double disadvantage. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided an advantage bonus to crafting items.
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting Kit specific to the craft (i.e: A Chemistry Kit) or some substitute for them.
Review each Crafting skill for more information.
Crafting Costs
Both Crafting and repairing require materials. This is called the Bill of Materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or master worked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is ~100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:
- Chemical: $250
- Electronic: $100
- Mechanical: $150
- Pharmaceutical: $500
- Structural: $100
Items require 1/3rd there price worth of materials to make. Repairing usually takes 1/10th the price of an item. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material and find out how much of it you can carry on your person or on a Space Ship. This is because you may found yourself out in space far far away from a store that can provide with necessary materials.
For advanced materials you have to buy the same amount of materials that would equal the cost of the item you are crafting or 1/10th of the cost of the item you are repairing. So if you want to craft an item worth $300 bucks with basic materials you buy $100 worth of materials. However if you wish to craft that same item with Advanced Materials you need to buy the full $300 bucks worth of materials as you are getting the same volume of materials it just 3 times as costly.
Craft Skill Checks
When the player has the correct crafting skill and rank for the item. (The item should specify the crafting skill/rank) then the Character can attempt to make it. This requires a craft skill check too make sure the Character doesn't make a mistake in building the item. The default crafting DC for an general equipment items is 10 unless specified otherwise. Weapons and Armor it is 12 unless specified otherwise. Master-worked items add a +5 to the DC. Structural items are divided up into 2 or 3 craft skill checks. Each DC is defaulted at 12. The Procure Difficulty also adds too the crafting of the item. Even if its just because its illegal. (Harding to craft something in secret in such a way that you wont get caught or leave evidence behind.). +1 DC per Procure Diff level.
The Tech Level doesn't effect the DC of crafting an item. This only means that you cannot craft the item unless you have that level in the Tech skill.
Failure means that the item is not made and 1/2 of the materials are wasted and 1/2 the time is also wasted before the person realizes the mistake. If it is a natural crit of 1 then 100% the materials and time are both wasted.
Crafting Time
All crafting time is in 1 day increments. 1 day implies 8 to 10 hours of labor that will leave a Character with the fatigued condition and require sleep to remove. If the Character then continues to do adventuring that same day before rest the Character gains the exhausted condition.
If the personal item doesn't specify the time then the default crafting time is 5 days. A personal item is an item designed for use by a single character. For example: A weapon, suit of armor, personal computer, etc..) take 5 days to craft. This assumes that the item is being made to industrial standards and that part of the crafting process includes testing and clean up. The item once done could be sold at a store. The Character can choose to pause work. Or only work for half the day in order to not gain the fatigued condition. This however means that the Character will take 10 days to finish the item.
The Character can also reduce the time. Crafting facilities can do part of the crafting work automatically for the Character. They cost money to gain access unless of course the Character owns one. These work shops can allow the character to either build the item much faster. Or have to work less ever day. A basic work shop reduces the time in half round down. So for an item that takes 5 days to construct now only takes 2. Or 4 days of half day work.
If a Character succeeds at the crafting check by at least 5 then the Character can take a day off length of time it takes to finish crafting. An additional day for each 5 more the roll surpasses the DC.
Items that require more time are usually personal items that are considered Large or Gigantic in size. If a personal item is considered Large then the default crafting time is 7 days. If it is Gigantic the default crafting time is 10 days. If the item is Large or Gigantic and it doesn't specify the crafting time then following the default 7 or 10 days respectively.
Other Characters can help in the building or repairing of an item if they have the necessary crafting skill/ranks. The helping player can either take over for a half day so neither character takes the fatigued condition but the item still finished on time or the Character can attempt to assist in speeding up the building of the item. Either case the helping Character's player rolls for the assist. If the Characters are only dividing up the time between themselves then both Characters have to make successful craft checks. If just one of the Characters fails then the item is not made. If the Character is assisting then the roll acts like an skill assist. If the Character succeeds at the craft check the time is reduced by 25% round down.
Large structural items such as a space ship, house or boat take much more time. And normally *require* work shops or some form of facility such as a docking bay or a shipyard. These items should explain how many days it takes to craft the item if just a single person works on it. However if it doesn't assume that it would take 150 days. This accounts for working in a specially facility built to enable a Character to build such item. The only way to shorten the work is to add labor. There are no penalties for more people. You simply take the number of days and divide by the number of Character building and round up. Each Character has to have the required crafting skills. If a Character fails the skill check they simply do not build there part of the item. Someone else will have to pick up the slack. You can divide up this work however you may like. A Character can roll for only up to 10 days worth of work at a time.
Example: You have 4 players that wish to build a Ship together. All players roll but 1 of the Players failed there check. If the ship takes 100 days to build then you only just took 30 days off. After 10 days in game has passed all 4 players can roll again. Continue this process until the ship is completed.
Repairing
Repairing has the same DC rules as crafting. However for personal items it only takes either half day or a full day depending on the size of the item. Small Medium half day, Large gigantic full day. And the cost of materials is only 1/10th the cost of the item. In the case of procure diff has no effect on the materials or cost when repairing. There is a feat Jerry Rigging that allows a repair without the cost of the materials but the DC is +6.
Repairing structures is different. Structures can have multi things that need repairing. Up to 10 different things can require repairs on a structure item before it is considered dilapidated and useless. Meaning that it would only be good for scrap. Each thing wrong with a structural item can take up to 10 days to repair and 1/10th the cost of the item. Multi people can work on the same broken item with the same rules as crafting the item. The "Jerry Rigging" feat still applies to structures but instead of effecting the materials it effects how long it takes to repair the item. Instead of 10 days. Just 1 day.
Summary
- Crafting:
- In summary crafting requires materials and time. The Character must have the Bill of Materials before they can attempt to build the item. When ready the player rolls a d20 for the appropriate craft skill check, (The item should provide which craft skill[s] is necessary) and if the craft check is passed the Character spends the allotted time (usual 5 days) building the item. During that time the Character will be Fatigued if they choose to go on an Adventure. If the craft check fails then the item is not made and 1/2 the materials and time are wasted.
- Repairing:
- In summary repairing require materials and time. The Character must have the Bill of Materials before they can attempt to repair the item unless they have the Jerry Rigging feat. When ready the player rolls a d20 for the appropriate craft skill check which is based on the crafting skill, and if the craft check is passed the Character spends the allotted time (usually 1/2 or 1 full day) repairing the item. If the Character spends a full day doing repairs, then that Character will be Fatigued if they choose to go on an Adventure that same day. The "Jerry Rigging" feat can adjust materials or time. If the crafting check failed then the materials and time are wasted.
Rules are slightly different when dealing with structures. The items are usually things such as cars, houses, space ships etc... Basically any item in the Weapons, Armor, General Equipment is *NOT* a structure. Also anything that the Character can carry around with them on there person is not considered a structure. Characters can divide up the work of building a structure. If not specified a structure takes 150 days to make. A special facility is always required for making a structure item.