Craft
This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural). This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work 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 in materials then the price of the actual item. 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 Items 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.
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:
: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 crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill.
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. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn't need to match the minimal skill rank requirement for making the item.
Crafting Costs
Both Crafting and repairing require 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. This is because you may found yourself out in space far far away from a store that can provide with necessary materials.
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found here. The special materials should also be as hard to find as the procure diff suggests. Master worked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.
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 genral 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 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.
All Character items (Character items being items 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 an extra half day 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 the Character item doesn't specify the time then the default is 5 days. Items that require more time are usually personal items that are considered Large or Gigantic in size. If a Character 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 a +2 bonus is added too the Character actually doing the crafting work. If it fails nothing negative happens the Character simply doesn't receive the +2 bonus.
If a Character succeeds at the crafting check with 5 or more higher then the DC then the Character can take a day of of working the item. An additional day for each 5 more the roll surpasses the DC.
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 for a space ship or a shipyard for a boat. 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.
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 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 materials before they can attempt to repair the item. 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.