Craft

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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.

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.

Crafting Time

Crafting time