Craft
Crafting is dividing up into 5 sepreate skills: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural). Each of these skills is also Rank Dependent. The Rank depends on the maximum Masterwork level an Item can be crafted in.
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 of the cost 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, as well as 1 level in the Item Crafting Branch. Masterworked items require advanced crafting materials. For every additional level of Masterworking provided to an Item, the Character needs 1 more Rank in the appropriate skill.
:Note: Crafting in most fantasy-themed pen and paper games has a large list of crafting skills, which include things such as visual art and writing. This is a world where not everyone is educated or literate. Where artisans have specialized crafts that take 1/2 a lifetime to learn and the other half to train a successor. However, modern civilizations likely have their 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, artwork, 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.
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 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 provide an advantage bonus to crafting items.
Review each Crafting skill for more information.
Crafting Costs
Both Crafting and Repairing require materials. This is called the Bill of Materials. Each Craft skill is associated with two types of materials. Normal and Advanced. Advanced is usually required for complex 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 or simply state how much you have in cost. (IE: I have $100 bucks left in Chemical materials). 1 Unit of materiel is roughly 100Lbs and 1x1x1 square feet of volume. The prices for 1 Unit of Normal Material is:
- Chemical: $250
- Electronic: $100
- Mechanical: $150
- Pharmaceutical: $500
- Structural: $100
Items require 1/3 of their price in Normal materials to make. Repairing costs 1/10th of the item's price in material per Battle Scars it has. You do not have to buy Crafting Material in Unit increments; however, it is suggested in games where Players play with strict rules on how much a person and/or ship can carry.
For Advanced materials, you have to buy the same amount of materials that would equal half the cost of the item you are crafting. So if you want to craft an item worth $300 with basic materials, you buy $100 worth of Normal materials or $150 worth of Advanced Materials.
Craft 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 to make sure the Character doesn't make a mistake in building the item. The default crafting DC:
- General Equipment - DC12
- Weapons and Armor - DC14
- Spaceship Hull and Parts - DC12
- Spaceship Accessories - DC14
Other rules:
- Masterworking by default adds +4 per Masterwork level
- Tech Level does affect crafting DC, however, Up Teching does. Each level of technology improvement to an Item increases its Craft DC by +4.
- The first time an Item gains a Masterwork level, it gains +1 Procure Difficulty. This should only happen once.
- Non-critical 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.
- Critical failure, which is a natural crit of 1, results in 100% of the materials and time being wasted.
- For every 4, the DC is beaten, save 10% (round up) of the 'Bill of Materials' cost. Maximum savings is 50% off the 'Bill of Materials' total original cost.
- A Character cannot take 20 on Craft checks.
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 resting, the Character gains the exhausted condition by the end of the day.
A personal item is an item designed for use by a single character. If the personal item doesn't specify the time, then the default crafting time is 2 days unless it is 'Large', 'Gigantic', or 'Heavy' then it takes 5 days to craft. The Character can choose to pause work. Or only work for half the day in order not to gain the fatigued condition.
The Character can do things to 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 workshops can allow the character to either build the item much faster. Or have to work less every day. A basic workshop reduces the time in half. So, for an item that takes 5 days to construct, it now takes only 2 days. Or 4 days of half-day work.
If a Character succeeds at the crafting check by at least 5, then the Character can choose to reduce the time by 1 day for each 5 they exceed the DC by instead of saving in the 'Bill of Materials'.
Some items are tiny or diminutive from the General Equipment page. It would seem silly that such small things should take 1 or more days to craft. So General Equipment has an exception. General Equipment takes 24 hours for Medium-sized objects; every size larger takes an additional 24 hours or 1 day of labor. Smaller sizes reduce the time spent crafting. 1 day is meant to represent 8 to 10 hours. So a Small item should only take 6 hours. Each size smaller reduces the time by 2 hours. The Minimum time is 20 minutes.
Any item that is large enough to contain a person, a vehicle, for example, requires a Workshop and a minimum of 15 days of work minumum.
A Character cannot take 20 on Craft checks.
Helping Craft
This follows the Aiding Another rules for skills. With the following notes.
- Standard Aiding allows the main Character performing the crafting task to gain advantage per aid up to x3 and also the ability to re-roll failures for each aiding character up to 3 times. This represents other Characters helping the main Character avoid mistakes they might otherwise miss.
- With Cooperative Check, this implies that the work is divided evenly between the Characters and they no longer gain fatigue status as they do not work throughout the day. However, they can work 'around the clock' to speed up production by up to x3 with up to 2 additional people helping. In this case, each helper gets an 8-hour shift during the day and gains Fatigue as usual. It is up to the Players to determine which option they take.
- Only Structural crafting, or Gigantic Items, can take advantage of Dividing up the Task. This speeds up production and reduces wasted material. A failure here only wastes a portion of the 'Bill of Materials' and doesn't require everyone to restart. Only one person's work. Dividing up the Task requires a workshop. Large structural items such as a spaceship, house, or boat take much more time and *require* workshops or some form of facility such as a docking bay or a shipyard. All of these are able to take advantage of 'Dividing up the Task' rules.
Example: You have 4 players who wish to build a Ship together. All players rolled, but 1 failed the check. If the Ship takes 100days to build, then it can be built within 25 days, but with 1 failure after 25 days. 50% of the 25% of the 'Bill of Materials' used by the player who failed their check is lost, and the 4 Players have to take this work on again. However, they can divide the remaining person's task among 4 people again and turn 25 days of labor into 7 days each (25 / 2, rounded up). Do this until the ship is complete.
Repairing Checks
Repairing has the same DC rules as crafting. With a few changes. The time is only 2 hours for personal items, weapons, armor, and general equipment of Medium size or smaller. 4 hours (or 1/2 day) for larger personal items. The 'Bill of Materials' too repair the item is 1/10th the normal 'Bill of Materials' crafting cost per Battle Scar removed.
Procure Diff has no effect on materials or costs during repair. There is a feat Jerry Rigging that allows a repair without the cost of the materials but the DC is +6.