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| priority:skills:craft [2024/12/28 18:31] – reon | priority:skills:craft [2025/08/16 00:58] (current) – [Craft DC] elfinlocks | ||
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| To craft a Chain Shirt (12 TU) it would take a DC 15 and 6 hours of work. If a player was to get a 20 on the DC it would be reduced to 3 hours, if they got a 30 it’d be reduced to 2 hours and if they achieved a 45 it'd be reduced to only 45 minutes of work.// | To craft a Chain Shirt (12 TU) it would take a DC 15 and 6 hours of work. If a player was to get a 20 on the DC it would be reduced to 3 hours, if they got a 30 it’d be reduced to 2 hours and if they achieved a 45 it'd be reduced to only 45 minutes of work.// | ||
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| + | ---- | ||
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| ====Crafting Groups==== | ====Crafting Groups==== | ||
| - | The craft skill is broken into 6 groups which allow a player to craft any item within the group. Some examples are listed below. Sometimes an item may fall into multiple categories which is fine. | + | The craft skill is broken into 5 groups which allow a player to craft any item within the group. Some examples are listed below. Sometimes an item may fall into multiple categories which is fine. These categories are directly related to the available craft components. |
| - | * **Weapons and Armor** | + | * Alchemic |
| - | * Longsword | + | * Culinary |
| - | * Chain Shirt | + | * Magical |
| - | * Club | + | * Mundane |
| - | * **Equipment** | + | * Structural |
| - | | + | * Technology |
| - | * Clothing | + | |
| - | * Miscellaneous items | + | |
| - | * **Alchemy** | + | |
| - | * Alchemist Fire | + | |
| - | * Potions | + | |
| - | * Chemical items | + | |
| - | * **Magic** | + | |
| - | * Constructs | + | |
| - | * Rings | + | |
| - | * Implements | + | |
| - | * **Technology** | + | |
| - | * Cybernetics | + | |
| - | * Jetpacks | + | |
| - | * Lasers | + | |
| - | * **Structural** | + | |
| - | * Tunnels | + | |
| - | * Castles | + | |
| - | * Homes | + | |
| Material Specializations: | Material Specializations: | ||
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| * Exotic (?) | * Exotic (?) | ||
| - | ====Craft DC==== | ||
| - | Simple -10 (Simple Weapons, | + | ---- |
| - | Moderate- 15 (Martial Weapons, Armor, Simple Alchemy, Crafting to Alch/Magic, Toolkits) | + | |
| - | Complex -20 (Firearms, Plate armor, Alchemic Weapons, Tech Part, Advanced Parts, Workshops) | + | |
| - | Sophisticated - 25 (Factories, Fabricators and Magical Rings) | + | ==== Craft DC ==== |
| - | Advanced - 30 (Some Esoteric Items, Unique and complex machines) | + | |
| + | * Simple -10 (Simple Weapons, | ||
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| + | === Masterworking === | ||
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| + | To determine the Craft DC of Masterwork items, use the following rules: | ||
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| + | * Each +1 of [[equipment: | ||
| + | * Each +1 of [[equipment: | ||
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| + | Add the value of the Masterwork Tier, Magic Bonus, or both (if applicable) to determine the item's total value and its associated craft time. | ||
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| + | ---- | ||
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| + | ==== Facility Rules ==== | ||
| - | Masterworking, each +1 Increases it by 2 | + | **Facilities** are required to build most items over 10 TU, and any kind of magic item. Facilities are divided into four categories: Toolkits, Workshops, Factories, and Fabricators. Each class is progressively larger and more expensive, but can handle larger projects. Each facility is designed to handle |
| - | Magic weapons | + | |
| - | // | + | |
| - | EXAMPLE: | + | |
| - | To craft a Masterwork +3 Pistol it would require | + | |
| + | When upgrading an item, use the item's total cost, rather than the upgrade cost, to determine what Tier of Facility you need to perform the work. | ||
| - | ====Facility Rules==== | + | Building |
| - | Facilities are required to build most items over 10 TU and all magic items require some form of facility. They are divided into four categories, Toolkits, Workshops, | + | |
| - | Building Factories require 10% of parts used to build it to be Structural. | + | When crafting Facilities, you must have a Toolkit |
| - | Fabricators must be 50% Structural parts | + | |
| - | When crafting Facilities you must have a Toolkit of the same Tier (or of one toolkit less when building toolkits) | ||
| - | {{tablelayout? | ||
| ^ TIER ^ TOOLKIT | ^ TIER ^ TOOLKIT | ||
| - | | I | 25 | 50 | + | | I | 100 | 200 | 400 | 800 | |
| - | | II | 50 | 100 | 200 | + | | II | 200 |
| - | | III | + | | III |
| - | | IV | + | | IV | 800 | 1600 | 3200 | 6400 | |
| - | | V | 400 | 800 | 1600 | 3200 | | + | | V | 1600 | 3200 | 6400 | 12800 | |
| Toolkits: (20 lbs) Toolkits take around 30 minutes to pack or unpack (can be reduced as if it was a craft check equal to its initial craft check). Some crafting Talents allow you to ignore packing/ | Toolkits: (20 lbs) Toolkits take around 30 minutes to pack or unpack (can be reduced as if it was a craft check equal to its initial craft check). Some crafting Talents allow you to ignore packing/ | ||
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| Converting gear can be a bit more open ended but the rule is if an item is the same class (Armor, Weapon, Ring, etc) it can be remade and its full value is retained. However if it is converted into an item of lesser value any leftover is wasted. | Converting gear can be a bit more open ended but the rule is if an item is the same class (Armor, Weapon, Ring, etc) it can be remade and its full value is retained. However if it is converted into an item of lesser value any leftover is wasted. | ||
| - | Recycling gear is slightly inefficient and requires the base items craft time to dissemble. Once broken down the item nets 75% of its value in parts. Round down to the nearest whole number | + | Recycling gear is slightly inefficient and requires the base items craft time to dissemble. Once broken down the item nets 50% of its value in parts. Round down to the nearest whole number |
| EXAMPLES | EXAMPLES | ||
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| If the same MWK +1 dagger was to be converted to a different item by succeeding on a craft check equal to the new item. A MWK +1 Sickle would only require time and no extra parts (as well as no loss of parts), but a Longspear would result in a loss of 2 TU of value, as Longspears are worth 4 TU and a Mwk +1 Dagger is worth 6 TU | If the same MWK +1 dagger was to be converted to a different item by succeeding on a craft check equal to the new item. A MWK +1 Sickle would only require time and no extra parts (as well as no loss of parts), but a Longspear would result in a loss of 2 TU of value, as Longspears are worth 4 TU and a Mwk +1 Dagger is worth 6 TU | ||
| - | The other option would be to break down the MWK +1 Dagger for parts which would net | + | The other option would be to break down the MWK +1 Dagger for parts which would net |
