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| priority:skills:craft [2025/02/06 23:50] – [Crafting Times] elfinlocks | priority:skills:craft [2026/03/28 03:52] (current) – [Table] elfinlocks | ||
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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 |
| - | * Tools | + | * Technology |
| - | * Clothing | + | |
| - | * Miscellaneous items | + | |
| - | * **Alchemy** | + | |
| - | * Alchemist Fire | + | |
| - | * Potions | + | |
| - | * Chemical items | + | |
| - | * **Magic** | + | |
| - | * Constructs | + | |
| - | * Rings | + | |
| - | * Implements | + | |
| - | | + | |
| - | * Cybernetics | + | |
| - | * Jetpacks | + | |
| - | * Lasers | + | |
| - | * **Structural** | + | |
| - | * Tunnels | + | |
| - | * Castles | + | |
| - | * Homes | + | |
| Material Specializations: | Material Specializations: | ||
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| * Exotic (?) | * Exotic (?) | ||
| - | ====Craft DC==== | ||
| - | Simple | + | ---- |
| - | Moderate- 15 (Martial Weapons, Armor, Simple Alchemy, Crafting to Alch/Magic, Toolkits) | + | |
| - | Complex | + | |
| - | Sophisticated | + | |
| - | Advanced - 30 (Some Esoteric Items, Unique and complex machines) | + | |
| - | Masterworking, | ||
| - | Magic weapons and armor add 3 to the DC per +1 Enhancement | ||
| - | // | ||
| - | EXAMPLE: | ||
| - | To craft a Masterwork +3 Pistol it would require a DC 26 (Base 20 +6 from MWK). The craft time would be 102 Hours (Price of 204 TU) if the Item was built from scratch.// | ||
| + | ==== Craft DC ==== | ||
| - | ====Facility Rules==== | + | * Simple -10 (Simple Weapons,Simple Tools) |
| - | 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, Factories and Fabricators. Each class is progressively larger, but can handle larger projects. Each facility is designed | + | * Moderate- 15 (Martial Weapons, Armor, Simple Alchemy, Crafting |
| + | * Complex -20 (Firearms, Plate armor, Alchemic Weapons, Tech Part, Advanced Parts, Workshops) | ||
| + | * Sophisticated - 25 (Factories, Fabricators | ||
| + | * Advanced - 30 (Some Esoteric Items, Unique and complex machines) | ||
| - | Building Factories require 10% of parts used to build it to be Structural. | + | === Wondrous Items === |
| - | Fabricators must be 50% Structural parts | + | |
| - | When crafting Facilities you must have a Toolkit of the same Tier (or of one toolkit | + | Wondrous Items generally take a DC 20 to create, and the DC increases by an additional 5 for every 250TU increment in its price. For example, a 300TU item would take a DC 25, a 650TU item would take a DC 30: |
| + | |||
| + | <WRAP tablewidth 40%> | ||
| + | {{tablelayout? | ||
| + | ^ Craft Value ^ Typical DC ^ | ||
| + | | 0-250 | 20 | | ||
| + | | 251-500 | ||
| + | | 501-750 | ||
| + | | 751-1000 | ||
| + | </ | ||
| + | |||
| + | === Masterworking === | ||
| + | |||
| + | To determine the Craft DC of Masterwork items, use the following rules: | ||
| + | |||
| + | * Each +1 of [[equipment: | ||
| + | * Each +1 of [[equipment: | ||
| + | |||
| + | 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. | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
| + | |||
| + | |||
| + | ==== Facility Rules ==== | ||
| + | |||
| + | **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 a specific craft skill, but can be retooled given enough time (and permission from the DM). Retooling a Facility requires the Facility to be recrafted at no cost (some DMs may require up to a 10% cost if its a dramatic change of purpose). A Facility' | ||
| + | |||
| + | **The cost to create a Toolkit or Facility from scratch is 1/4 of its maximum output. For example, a Tier II Factory costs 200 TU to create.** | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Building Factories require 10% of the parts used to build it to be Structural. Fabricators must be composed of at least 50% Structural parts. | ||
| + | |||
| + | When crafting Facilities, you must have a Toolkit of the same Tier (or of one Tier less when building | ||
| + | |||
| + | === Table: Crafting Toolkit & Facility Maximum Outputs === | ||
| - | {{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/unpacking (Such as Swift alchemy). Toolkits can easily be carried in a backpack | + | The maximum output of a Toolkit |
| - | Workshop: (One Room or 500 lbs) Workshops don't normally require packing and unpacking, but if they are moved they require 4 hours of work (can be reduced as if it was a craft check equal to its initial craft check). Workshops require a lot of space, equivalent to a full room. Workshops are well suited for cooperation in crafting and can support up to 3 assistants or even separate crafters. | + | ---- |
| - | Factory: (Three Rooms or 10000 Lbs) Factories are normally in permanent structures and moving them requires a massive amount of time and effort. In order to move a Factory you must spend a number of hours equal to half its original craft time (can be reduced as if it was a craft check equal to its initial craft check). | + | **Toolkits:** (20 lbs) Toolkits take around 30 minutes |
| - | Fabricators: | + | **Workshop: |
| + | |||
| + | **Factory: | ||
| + | |||
| + | **Fabricators: | ||
| ====Crafting Materials==== | ====Crafting Materials==== | ||
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| Crafting Parts may be converted to Alchemic, Magical or Technologic. | Crafting Parts may be converted to Alchemic, Magical or Technologic. | ||
| However once converted they can not be returned to Crafting parts. | However once converted they can not be returned to Crafting parts. | ||
| + | |||
| + | ^ Conversion Time ^ Craft DC ^ | ||
| + | | 30 Minutes | ||
| + | | 15 Minutes | ||
| + | | 7.5 Minutes | ||
| + | | 3.75 Minutes | ||
| Advanced Parts: | Advanced Parts: | ||
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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 |
