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priority:skills:craft [2025/02/06 23:50] – [Crafting Groups] elfinlockspriority:skills:craft [2026/03/28 03:52] (current) – [Table] elfinlocks
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 ====Crafting Groups==== ====Crafting Groups====
-The craft skill is broken into 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 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 +
-  * **Technology** +
-    * Cybernetics +
-    * Jetpacks +
-    * Lasers +
-  * **Structural** +
-    * Tunnels +
-    * Castles +
-    * Homes+
  
 Material Specializations: Once unlocking a crafting category you may select a material to specialize in which grants a +5 when crafting with that material. An example of materials is listed below. Material Specializations: Once unlocking a crafting category you may select a material to specialize in which grants a +5 when crafting with that material. An example of materials is listed below.
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 ---- ----
  
-====Craft DC==== 
  
-Simple -10 (Simple Weapons,Simple Tools) +==== Craft DC ====
-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) +
-Advanced - 30 (Some Esoteric Items, Unique and complex machines)+
  
-Masterworkingeach +1 Increases it by 2 +  * Simple -10 (Simple Weapons,Simple Tools) 
-Magic weapons and armor add 3 to the DC per +1 Enhancement +  * Moderate- 15 (Martial Weapons, Armor, Simple Alchemy, Crafting to Alch/Magic, Toolkits)  
-/+  * Complex -20 (Firearms, Plate armor, Alchemic Weapons, Tech Part, Advanced Parts, Workshops) 
-EXAMPLE: +  * Sophisticated - 25 (Factories, Fabricators and Magical Rings) 
-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 TUif the Item was built from scratch.//+  * Advanced - 30 (Some Esoteric Items, Unique and complex machines)
  
 +=== Wondrous Items ===
  
-====Facility Rules==== +Wondrous Items generally take a DC 20 to create, and the DC increases by an additional 5 for every 250TU increment in its priceFor example, a 300TU item would take DC 25, 650TU item would take DC 30:
-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, WorkshopsFactories and FabricatorsEach class is progressively largerbut  can handle larger projects. Each facility is designed to handle specific craft skill but can be retooled given enough time (and permission from the DM). Retooling Facility requires the Facility to be recrafted at no cost (some DMs may require up to 10% cost if its dramatic change of purpose). Facilities Tier and Size determine the highest single TU cost that can be made. However items that have a spell activation (Scrolls and Potions) require a facility Tier equal to at least half the Spells Tier (Round Up)+
  
-Building Factories require 10of parts used to build it to be Structural. +<WRAP tablewidth 40%> 
-Fabricators must be 50% Structural parts+{{tablelayout?rowsHeaderSource=Auto}} 
 +^ Craft Value  ^ Typical DC  ^ 
 +| 0-250        | 20          | 
 +| 251-500      | 25          | 
 +| 501-750      | 30          | 
 +| 751-1000     | 35          | 
 +</WRAP>
  
-When crafting Facilities you must have a Toolkit of the same Tier (or of one toolkit less when building toolkits)+=== Masterworking === 
 + 
 +To determine the Craft DC of Masterwork items, use the following rules: 
 + 
 +  * Each +1 of [[equipment:mwk|Masterwork Tier]] increases the DC by 2, thus a Masterwork 10 item adds 20 to the DC 
 +  * Each +1 of [[equipment:magic_items|Magic Bonus]] (for [[equipment:weapons:weaponenchantments|Weapons]] or [[equipment:armornshields#tablemagic_armor_and_shields|Armor]]) increases the DC by 3, thus a Magic Tier 10 item adds 30 to the DC 
 + 
 +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's Tier and Size determines the highest single TU cost that can be made. However, spell activation items (such Scrolls and Potions) require a Facility Tier equal to at least half the Spell's Tier (Round Up).  
 + 
 +**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 Facilitiesyou must have a Toolkit of the same Tier (or of one Tier less when building other Toolkits). If you lack a Toolkit, but do have a Facility of one tier below, you may simply increase the build time by 50% to upgrade the Facility by a tier. 
 + 
 +=== Table: Crafting Toolkit & Facility Maximum Outputs ===
  
-{{tablelayout?rowsHeaderSource=Auto&colwidth=",,"}} 
 ^ TIER  ^ TOOLKIT  ^ WORKSHOP  ^ FACTORY  ^ FABRICATOR  ^ ^ TIER  ^ TOOLKIT  ^ WORKSHOP  ^ FACTORY  ^ FABRICATOR  ^
-| I     | 25       | 50        | 100      | 200         | +| I     | 100      | 200       | 400      | 800         | 
-| II    | 50       100       | 200      400         +| II    | 200      400       | 800      1600        
-| III   100      200       | 400      800         +| III   400      800       | 1600     3200        
-| IV    | 200      | 400       | 800      | 1600        | +| 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 or held in one handToolkits are hard to share and only allow one other person to aid or assist the crafter+The maximum output of a Toolkit or Facility dictates the most valuable items which it can create. Items with TU craft cost higher than this maximum output are too advanced to make with the tools and equipment available, and thus you must employ a higher Tier and/or type of Facility.
  
-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 LbsFactories 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). They require three rooms of adjacent space and are powered in some way. For each 12 hours of use they require 1 TU of mundane or magical fuelFactories are designed to have a large number of assistants or crafters up to 10 crafters or assistants may aid in crafting or use the Facility. +**Toolkits:** (20 lbsToolkits 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 or held in one handToolkits are hard to share and only allow one other person to aid or assist the crafter
  
-Fabricators: (Six Rooms or 50,000 Lbs) Fabricators are in  permanent structures and moving them requires powerful magic or feats of incredible engineering . They require Six rooms of adjacent space and are powered in some way. For each 12 hours they are in use they require 2 TU in mundane or magical fuel. Fabricators Can support up to 30 crafters or Assistants and unlike all other facilities they may be automated with magic or machines…+**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). They require three rooms of adjacent space and are powered in some way. For each 12 hours of use they require 1 TU of mundane or magical fuel. Factories are designed to have a large number of assistants or crafters up to 10 crafters or assistants may aid in crafting or use the Facility.  
 + 
 +**Fabricators:** (Six Rooms or 50,000 Lbs) Fabricators are in  permanent structures and moving them requires powerful magic or feats of incredible engineering . They require Six rooms of adjacent space and are powered in some way. For each 12 hours they are in use they require 2 TU in mundane or magical fuel. Fabricators Can support up to 30 crafters or Assistants and unlike all other facilities they may be automated with magic or machines…
  
 ====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        |
 +| 15 Minutes       | 20        |
 +| 7.5 Minutes      | 30        |
 +| 3.75 Minutes     | 45        |
  
 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  Crafting parts. +The other option would be to break down the MWK +1 Dagger for parts which would net  Crafting parts.