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| priority:skills:craft [2025/03/01 01:32] – [Facility Rules] elfinlocks | priority:skills:craft [2025/08/16 00:58] (current) – [Craft DC] 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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| - | ====Craft DC==== | ||
| - | Simple -10 (Simple Weapons, | + | ==== 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) | + | |
| - | Masterworking, each +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 |
| - | // | + | * 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 TU) if the Item was built from scratch.// | + | * Advanced - 30 (Some Esoteric Items, Unique and complex machines) |
| + | === Masterworking === | ||
| - | ====Facility Rules==== | + | To determine |
| - | 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 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 | + | |
| - | Building Factories require 10% of parts used to build it to be Structural. | + | * Each +1 of [[equipment: |
| - | Fabricators must be 50% Structural parts | + | * 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. | ||
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| + | ---- | ||
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| + | ==== 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' | ||
| + | |||
| + | 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 toolkit less when building 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. | ||
| - | When crafting Facilities you must have a Toolkit of the same Tier (or of one toolkit less when building 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. | ||
| - | {{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 |
