This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Craft (INT) ====== You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons. A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a [[.:Profession]] skill. ===== Using Craft ===== ====Crafting Times==== All items that can be crafted would follow the universal rule of, **Each 2 TU Takes 1 Hour of Work to Make.** However this can be reduced if the craft DC is exceeded by the following… * 2 TU takes 1 Hour Meet DC * 2TU take 30 Minutes Beat by 5 (½) * 2TU take 15 minutes beat by 15 (¼) * 2TU takes 7.5 minutes beat by 30 (⅛) //EXAMPLE: 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.// ---- ====Crafting Groups==== 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. * Alchemic * Culinary * Magical * Mundane * Structural * Technology 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. * Metal * Stone * Wood * Bone * Leather * Cloth * Chemical * Ceramic * Paper * Biological * Exotic (?) ---- ==== Craft DC ==== * Simple -10 (Simple Weapons,Simple Tools) * 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 === 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). 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. ^ TIER ^ TOOLKIT ^ WORKSHOP ^ FACTORY ^ FABRICATOR ^ | I | 100 | 200 | 400 | 800 | | II | 200 | 400 | 800 | 1600 | | III | 400 | 800 | 1600 | 3200 | | IV | 800 | 1600 | 3200 | 6400 | | 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 hand. Toolkits are hard to share and only allow one other person to aid or assist the crafter 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==== Converting Parts: Conversion is normally a one way trip and requires 30 minutes of work and a Craft check of 15. Structural Parts may be converted to Crafting parts. Crafting Parts may be converted to Alchemic, Magical or Technologic. However once converted they can not be returned to Crafting parts. Advanced Parts: For every 40 TU an Item is worth it must have 1 Advanced part. Advanced parts are worth 10 TU and require 5 Hours to make and a craft check of DC 20 (Advanced Tech Parts require 25) Some special item require ALL Advanced parts such as making items out of specific materials //EXAMPLE: In order to make a Ring of Improved Evasion (850 TU) you would need 22 Advanced Magical Parts (Rounded up from 21.25 ) and 630 Magical Parts// ====Parts Check==== Once a Craft DC is determined the DM sets a Part Check DC. The check is a Base of the Items TU plus double its Craft check. The roll for this check is a craft check plus the number of relevant parts you have access to. In addition the DM may call for an advanced part check if you are crafting a very particular or strange item. Advanced parts only contribute 1 to the check unless 50% of the item is made with Advanced parts then they are counted as 10 EXAMPLE You wish to craft a Major Implement with 50 charges at Tier 9 (675 TU), Craft check of DC 20. The Parts check would be set to 715. If you have 675 parts you must be able to hit a DC 40 Craft check to make up the difference (or just have more parts) ====Upgrading, Recycling and Converting Gear==== Many items can be upgraded through Masterworking or Magic. This requires you to have the difference in parts between its current level and its desired level. Toolkits, Workshops, Factories and Fabricators can all be upgraded as well but must be upgraded in sequence unlike most items. 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 50% of its value in parts. Round down to the nearest whole number EXAMPLES You have a MWK +1 Dagger and wish to upgrade it to a MWK +3 Dagger, this requires the difference in parts (19 Crafting parts) and a Craft check of 16. In addition because the Total Value of the item is now 25 a Tier I Toolkit is needed to upgrade the dagger. 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 3 Crafting parts.