Crafter

Crafters makes use of extensive training and knowledge to create arms and armor for armies, create homes for families, offices for businesses, or great technological triumphs such as starships. Everything from making the simplest of swords to gigantic structures requires a dedicated focus to ones craft to the point that most people cannot even attempt all but the smallest of creations on their own. Each level on the table below brings the crafter one step closer to mastery of their art and speeds the construction of their goal.

Level 1 - Specialization I

Level 2 - I've come up with a new Blueprint!

Level 3 - Specialization II

Level 4 - Reduce material use 1

Level 5 - Specialization III

Level 6 - Eureka!

Level 7 - Specialization IV

Level 8 - Reduce material use 2

Level 9 - Specialization V

Level 10 - Master Craftsman: Gain a Talent slot - Intelligence.

Specialization -

Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The purchase cost of this equipment varies according to the particular Craft skill.

To use Craft, first decide what the character is trying to make and consult the category descriptions below.

Craft (electronic) (Int)

Trained Only

This skill allows a character to build electronic equipment from scratch, such as audio and video equipment,

timers and listening devices, or radios and communication devices.

Special: A character without an electrical tool kit takes a –4 penalty on Craft (electronic) checks.

A character with the Builder feat gets a +2 bonus on all Craft (electronic) checks.

Craft (mechanical) (Int)

Trained Only

This skill allows a character to build mechanical devices from scratch,

including engines and engine parts, firearms, power armor (also requires electrical),

and other gadgets.

Special: A character without a mechanical tool kit takes a –4 penalty

on Craft (mechanical) checks.

A character with the Builder feat gets a +2 bonus on all Craft (mechanical) checks.

Craft (structural) (Int)

Trained Only

This skill allows a character to build wooden, concrete, or metal

structures from scratch, including bookcases, desks, walls, houses, and

so forth, and includes such handyman skills as plumbing, house

painting, drywall, laying cement, and building cabinets. Included in this

are also medieval weapons (such as sword and pikes), and armor.

Special: A character without a mechanical tool kit takes a –4 penalty

on Craft (structural) checks.

A character with the Builder feat gets a +2 bonus on all Craft

(structural) checks.

Next the character must succeed in acquiring the raw materials.

Finally, make the Craft check against the given DC for the object in question.

To determine how much time and money it takes to make an item, follow these steps.

Find the item’s price. Put the price in silver pieces (10 ECU = 1 sp).

Pay one-third of the item’s price for the cost of raw materials.

Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. DCs are equivalent to the cost of the item in sp. If the result × the DC equals the price of the item in ECU, then you have completed the item. (If the result × the DC equals double or triple the price of the item in ECU, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in ECU.

If you fail a check by 4 or less, you make no progress this week.

If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Progress by the Day

You can make checks by the day instead of by the week. In this case your progress (check result × DC) is in ECU instead of silver pieces.

Specialization Points

Each time you take a specialization you divide the DC of items you can craft by 10 (e.g. if the DC is 100 it becomes 10). The same specialization can be taken multiple to times to further reduce the difficulty of expensive (and thus usually more complicated) items by another factor of 10. A crafter can attempt to make an item from any specialization; however, all but the most simple projects will be to difficult. Also, only those with a specialization in a particular craft can make a masterwork item from that category.

Creating Masterwork Items

You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (30,000 ECU) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

Special:

You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You can do this multiple times. You must decide whether to increase the DC before you make each weekly or daily check.

Generally, a character can take 10 when using a Craft skill to construct an object, but can’t take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt).

I've come up with a new Blueprint!

Whenever you come across an item you don't have a blueprint for you may make a knowledge check to figure out how to build that item. Which knowledge check is used is determined by the category that item falls into. The DC to gain the blueprint of the item is determined by the technological complexity of the item. To determine both refer to the tables below.

Knowledge checks

Craft (Electronic) (Int)

Requires: Knowledge (Technology)

Craft (Mechanical) (Int)

Requires: Knowledge (Engineering)

Craft (Structural) (Int)

Requires: Knowledge (Architecture)

Special: If the item is of a xenotechnological origin then a

Knowledge (Xenotechnology) check must be made before hand.

The DC for each check is determined by the technological progress table below.

DC by Technological Progress

    • Pl 0: Stone Age - DC 10

    • Pl 1: Bronze/Iron Age - DC 10

    • Pl 2: Middle Ages - DC 10

    • Pl 3: Age Of Reason - DC 20

    • Pl 4: Industrial Age - DC 30

    • Pl 5: Information Age - DC 30

    • Pl 6: Fusion Age - DC 40

    • Pl 7: Gravity Age - DC 50

    • Pl 8: Energy Age - DC 60

    • Pl 9 And Higher - DC 70

Eureka!:

Once per month if you would make a roll to determine a blueprint from an item and that check fails you may make a second attempt with a +10 modifier indicating a sudden insight that has lead to a breakthrough in your understanding of the item.