Crafting Rules

## Making an Item

Items first require materials, some materials in FaXions are free, things such as Iron, Copper, Brass, and Steel. These materials can be replicated, and easily crafted with. However, these materials have no effect on the item. There are other materials that do grant effects, like Duranium which is bad for magic casters, but have extra hardness. Each item requires only one type of material, even if it would otherwise need others to make.

### **Determining Quality**

Players who craft can use boosts, get assistance and gain bonuses from secondary skills and ships. Once the total score has been calculated, use the chart below to determine the quality of an item, the add the items base score to the quality. (For example: a Quality 3 Pistol needs a score of 160 to craft, 10 From its base, and 100 for quality.) Quality is the determiner for every statistic an item has.

Any item above Quality 10 needs the Quality control talent. (Which are I-V)

Qualities above 15 increase the required score by 50. In order to make these crafts you must have the talent Quality Master.

## Item Statistics

*Aside from the bonuses mentioned below to these statistics, characters can get bonuses from Species, Planet, and Profession*

### Equip Factor

Equip Factor is the amount of bonus that the item provides when equipped. Keep in mind that a character can only gain a bonus to a skill from one piece of equipment's EF, but those items can grant EF to other skills. Equip Factor (EF) gains bonus from the Talents Competent Construction, and some the EF Bonus Components. Characters can make tools to improve their scores, but players cannot apply any bonuses when making tools.

*Bonuses from EF anywhere cannot apply to making tools, and others EF bonuses do not apply to crafting skills. (For example: If a player makes a Support Magic Staff for another, then that support magic player tries to boost their craft it would not work.) This is to prevent any incremental growth, with out leveling to increase the score.*

### Hardness

This is how well an item stands up to constant use and damage. Items have a defensive score equal to 10x this numbers value, and when it takes damage it loses Item Item Condition. (The items Item Conditions are equal to its hardness). Items degrade as they are used, each session crafted items will lose 1 Item Condition if they are being used or in a character's personal inventory, this can never cause an item to break it will be Left with just one Item Condition. There are ways to prevent this in the Ship or Planet Sections of the Rules. Hardness can be increased by using specific materials, and adding the component Hardness. Craftsman can take the Talent Impressive Craftsmanship, or increase the items quality. (Items have +1 Hardness Per Quality.)

### Complexity

When crafting an item it gains a certain amount of Complexity. Items get 5 Complexity per quality plus a bonus from the Edge of Innovation Talent. Additionally when crafting a character may have another character (or themselves) with the Arts skill fancy the weapon up to increase its Complexity (explained below). Complexity itself allows players to add Components to a weapon, weather with crafting skills or with Enchanting. Keep in mind that adding components not only costs the items complexity, but also adds additional material costs. Each item crafted can have up to 14 Components.

### Energy Units

The amount of Energy a target item has, these can be used by the equipped player (for energy projection) or for the item itself to keep it powered. Each Session items with energy units restore 1. (unless the item is solar powered) These energy units also increase the Value by 95 each. Power Units from ships equal 3 Energy Units, and items with energy units may be fed into the ship in order to fuel it. Items with energy capacity could be destroyed if they are overloaded (having 10% more energy then max, rounded down), and lose Item Conditions each 10 Minutes the energy capacity is exceeded.

### Repair Units and Repairing an Item

In order to repair an item, a character must spend the items repair units (this is half of the units that the item took to build). Repairing an item restores 2 Item Conditions to that item, and takes 4 hours. Remember if the item has lost Item Condition it becomes less valuable (Based on a percentage of Item Conditions lost. Additionally, when an item reaches zero Item Conditions it breaks and becomes scrap. Items crafted for the Talents Additive or Extensive Augmentation do not have Item Condition and are considered part of your body and do not take damage.

Characters can also use Repair Kits to perform Maintenance on an item, which restores one item condition per use. A Repair Kit's Use is equal to its Item Condition, and cannot itself be repaired. You may not place Components on repair kits. Repair kits cannot be made of Nothing Special.

If a character wants to repair an item from zero durability this cannot be done with a repair kit. That character must take the number of hours to fix the item, or they character can declare the item scrap. Items become units of Scrap equal to their quality.

*Scrap Sells for 1000 Credits each, 10 Scrap can be used to fix one Item Condition of an item in 10 minutes, however that Item Condition is lost a the end of the session. If the item lost Item Condition this session after scrap was placed on it, that item loses the scrap Item Condition first (Losing Item Item Condition in this way cannot break an item, it will be left with 1 Item Condition.)*

**Value**

The Value of an item is a complex algorithm, and is based on a ton of different factors of an item. Item values can be increased with the Talent "Pinnacle of Design", which is a flat value addition to an items value. Most everything else added is multiplied by the quality of an item. However the items condition is factored in as well, making the value decrease by a percent of missing item condition. It is possible that a character, such as a merchant will buy items at a discount. The sheet includes a spot for determining the value of items to merchants. (This can be set or changed and turned on or off.)

#### What Effects Value

* The Crafted Items Base Value
* Talent Pinnacle of Design
* Component *Fancy*
* Art Complexity (Fanciness)
* The Number of Materials used (based on the Value.)
* The Amount of Remaining Complexity
* The Amount of Energy Units added.
* Most bonuses are multiplied by the Quality, how much this is depends on if it id quality 15 or higher, or not. Items even higher than quality 15 are even more valuable, due to rarity.
* Other Materials that raise item Value. (Percentages increase the whole value of the item)
* Value is Decreased if Condition is lower.

### **Components**

The components of an item are modifications characters can add to weapons. Be careful some components do not work on certain items types, such as the Culinary Components. Each Component has a Complexity Value and a Score in a specific crafting skill you need to add that component to the item. Each item can have up to 14 Components, items you intend to sell to merchants should not have components attached, as this will decrease its value. (Unless an order is made.) You may only place a component on an item once, but all components stack. *(See Enchanting rules about how to put an Enchantment on an item.)(GMs increase sell value if you are letting the player make custom orders to increase the value of the item to compensate for loss of complexity. I recommend 120% value.)*

## Special Craft Rules

### **Arts**

Whenever designing an item, a character with arts can make the item look much fancier. When the item is being crafted, use the helping characters Arts to add Fanciness to an item. look at the quality table, and see what quality your arts can make, this is the added Fanciness. What this adds is a complexity bonus equal to the Fanciness, and also 120 value each. The Fanciness of an item may never exceed its quality.

### Enchanting

Instead of using materials, you may enchant items with Crystals, the crystal type the Enchantment takes is listed on the Component chart, (and on the components page on the sheet.) The Crystal Tier is equal to the components complexity. These rules are only circumvented if the component lists a specific crystal tier. Characters may not use crystals with tiers higher than their TF in enchanting. Whenever a component is enchanted it no longer takes materials to add the component, and its complexity is reduced by 1.

#### Tastiness

The Tastiness of an item crafted with Culinary craft is effected by 2 metrics, its value and the crafters Skill level. The skill level increases the baseline of the tastiness, a beginner will taste ok but nothing special, where a master's cooking is going to be extraordinary. Value shows the quality pf the ingredients and Components of the Dish (or Drink), as well as the quality of the dish itself. Higher values are more tasty.

Flexible

Items made from materials with the Flexible Trait cannot lose more than one Item Condition at a time.