Craft

This skill encompasses several categories, each of them treated as a separate skill: Craft (clothing), Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft (writing).

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 DC 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. Make a Wealth check against the given purchase DC for the object to see if the character succeeds in acquiring the raw materials. The DC in this case is lessened by -4 if the materials are commercially available, -2 if the materials are somewhat difficult to find but less difficult to acquire than the item itself, or at the same value if the item is difficult to acquire materials for. If the character succeeds at that check, make the Craft check against the given DC for the object in question. If the character fails the check, he or she does not make the object, and the raw materials are wasted (unless otherwise noted).

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). The exception is Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth check is required to use the skill).

**Craft (clothing) (Int - Trained Only)**

This skill allows a character to sew outfits, clothing, cobble shoes and boots, and put together other various objects made from cloth, fabric, or leather.

If used to create a costume, if the DC to craft an outfit is beat by 5 or more, the outfit grants a +4 bonus to perform checks, or to disguise checks if pretending to be a typical member of society who may be found wearing such an outfit. For example a police uniform or a military uniform.

If used to craft clothing, a blanket, pillows or some similar thing, and the DC is beat by 5 or more, a creature utilizing it to sleep gains +1 hitpoint per hit dice when recovering.

Providing a stuffed animal created by you to a child may allow a character to use their craft check in place of their diplomacy check for the child.

**Craft (chemical) (Int - Trained Only)**

This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.

**Acids and Bases**: Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type.

**Explosives**: Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius.

If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a disable device check.

Scratch built explosives deal half fire, half piercing damage.

**Poisonous Substances**: Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons.

**Save DC**: The Difficulty Class of the Fortitude save to negate the effects of the poison.

**Initial Damage**: The damage a character takes immediately upon failing his or her Fortitude save.

**Secondary Damage**: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.

**Purchase DC**: The DC for the Wealth check necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area.

**Restriction**: The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market.

**Craft DC**: The DC of the Craft check to create a quantity of the poison.

**Time**: The amount of time required for the Craft check.

If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.

**Table: Poisons**

**Special**: A character without a chemical kit takes a –4 penalty on Craft (chemical) checks.

**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.

When building an electronic device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides whether the device is simple, moderate, complex, or advanced compared to current technology.

 **Moderate (radio direction finder, electronic lock)** | 12
 **Complex (cell phone)** | 16
 **Advanced (computer, smart phone)** | 22

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

**Craft (mechanical) (Int - Trained Only)**

This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.

 **Moderate (engine component, light armor)** | 12
 **Complex (automobile engine, 9mm autoloader handgun)** | 16
 **Advanced (jet engine)** | 20

**Special**: A character without a mechanical tool kit takes a –4 penalty on Craft (mechanical) checks.

**Craft (pharmaceutical) (Int - Trained Only)**

This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease.

The Craft (pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.

 **15-18** | 10
 **19-22** | 15
 **23 or higher** | 20

**Special**: A character without a pharmacist kit takes a –4 penalty on Craft (pharmaceutical) checks.

**Craft (structural) (Int)**

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.

 **Moderate (catapult, shed, house deck)** | 10
 **Complex (bunker, domed ceiling)** | 15
 **Advanced (house)** | 20

When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.

**Special**: A character without a mechanical tool kit takes a –4 penalty on Craft (structural) checks.

**Craft (visual art) (Int)**

This skill allows a character to create paintings or drawings, take photographs, use a video camera, or in some other way create a work of visual art.

When attempting to create a work of visual art, the character simply makes a Craft (visual art) check, the result of which determines the quality of the work.

Unless the effort is particularly elaborate or the character must acquire an expensive piece of equipment, the basic components have a purchase DC of 5.

 **31 or higher** | Master

Creating a work of visual art requires at least a full-round action, but usually takes an hour, a day, or more, depending on the scope of the project.

**Craft (writing) (Int)**

This skill allows a character to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing.

When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work.

No Wealth check is necessary to use this Craft skill.

 **31 or higher** | Master

Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project.

**Repair**

Characters with ranks in Craft Electronic or Craft Mechanical can make checks to fix complex electronic or mechanical devices. This can be used by other craft checks though for various tasks such as attempting to recover damage film with a craft visual art check, editing writing with a craft writing check, or repairing a building with craft structural. The DC is set by the GM.

In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. Making repairs also involves a monetary cost when spare parts or new components are needed, represented by a Wealth check. If the GM decides this isn’t necessary for the type of repair the character is attempting, then no Wealth check is needed.

 **Moderate (mechanical or electronic component)** | 7
 **Complex (mechanical or electronic device)** | 10
 **Advanced (cutting-edge mechanical or electronic device)** | 13

***Jury-Rig:*** A character can choose to attempt jury-rigged, or temporary, repairs. Doing this reduces the purchase DC by 3 and the Repair check DC by 5, and allows the character to make the checks in as little as a full-round action. However, a jury-rigged repair can only fix a single problem with a check, and the temporary repair only lasts until the end of the current scene or encounter. The jury-rigged object must be fully repaired thereafter.

A character can also use jury-rig to hot-wire a car or jump-start an engine or electronic device. The DC for this is at least 15, and it can be higher depending on the presence of security devices.

The jury-rig application of the Repair skill can be used untrained.

***Try Again?:*** Yes, though in some specific cases, the GM may decide that a failed Repair check has negative ramifications that prevent repeated checks.

***Special:*** A character can take 10 or take 20 on a Repair check. When making a Repair check to accomplish a jury-rig repair, a character can’t take 20.

Repair requires the appropriate tool kit, or a multipurpose tool, depending on the task. If the character does not have the appropriate tools, they take a -4 penalty on the check.

Time: See the table for guidelines. A character can make a jury-rig repair as a full-round action, but the work only lasts until the end of the current encounter.

**Special:** A creature with the proper occupation may be able to make craft checks instead of profession checks to increase it’s wealth bonus.

**Create Mastercraft Item**

You can make a mastercraft item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a mastercraft 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 and craft check equal to the base DC of the object as well as an additional amount equal to the mastercraft bonus desired based on the weapon and armor augmentation rules. Once both the standard component and the masterwork component are completed, the masterwork item is finished.

**Action**: crafting a mastercraft item takes twice as long.

**Retry?** Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

**Accelerated Crafting** For every 5 points that you beat the DC by of a crafting check, you cut the crafting time in half. This can only be applied twice. (For example if it would take 10 minutes normally and you beat the DC by 10, it lessens it to 2.5 minutes).

**Unchained Crafting**

Characters who possess the signature skill feat for crafting unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill.

With sufficient ranks in Craft, you earn the following.

**5 Ranks**: When determining your progress, double the result of your Craft check.

**10 Ranks**: You do not ruin any of your raw materials unless you fail a check by 10 or more.

**15 Ranks**: When making a craft check, you can craft twice the number of items by raising the DC by 5.

**20 Ranks**: You can craft items from other crafting categories with a different kind of crafting check by taking a -20 penalty to the craft check.