Crafting

**Crafting** refers to the many ways to craft objects, modifications and many other items present in Fallout: New Orleans.

## Characteristics

In the wasteland, most of what you need to survive can be found, stolen, looted, or traded. But only most of it. Long-term survival requires being more proactive than that, and often comes down to learning how to make things yourself or befriending someone who can make things.

This process is collectively referred to as crafting. It covers assembling and modifying weapons and armor, repairing damaged items, cooking food, and making chems and improvised explosives.

The crafting process allows you to make and customize the items your character uses, to gain an edge over the dangers in the wasteland.

### Workbenches

The first thing you need when crafting is the right tools, and somewhere to work with them. These spaces are collectively called workbenches.

* An armor workbench contains the tools needed to work with armor and clothing, though not power armor. Crafting using an armor workbench uses the Repair skill, and benefits from the Armorer perk. 
* A chemistry station contains tools used for mixing chemicals to create chems, explosives, and Syringer ammunition. Crafting using a chemistry station uses the Science and Explosives skills, and benefits from the Chemist and Demolition Expert perks. 
* A cooking station provides an open flame and the tools used for cooking food and beverages. Crafting using a cooking station uses the Survival skill. 
* A Power Armor station is a space for working with Power Armor. Crafting using a Power Armor station uses the Repair and Science skills, and benefits from the Armorer and Science! perks. 
* A robot workbench provides the tools and space needed to modify a robot. Crafting using a robot workbench uses the Repair and Science skills and benefits from the Robotics Expert perk. 
* A weapons workbench contains tools for working with weapons of various kinds. Crafting using a weapons workbench uses the Repair and Science skills, and benefits from the Gun Nut, Science!, and Blacksmith perks

These workbenches can be found across the wasteland, typically in settled areas. Hostile NPCs may not look too kindly on you using their facilities, while friendly ones may give permission for you to use their workbenches as a reward for helping them out. Cooking stations are an exception to this. Being relatively small and simple, a cooking station can be crafted basically anywhere, and a recipe for crafting a cooking station can be found on its own statblock.

## Recipes and Crafting

The next part of the crafting process is learning recipes. Each recipe describes how to craft a specific item, explains what ingredients are needed, and how difficult it is.

* **Common** recipes are known to everyone as standard. 
* **Uncommon** recipes are learned by purchasing certain perks while advancing the character. 
* **Rare** recipes can only be learned from a specific person or by finding a copy of the recipe written down; these only become available at the GM’s discretion and may be granted as a reward or found as a note or holotape while scavenging

Each recipe has a Complexity, which represents how complex the item is to assemble. The recipe also lists the skill needed to craft the item, and any perks required to learn the recipe in the first place. The materials needed to craft an item are based on this Complexity score.

When attempting to craft an item, it requires a skill test, using INT plus the listed skill. The difficulty of this test is equal to the recipe’s Complexity, minus your rank in the skill (to a minimum of 0). If the final difficulty is zero, you can choose to succeed without rolling. Crafting an item takes an hour (halved by spending 2 AP if you’re successful; each complication adds an extra half hour to the time); crafting an item on a cooking station requires only twenty minutes (and adds only ten minutes per complication).

If you succeed at this skill test, you have created the desired item. If you failed the test, you have not crafted the item. If you were crafting an item using a cooking station or chemistry station, all ingredients are used up on a failed test. Complications from a skill test to craft may also result in ingredients being wasted or lost.

## Repairing Items

Many items cannot be crafted from scratch—at least, not without precision tools that are extremely difficult to find, which are beyond the scope of the rules here—but they can still be repaired when they suffer damage or wear and tear.

epairing an item to full function requires an appropriate workbench, and materials determined by the Rarity of the item being repaired (detailed on the following table), and an **INT** + **Repair** test with a difficulty equal to the item’s rarity. If you possess another item of that type (i.e., you’re trying to repair a 10mm pistol, and you have a second 10mm pistol on hand), you can scrap that item while making repairs. This both provides the materials needed and reduces the difficulty by 1. This takes half an hour (halved to fifteen minutes by spending 2 AP if you’re successful, complications may add an extra fifteen minutes to the time).

### Materials Required to Repair Items

 1
 2
 3
 4
2 Uncommon Materials
 5+
3 Uncommon Materials
 Legendary
3 Uncommon Materials
1 Rare Materials
Base version variant of the item being repaired

When repairing an item, increase the complication range of the repair test by +1 for each mod the item has—modified items are trickier to repair and there’s more chances of something going wrong. Complications can make the repairs take longer, as noted above, or result in additional materials being wasted.

## Materials and Complexity

Unless a recipe listed in the respective workbench mentions specific materials required, all recipes use the same materials, determined by the complexity of the recipe.

### Required Materials for Complex Recipes

 2
 3
 4
 5
Uncommon Materials ×4
 6
Uncommon Materials ×5
 7+
Uncommon Materials ×6
Rare Materials ×4