Craft
The crafting activity allows you to craft, downgrade, repair, salvage, or upgrade items. Crafting is primarily your ability to utilize certain materials and tools, not a specific item outcome. Thus, crafting skills are limited to the following categories unless noted otherwise by the GM.
Alchemy: This involves the mixing of various reagents in specific conditions to create chemical reactions, which may or may not utilize magical substances. This allows the crafter to create things such as cleaning supplies, corrosive acids, explosives, glues, solvents, and even deadly poisons.
Cipher: Like mechanics, computers cannot craft anything from raw materials but requires existing materials. Cipher allows you to craft, decipher, encrypt, hack, and repair computer codes and software as well as passwords and encrypted messages. In high fantasy games, this skill is used to control magical computers such as a divine codex or arcane cortex.
Culinary: This involves baking, cooking, herbalism, and other forms of food and drink preparation and preservation. It can also encompass a basic understanding of nutrition.
Masonry: This involves building things with dirt, sand, stone, and various minerals.
Mechanics: Where other crafts determine how to create basic items out of materials, mechanics is slightly different. Mechanics allows you to combine already-crafted simple items to create more advanced mechanical devices including everything from clockwork devices and steam-powered engines.
Metallurgy: This involves crafting things made of metal.
Tailoring: This involves crocheting, knitting, sewing, and weaving everything from blankets and clothing to armor and household tools and supplies. This can also include leatherworking and wool collection.
Woodworking: This involves building things made of wood and other plant material. It can also encompass creating things out of bone, chitin, horn, and similar hard organic materials.
CRAFTING ITEMS
Crafting an item requires you to have the proper tools depending on whether it is simple (disadvantage without tools, advantage with proper tools, neither with improvised tools) or complex (impossible without tools, normal with proper tools, disadvantage with improvised tools). When you make a Craft check, it functions like Earning Income but instead of gaining the cash, you gain the value of the item you're crafting as progress is made towards its completion. Once you've done enough craft checks to complete the total price value of the item, the item is complete and you now have the item.
Earning Income takes about 8 hours of work and you make a check, earning copper equal to (check result x your level). You can do a week's work to earn silver instead or a month to earn gold or six months to earn platinum.
Dynamic Crafting: Optionally, you can gather valuable materials costing up to half an item's price and add that value to the progress of the item to complete it faster. When you do this, your final Craft check also determines if the item gets a Quirk, Flaw, or Perk. For example, if you wanted to craft an armor worth 400 gp, provided 200 gp worth of materials, and then made Craft checks to account for the remaining 200 gp, the last Craft check is followed by another skill check depending on the Material and does the following:
- Critical Success: Randomized Perk.
- Success: Randomized Perk and Flaw or just a Quirk (your choice).
- Failure: Randomized Perk and Flaw or just a Quirk (GM's choice).
- Critical Failure: Randomized Flaw.
You can willingly take disadvantage on this roll in order to determine the perk. If you take an additional -5, you can also determine the flaws and quirks.
If the materials are at least half the cost and rare, it grants two perks, quirks, or flaws. If it is unique, it grants 3.
SKILL UNLOCKS
5th-no penalties for Improvised tools
10th-apply (level+rank) not just rank
15th-when you aid another or get Aid, both use higher bonus of the other for aid attempts
20th-always add free perk to all crafts on additon to normal effects