Craft
Basic, Extended
Activation 1 day, 1 week, or 1 month
Target 1 item you wish to craft or repair
Rolls Skill roll vs. item's craft DR (10 + tier + 5 per size larger than crafter, Low-tech +2, Magical or Hi-tech +5, Uncommon +2, Rare +5)
You can craft to "earn income" but instead of gaining cash you get the value as targeted items are crafted or repaired. If it's not enough value to complete the item, you can make multiple checks until it is complete. Once the item is finished you can attempt to sell it.
- Critical Success: As a success but twice the normal progress.
- Success: You create or improve the item, increasing it's value by an amount equal to your result x your level in credits if you spent 1 day. You gain x10 this if you crafted for a week straight and x100 times this if you did so for a month straight. You don't make your check until the entire time frame crafting has finished.
- Failure: As a success but only half the progress.
- Critical Failure: You damage the object reducing its current cost to half, possibly losing all progress or making it worse.
Repair: A broken item's value drops to half. Repairing it simply requires you to craft the remaining value back to full.
Dynamic Crafting (Optional Variant)
You can buy or find special materials that allow you to dynamically craft them into items. To do this, you provide an amount of those materials costing up to half the final price of the item to the item's total. Then you make crafting rolls as normal to complete the rest of needed cost. Upon your final result, dynamic crafting adds a perk, quirk, and/or flaw based on your final result. Dynamic repair on an item causes it to lose its original perks and flaws and a 50% chance to lose its existing quirks too.
- Critical Success: Item gains 1 perk and 1 quirk of your choice.
- Success: Item gains 1 random perk and 1 random quirk.
- Failure: Item gains 1 random quirk.
- Critical Failure: Item gains 1 random quirk and 1 random flaw.