SKILLS

Craft

(Int; Trained Only; Requires Specialization; Requires Tools)

Craft is actually a number of separate skills involving arts and crafts. You must choose a specialty, such as blacksmithing, brewing, mad science, ninja gear, poison-crafting, small arms, or textiles. Training in one Craft specialty does not provide skill in other specialties. Note that Craft (mechanics) is actually Disable Device.

Check: Craft skills are specifically focused on making things. To use a Craft skill effectively, you must have an appropriate set of tools.

Making Items: The Difficulty, time, and resources required to make an item depend on its complexity. Make a Wealth check against the Wealth Difficulty to acquire the necessary raw materials, and then make your Craft check. (Example Difficulties are given in the table.) If your Craft check succeeds, you make the item. If the Craft check fails, you do not produce a usable end result, and any raw materials are wasted. This use of Craft cannot be performed during a scene; the normal amount of time that must pass before completion is listed below.

ComplexityCraft
Difficulty
Wealth
Difficulty
TimeExamples
Simple1551 hr.garment, household item
Moderate201012 hrs.fine garment, lock, weapon
Complex251524 hrs.plate armor, mechanism
Advanced302060 hrs.building, vehicle

Repairing: You can use Craft skills to repair damaged items. In general, simple repairs have a Difficulty of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a Difficulty of 20 or higher and cannot be completed in the current scene without taking the Fast Task challenge. The repairs have a cost 5 lower than making the item (negligible for simple items).

Forgery: Characters can use Craft to produce forgeries in their areas of specialty. The result of the Craft check becomes the Difficulty for a Notice check to detect the forgery. The Narrator can modify either the Craft or Notice check based on the conditions and the characters' familiarity with the original subject.

Reload: Reloading a flintlock pistol is a full-round Craft (small arms) check with a Difficulty of 10.

Jury-Rigged Items: You can use this skill to create temporary or crude items. make a Craft check as normal, but do not make a Wealth check. In addition, it only takes a full-round action to create a Simple item and one minute to create a Moderate item. The final item has no sale value, and there is a 10% chance (a roll of 19 or higher on a d20) per hour of use that it breaks. You can't jury-rig an item with a purchase difficulty of more than 14. You must provide appropriate raw materials and tools as normal.

Challenges: You can take the following challenges with Craft:

Fast Craft: You may add +5 or +10 to the indicated Difficulty to craft an item. This increase allows you to make the item faster than usual, reducing the time to half or one-quarter normal, respectively.

Masterwork: By increasing Difficulty and cost by +5, you can make a masterwork item. These items are especially well made and provide a +1 bonus when used. For more information on masterwork weapons and armor, see Equipment.

Try Again: Yes, although in some cases the Narrator may decide a failed attempt to repair an item has a negative effect, preventing further attempts.

Action: The time to make something varies depending on its complexity, as shown in the table. The Narrator may increase or decrease the time for a particular Craft project as necessary.

Special: Generally, you can take 10 when using a Craft skill, but can't take 20 since doing so represents multiple attempts, and you use up raw materials with each attempt. You can take 10 or take 20 on repair checks. If you don't have the proper tools, you take a -4 penalty on Craft checks.