Crafting Rules
Dec 31, 2021 7:36:56 GMT -6
Post by insertnamehere on Dec 31, 2021 7:36:56 GMT -6
Note: Couldn't find anything that went into detail about creating/improving items that didn't involve either a specific Exaltation, Race, or power. I aim to give a mundane, if more time consuming, option because you shouldn't need to be an immortal/super genius/immortal super genius to make a paper airplane. The main reason why someone would want to craft something is because its a cheaper alternative to getting new gear. When you buy something, you are paying for the convince of having the labor being done for you in order to create it. However, creating something yourself is more cheaper but more time consuming because you are the one putting in the labor.
Update: Did a rework of the crafting rules. Stole the idea from Konate that he made for the Journey into Carceri westmarch so you can thank him for that
The long and short of it is that instead of rolling a single test, you roll multiple times until you reach the TN with each roll representing time spent.
In order to even attempt crafting an item you at least need a Multi Tool. At the SM's discretion, other skills or equipment may be used or required depending on things such as working conditions or even the item that is being created. For example, crafting a bionic implant may require dots in Medicae due to needing an understanding of biology to make the bionic compatible.
Example: Bob wants a new gun and decides on a standard quality Hunting Rifle which has a rarity of Rare. Bob has 3 dots in Crafts so he doesn’t need to worry about any mishaps and starts rolling getting a 28 on his first roll and a 15 on his second. That means it took Bob 2d5 weeks to craft the hunting rifle because it took him 2 rolls to reach the TN of 40.
Just like with crafting, you need to do a Wealth test before you can start if you don’t already have any available materials. The wealth roll is determined by the option you choose and will be explained in its respective section. Doing either option follows the same rules for crafting except you don’t double the acquisition TN when determining the crafting TN and the time each roll takes is changed to the following;
Example: Bob loots a boltgun from an enemy and wants to improve it from Standard quality to Good quality. A standard boltgun is Very Rare meaning a TN 20 wealth test is needed to buy better parts. After that, Bob rolls his Crafts rolls until he reach’s 30. In this case, it only took one roll meaning it took Bob 1 week to improve the boltgun.
Example: After Bob was finished with improving the boltgun, he decided to take it to the firing range to test it out. Unfortunately, a plot convenience suddenly falls out of the sky and lands on the bolter, rendering it inoperable. Thankfully, the boltgun wasn’t to beat up meaning he doesn’t need to acquire materials (if he did, it would have been TN 20 Wealth test) and rolls his Crafts tests. Just like last time, Bob manages to reach the TN in a single roll meaning it took 1 week to repair the boltgun.
If you don't have the time and need the item right now, then another similar thing you could do is jury-rigging. Jury-Rigging fixes the broken item for a limited amount of time and usually takes a TN 15 Crafts test to pull off though other skills can be used depending on the item. A Full Action is required to Jury-Rig something and lasts for 1d5 rounds (1d5 minutes outside of combat) plus 1 for every raise. If you fail, you waste the action but are allowed to try again next turn. Jury-Rigging can be done multiple times on the same item but after every successful Jury-Rig test the TN increases by 5 for that item.
To add a property you first need gain the components through a Wealth test whose TN is determined by the properties Mod Cost value (Book 2 pg. 165). If you don’t want to make multiple Wealth tests or don’t have enough wealth dice, you also have the option to combine properties together as a single object to change the purchase cost, but you cannot remove one property without removing the other combined properties from a weapon. Once you have everything you need you can now roll the Crafts skill tests. The TN for the Crafts test is determined by the Cost Mod total.
Example: After testing his new boltgun at the range, Bob decides he wants to modify it to better fit his fighting style of sharpshooting. The Accurate property has a mod cost of 2 meaning a TN 20 Wealth test is needed but Bob wants Accurate ASAP so he will also add the Low Ammo(-1) and Half Range(-1) properties bringing the total Mod Cost value down to 0. Bob rolls a TN 10 Wealth test [Accurate(+2) + Low Ammo(-1) + Half Range(-1) = Mod Cost of 0] to buy the new properties together and then roll his Crafts tests until he reaches 20 [Tearing(+2) + Accurate(+2) + Low Ammo(-1) + Half Range(-1) = Total Mod Cost of 2] to install them onto the Boltgun. Bob completes it in one roll meaning it took him 1 day to install the new properties.
To remove properties, roll a Crafts skill tests with a TN based on the weapons current total Mod Cost value. However, as mentioned above, if you combined properties together while purchasing them you won’t be able to remove one property without also removing the other combined properties. If you do not wish to remove all of the combined properties, the TN for the Crafts rolls will be determined by the Mod Cost of the weapon as if it didn’t have that property.
Example: Bob had been on several adventures since he last modified his Boltgun and he now has come to realize that the Half Range and Low Ammo properties are proving to be more of a detriment then he thought. Bob chooses to remove the Half Range(-1) property first, since he can only remove one property at a time, but it is combined with Accurate(+2) and Low Ammo(-1). The Crafts TN is 25 [Tearing(+2) + Accurate(+2) + Low Ammo(-1) = Total Mod Cost of 3] and makes it in one roll meaning it took 1 day to completely remove Half Range. Bob now wants to remove Low Ammo, which has a TN of 30 [Tearing(+2) + Accurate(+2) = Total Mod Cost of 4] and makes it in one roll meaning it took 1 week to completely remove Low Ammo.
Modifying everything else such as armor or gear works differently and the way it works is by basically combining 2 or more items together. If you do not have the items on hand, then obviously you will need to do a Wealth test to acquire the components. The number of items you can add to armor and equipment is equal to half your Crafts skill dots (rounded down). The Crafts skill test TN is based on the highest rarity of the equipment being combined, but for every item added after the first increases the TN by 5. Weapon properties that affect sight can be installed onto helmets/other headgear and count as an Uncommon item.
Example: Bob now wants to modify his Carapace helmet to better assist his sharpshooting. Bob's Crafts skill is now at 4 dots meaning he can add 2 items/effects to the helmet. Bob decides to add Magnoculars and the Red-Dot Sight property to the helmet. The item with the highest rarity is the Carapace helm at Rare, meaning the Crafts skill test is TN 20 for adding the Magnoculars. After that a Crafts skill test is rolled to add the Red-Dot Sight but this time the TN is 25 because the Magnoculars was added previously. Bob managed to reach both TN’s in a single roll meaning both rolls took 1 day. Bob now has a new and improved carapace helmet.
Old crafting rules
Example: Bob wants a new weapon and decides on the Long Las but failed the TN 20 Wealth test to acquire it. Fortunately, Bob has some dots in Crafts and decides to build his own Long Las. Bob is going to craft a common quality Long Las, meaning he is going to need to roll a TN 15 Wealth test to first purchase the parts. Bob succeeds the roll and can now do the Crafts skill at TN 20. However, Bob only has 2 dots in Crafts meaning he is going to need to roll on the Crafting Mishaps table due to his inexperience. Bob succeeded the Crafts skill test and rolled a 4 on the Crafting Mishaps table resulting in nothing bad happening. This entire process took 2d10 days because the Long Las is Rare.
If you are required to roll on the Crafting Mishaps table, add 1 for every 5 the TN is above your skill requirement. For every raise you get on the Crafts test, reduce the penalties by 1 level.
Just like with crafting, you need to do a Wealth test before you can start. The wealth roll is determined by the option you choose and will be explained in its respective section. Should you pass the wealth test, do a Crafts skill roll with a TN based on the items current rarity, except for the Modify option which has its own rules for the Craft skill test. All of these options take 1 hour to install.
Example: Bob loots a boltgun from an enemy and wants to improve it because its of Poor Quality. A Very Rare item of Poor quality changes its rarity to Rare, meaning a TN 15 wealth test is needed to buy better parts. After that, a TN 20 Crafts skill test is rolled to proceed with the actual improvements. Bob succeeds the Crafts test and after 1 hour worth of work, now has a Common quality Boltgun.
In order to gain parts for repair roll a Wealth test that is 2 levels lower than the items normal acquisition TN. Should you succeed, you gain the parts to do repairs as well as a steady supply line so that any future repairs during downtime/resupply wont require a Wealth test for that item. Another option is to cannibalize parts from other items of similar make in order to perform the repairs. What items that you can salvage is up to the SM's discretion but generally the item being picked for parts needs to be the same quality and similar type as the item being repaired (i.e. salvaging parts from a power fist to fix a power sword or salvaging parts from a car radio to fix a micro-bead).
Example: After Bob was finished with improving the boltgun, he decided to take it to the firing range to test it out. Unfortunately, an anvil suddenly falls out of the sky and lands on the bolter, destroying it. Bob rolls a wealth test (TN 15) to buy parts to repair the bolter and succeeds. After the parts arrive, Bob then rolls a Crafts test (TN 25) and succeeds that test as well. After 1 hour of work the bolter is repaired and fully functional again.
If you don't have the time and need the item right now then another similar thing you could do is jury-rigging. Jury-Rigging fixes the broken item for a limited amount of time and takes a TN 15 Crafts test to pull off. A Full Action is required to Jury-Rig something and lasts for 1d5 rounds (1d5 minutes outside of combat) plus 1 for every raise. If you fail, you waste the action but are allowed to try again next turn. Jury-Rigging can be done multiple times on the same item but after every successful Jury-Rig test the TN increases by 5 for that item.
To add a property you first need gain the components through a Wealth test whose TN is determined by the properties Mod Cost value (Book 2 pg. 165). If you dont want to make multiple Wealth tests or dont have enough wealth dice, you also have the option to combine properties together as a single object to change the purchase cost but you cannot remove one property without removing the other combined properties from a weapon. Once you have everything you need you can now roll the Crafts skill test. The TN for the Crafts test is determined by the Cost Mod total. Should you fail, you waste the material and have to buy more.
Example: After testing his new boltgun at the range, Bob decides he wants to modify it to better fit his fighting style of sharpshooting. Bob chooses to add the Accurate(+2) property but Bobs Crafts skill level is 2 dots and since the Boltgun already has Tearing(+2), that leaves a total Mod Cost value of 4 meaning Bob cant add the new property. But Bob really wants Accurate so he will also add the Low Ammo(-1) and Risky(-1) properties bringing the total Mod Cost value down to 2. Bob rolls a TN 10 Wealth test [Accurate(+2) + Low Ammo(-1) + Risky(-1) = Mod Cost of 0] to buy the new properties and then a TN 20 Crafts test [Tearing(+2) + Accurate(+2) + Low Ammo(-1) + Risky(-1) = Total Mod Cost of 2] to install them onto the Boltgun. Bob succeeds the Crafts test and after 1 hour of work installs the new properties.
To remove properties, roll a Crafts skill test with a TN based on the weapons current total Mod Cost value. Succeed and you remove a weapons property of your choosing. However, as mentioned above, if you combined properties together while purchasing them you wont be able to remove one property without also removing the other combined properties. If you do not wish to remove all of the combined properties, roll a Crafts skill test same as before but add a +5 to the TN for every property you wish to keep.
Example: Bob had been on several adventures since he last modified his Boltgun and he now has a Crafts skill level of 3 meaning his Total Mod Cost limit has increased. Bob chooses to remove the Low Ammo(-1) property but it is combined with Accurate(+2) and Risky(-1). Bob will roll a Crafts skill test TN 30 (Base 20 + 10 to keep Accurate and Risky). Bob succeeds the roll and within 1 hour removes the Low Ammo property
Modifying everything else such as armor or gear works differently and the way it works is by basically combining 2 or more items together. If you do not have the items you wish to craft on hand then obviously you will need to do a Wealth test to acquire the components. The amount of items you can graft together is equal to half your Crafts skill dots + 1 (rounded down). The Crafts skill test TN is based on the highest rarity of the equipment being combined, +5 for every additional items past 2. Weapon properties that affect sight can be installed onto helmets/other headgear and count as an Uncommon item. Failure in the Crafts test results in the items being broken and need to be replaced/repaired.
Example: Bob now wants to modify his Carapace helmet to better assist his sharpshooting. Bob's Crafts skill is now at 4 dots meaning he can add the effects of 2 items to the helmet. Bob decides to add the effects of Magnoculars and the property Red-Dot Sight to the helmet. The Carapace helm is Rare, meaning the Crafts skill test is TN 20 for adding the Magnoculars. After that a Crafts skill test is rolled to add the Red-Dot Sight but this time the TN is 25 due to the total of items combined is 3. Both rolls took 1 hour each to do and Bob now has a new and improved carapace helmet.
Update: Did a rework of the crafting rules. Stole the idea from Konate that he made for the Journey into Carceri westmarch so you can thank him for that
The long and short of it is that instead of rolling a single test, you roll multiple times until you reach the TN with each roll representing time spent.
CRAFTING RULES
What Do You Need?
There are two things that are required if you want to make something; tools and the knowledge to use them. A Wheel renowned chef can't make a delicious steak if he doesn't have a kitchen stocked with at least the bare essentials and a amateur gunsmith could have access to state-of-the-art equipment but it wouldn't matter due to his lack of skill, resulting in sub-par work. In order to even attempt crafting an item you at least need a Multi Tool. At the SM's discretion, other skills or equipment may be used or required depending on things such as working conditions or even the item that is being created. For example, crafting a bionic implant may require dots in Medicae due to needing an understanding of biology to make the bionic compatible.
What Can You Make?
All just because you got a dot in Crafts doesn't mean you have the capacity to make everything. Similarly to just how much Wealth dots you have limits what rarity of item you can buy, how much Crafts dots you have limits what rarity of item you can make. Though keep in mind that you don't need the Crafts skill to make things due to it being a Basic skill but having it can prevent mistakes and mishaps during the crafting process which will be explained further in the next section.How to Craft
If you don’t already have the materials to craft, you first need to make a Wealth test with a TN 2 level lower than the items normal rarity for its quality following the normal rules for acquisition tests. Regardless on how you acquire the materials, once they are available you can begin crafting. When crafting, take the items acquisition rarity TN and double it. You then roll your Crafts skill a number of times until you finally reach the determined TN resulting in the item being completed and ready for use. However, each roll represents an amount of time that must be dedicated to that items completion which is determined by the item’s rarity.
Just like with vehicle repair multiple people working at once can reduce the time it takes to craft. For every doubling of manpower, the time requirement is reduced by 1 level but the TN remains the same. Lastly, if your Crafts dots do not meet the items skill requirement, add an extra +5 to the TN per dot you lack. i.e. Crafting a Very Rare (Crafts 4) item with only 2 dots in Crafts results in the TN becoming 60.Example: Bob wants a new gun and decides on a standard quality Hunting Rifle which has a rarity of Rare. Bob has 3 dots in Crafts so he doesn’t need to worry about any mishaps and starts rolling getting a 28 on his first roll and a 15 on his second. That means it took Bob 2d5 weeks to craft the hunting rifle because it took him 2 rolls to reach the TN of 40.
Skill Level | Rarity | TN | Time |
Crafts • | Ubiquitous | 4 | 1 Hour |
Crafts • | Very Common | 10 | 1d10 Hours |
Crafts • | Common | 20 | 1 Day |
Crafts •• | Uncommon | 30 | 1d5 Days |
Crafts ••• | Rare | 40 | 1d10 Days |
Crafts •••• | Very Rare | 50 | 1d5 Weeks |
Crafts ••••• | Mythic Rare | 60 | 1d10 Weeks |
Crafts •••••• | Near Unique | 70 | 2d10 Weeks |
Artifact Crafting
Whether as a reward or dumb luck, you may find yourself some raw artifact materials during your adventures and, naturally, you would want to make something out of it. Using artifact materials follows the same crafting rules except the crafting TN is 2 levels higher. As for Wonders, that is up to the SM. Most Wonders are one of a kind items that were created millennia ago and the methods to creating more of them were lost to time. However, if the SM does allow the party to create a Wonder then it should be the end result of a quest of gathering the materials, acquiring the necessary tools, and obtaining the knowledge on how to create it and not casually made over the weekend.Unfinished Work
What happens when you just don’t have the time to finish a project? Simple, you set it aside until you can work on it again. When you halt a crafting project, your progress stays at the point you stopped at so long as you have reliable access to the original unfinished work. If you don’t, then the only option is to either return to where it was stored or starting over from scratch.
Improve, Repair, and Modify
What can you do if you find a suit of power armor but its of Poor quality? What can you do if you find a powerful weapon that doesn't cater to your fighting style? Is your only option to just hawk it and make or buy something yourself? Of course not! What you can do instead is these three options; Improve, Repair, and Modify an item.Just like with crafting, you need to do a Wealth test before you can start if you don’t already have any available materials. The wealth roll is determined by the option you choose and will be explained in its respective section. Doing either option follows the same rules for crafting except you don’t double the acquisition TN when determining the crafting TN and the time each roll takes is changed to the following;
Com/Uncom: 1 hour
Rare/Very Rare: 1 day
Mythic Rare/Near Unique: 1 week
Improve
Improving an item is to raise its quality by 1 level. Roll a wealth test that is 1 level lower the items current rarity acquisition TN. After that, you roll your Crafts skill tests until you reach the TN determined by the item’s new quality.Example: Bob loots a boltgun from an enemy and wants to improve it from Standard quality to Good quality. A standard boltgun is Very Rare meaning a TN 20 wealth test is needed to buy better parts. After that, Bob rolls his Crafts rolls until he reach’s 30. In this case, it only took one roll meaning it took Bob 1 week to improve the boltgun.
Repair
Repairing equipment doesn’t come up often due to most characters having a steady supply of replacements either from acquisition or from Inheritance. In the rare instance that this isn’t possible, you roll Crafts skill tests until you reach the TN that is determined by the item’s rarity, and you fix it when you reach it. However, sometimes the item in question might need parts and pieces you don’t have and, in that case, roll a wealth test with a TN that is 2 levels lower than the items normal rarity to acquire the replacement parts. Another option is to cannibalize other items of similar make to perform the repairs. What items you can salvage from is up to the SM's discretion but generally the item being picked for parts needs to be the same quality and similar type as the item being repaired (i.e. salvaging parts from a power fist to fix a power sword or salvaging parts from a car radio to fix a micro-bead).Example: After Bob was finished with improving the boltgun, he decided to take it to the firing range to test it out. Unfortunately, a plot convenience suddenly falls out of the sky and lands on the bolter, rendering it inoperable. Thankfully, the boltgun wasn’t to beat up meaning he doesn’t need to acquire materials (if he did, it would have been TN 20 Wealth test) and rolls his Crafts tests. Just like last time, Bob manages to reach the TN in a single roll meaning it took 1 week to repair the boltgun.
If you don't have the time and need the item right now, then another similar thing you could do is jury-rigging. Jury-Rigging fixes the broken item for a limited amount of time and usually takes a TN 15 Crafts test to pull off though other skills can be used depending on the item. A Full Action is required to Jury-Rig something and lasts for 1d5 rounds (1d5 minutes outside of combat) plus 1 for every raise. If you fail, you waste the action but are allowed to try again next turn. Jury-Rigging can be done multiple times on the same item but after every successful Jury-Rig test the TN increases by 5 for that item.
Modify
When modifying weapons, you can add or remove properties. Each property has a either a positive or negative cost number associated with it which add up to the Total Mod Cost value of the weapon.To add a property you first need gain the components through a Wealth test whose TN is determined by the properties Mod Cost value (Book 2 pg. 165). If you don’t want to make multiple Wealth tests or don’t have enough wealth dice, you also have the option to combine properties together as a single object to change the purchase cost, but you cannot remove one property without removing the other combined properties from a weapon. Once you have everything you need you can now roll the Crafts skill tests. The TN for the Crafts test is determined by the Cost Mod total.
Example: After testing his new boltgun at the range, Bob decides he wants to modify it to better fit his fighting style of sharpshooting. The Accurate property has a mod cost of 2 meaning a TN 20 Wealth test is needed but Bob wants Accurate ASAP so he will also add the Low Ammo(-1) and Half Range(-1) properties bringing the total Mod Cost value down to 0. Bob rolls a TN 10 Wealth test [Accurate(+2) + Low Ammo(-1) + Half Range(-1) = Mod Cost of 0] to buy the new properties together and then roll his Crafts tests until he reaches 20 [Tearing(+2) + Accurate(+2) + Low Ammo(-1) + Half Range(-1) = Total Mod Cost of 2] to install them onto the Boltgun. Bob completes it in one roll meaning it took him 1 day to install the new properties.
To remove properties, roll a Crafts skill tests with a TN based on the weapons current total Mod Cost value. However, as mentioned above, if you combined properties together while purchasing them you won’t be able to remove one property without also removing the other combined properties. If you do not wish to remove all of the combined properties, the TN for the Crafts rolls will be determined by the Mod Cost of the weapon as if it didn’t have that property.
Example: Bob had been on several adventures since he last modified his Boltgun and he now has come to realize that the Half Range and Low Ammo properties are proving to be more of a detriment then he thought. Bob chooses to remove the Half Range(-1) property first, since he can only remove one property at a time, but it is combined with Accurate(+2) and Low Ammo(-1). The Crafts TN is 25 [Tearing(+2) + Accurate(+2) + Low Ammo(-1) = Total Mod Cost of 3] and makes it in one roll meaning it took 1 day to completely remove Half Range. Bob now wants to remove Low Ammo, which has a TN of 30 [Tearing(+2) + Accurate(+2) = Total Mod Cost of 4] and makes it in one roll meaning it took 1 week to completely remove Low Ammo.
Modifying everything else such as armor or gear works differently and the way it works is by basically combining 2 or more items together. If you do not have the items on hand, then obviously you will need to do a Wealth test to acquire the components. The number of items you can add to armor and equipment is equal to half your Crafts skill dots (rounded down). The Crafts skill test TN is based on the highest rarity of the equipment being combined, but for every item added after the first increases the TN by 5. Weapon properties that affect sight can be installed onto helmets/other headgear and count as an Uncommon item.
Example: Bob now wants to modify his Carapace helmet to better assist his sharpshooting. Bob's Crafts skill is now at 4 dots meaning he can add 2 items/effects to the helmet. Bob decides to add Magnoculars and the Red-Dot Sight property to the helmet. The item with the highest rarity is the Carapace helm at Rare, meaning the Crafts skill test is TN 20 for adding the Magnoculars. After that a Crafts skill test is rolled to add the Red-Dot Sight but this time the TN is 25 because the Magnoculars was added previously. Bob managed to reach both TN’s in a single roll meaning both rolls took 1 day. Bob now has a new and improved carapace helmet.
Old crafting rules
How to Craft
In order to make anything, first select what you want to make which can be anything from clothing to weapons to even power armor. Once you've decided you simply do a wealth test with a TN that is 1 level lower than the items normal acquisition TN appropriate for its rarity, followed by a Crafts test with a TN based on the items rarity (Shown above). The Wealth test follows the same rules as any other wealth test. For the Crafts skill test, if you have the required skill dots and you fail, you have the option to reroll but you will need to roll on the Crafting Mishaps table. If you don't have the required skill dots, the initial skill roll will require the Crafting Mishaps table. Any skill tests that involve the Crafting Mishaps table do not get the option for a reroll. If you chose not to take the reroll or fail a skill test that has the Crafting Mishaps table, you waste the material and need to acquire more before you can attempt crafting again. The total amount of time purchasing the parts and crafting the item takes to complete is double the items acquisition time. (i.e. Acquisition time of 1 day is 2 days for crafting, acquisition time of 1d10 days becomes 2d10 days for crafting, etc.)
Example: Bob wants a new weapon and decides on the Long Las but failed the TN 20 Wealth test to acquire it. Fortunately, Bob has some dots in Crafts and decides to build his own Long Las. Bob is going to craft a common quality Long Las, meaning he is going to need to roll a TN 15 Wealth test to first purchase the parts. Bob succeeds the roll and can now do the Crafts skill at TN 20. However, Bob only has 2 dots in Crafts meaning he is going to need to roll on the Crafting Mishaps table due to his inexperience. Bob succeeded the Crafts skill test and rolled a 4 on the Crafting Mishaps table resulting in nothing bad happening. This entire process took 2d10 days because the Long Las is Rare.
If you are required to roll on the Crafting Mishaps table, add 1 for every 5 the TN is above your skill requirement. For every raise you get on the Crafts test, reduce the penalties by 1 level.
Roll | Crafting Mishaps (1d10) |
1-5 | Nothing bad happens. Whew! |
6-7 | You procrastinated and wasted a lot of time on the warpnet. The length of time it takes to craft is triple the acquisition time. (i.e. an item with an acquisition time of 1d10 days would now take 3d10 days to craft instead of 2d10) |
8 | Whenever the item is used (or blocks damage for armor), roll a 1d10. On a roll of 10 the item breaks and is unusable. |
9 | The item quality is 1 level lower. If the item being made doesn't have any difference in effects due to quality or is already of Poor quality, the dots to any relevant skill or characteristic is considered 1 less for the use of that item. If the item doesn't require any skills/characteristics to use, then use the Mishap effects of 8. |
10+ | You fail to make the item you set out to create and wasted all that time. The good news is that you still have plenty of leftover crafting materials. You still need to do another Wealth test to acquire materials to try again but the Wealth test TN is 2 levels lower instead of 1 level lower. |
Improve, Repair, & Modify
What can you do if you find a suit of power armor but its of Poor quality? What can you do if you find a powerful weapon that doesn't cater to your fighting style? Is your only option to just hawk it and make or buy something yourself? Of course not! What you can do instead is these three options; Improve, Repair, and Modify an item. Just like with crafting, you need to do a Wealth test before you can start. The wealth roll is determined by the option you choose and will be explained in its respective section. Should you pass the wealth test, do a Crafts skill roll with a TN based on the items current rarity, except for the Modify option which has its own rules for the Craft skill test. All of these options take 1 hour to install.
Improve
Improving an item is to simply raise its quality by 1 level. Roll a wealth test that is 1 level lower the items current rarity acquisition TN. After that, you roll your Crafts skill test. Failure on the Crafts roll results in no improvement of the item and requiring another wealth test to buy more material.Example: Bob loots a boltgun from an enemy and wants to improve it because its of Poor Quality. A Very Rare item of Poor quality changes its rarity to Rare, meaning a TN 15 wealth test is needed to buy better parts. After that, a TN 20 Crafts skill test is rolled to proceed with the actual improvements. Bob succeeds the Crafts test and after 1 hour worth of work, now has a Common quality Boltgun.
Repair
Repairing equipment is rather simple. You roll a Crafts skill test against a TN that is determined by the items rarity and you fix it if you pass. However, you can only repair equipment if you have the spare parts which may not be available if the item being repaired was not gained through acquisition or Inheritance, as the supply line wasn't established. The most common example of this are items gained through looting during your adventures. In order to gain parts for repair roll a Wealth test that is 2 levels lower than the items normal acquisition TN. Should you succeed, you gain the parts to do repairs as well as a steady supply line so that any future repairs during downtime/resupply wont require a Wealth test for that item. Another option is to cannibalize parts from other items of similar make in order to perform the repairs. What items that you can salvage is up to the SM's discretion but generally the item being picked for parts needs to be the same quality and similar type as the item being repaired (i.e. salvaging parts from a power fist to fix a power sword or salvaging parts from a car radio to fix a micro-bead).
Example: After Bob was finished with improving the boltgun, he decided to take it to the firing range to test it out. Unfortunately, an anvil suddenly falls out of the sky and lands on the bolter, destroying it. Bob rolls a wealth test (TN 15) to buy parts to repair the bolter and succeeds. After the parts arrive, Bob then rolls a Crafts test (TN 25) and succeeds that test as well. After 1 hour of work the bolter is repaired and fully functional again.
If you don't have the time and need the item right now then another similar thing you could do is jury-rigging. Jury-Rigging fixes the broken item for a limited amount of time and takes a TN 15 Crafts test to pull off. A Full Action is required to Jury-Rig something and lasts for 1d5 rounds (1d5 minutes outside of combat) plus 1 for every raise. If you fail, you waste the action but are allowed to try again next turn. Jury-Rigging can be done multiple times on the same item but after every successful Jury-Rig test the TN increases by 5 for that item.
Modify
When modifying weapons, you can add or remove properties. Each property has a either a positive or negative cost number associated with it which add up to the Total Mod Cost value of the weapon. When modifying a weapon you cannot go above your Total Mod Cost value limit which is equal to your Crafts skill dots. Weapons with pre-installed properties count towards that limit.To add a property you first need gain the components through a Wealth test whose TN is determined by the properties Mod Cost value (Book 2 pg. 165). If you dont want to make multiple Wealth tests or dont have enough wealth dice, you also have the option to combine properties together as a single object to change the purchase cost but you cannot remove one property without removing the other combined properties from a weapon. Once you have everything you need you can now roll the Crafts skill test. The TN for the Crafts test is determined by the Cost Mod total. Should you fail, you waste the material and have to buy more.
Example: After testing his new boltgun at the range, Bob decides he wants to modify it to better fit his fighting style of sharpshooting. Bob chooses to add the Accurate(+2) property but Bobs Crafts skill level is 2 dots and since the Boltgun already has Tearing(+2), that leaves a total Mod Cost value of 4 meaning Bob cant add the new property. But Bob really wants Accurate so he will also add the Low Ammo(-1) and Risky(-1) properties bringing the total Mod Cost value down to 2. Bob rolls a TN 10 Wealth test [Accurate(+2) + Low Ammo(-1) + Risky(-1) = Mod Cost of 0] to buy the new properties and then a TN 20 Crafts test [Tearing(+2) + Accurate(+2) + Low Ammo(-1) + Risky(-1) = Total Mod Cost of 2] to install them onto the Boltgun. Bob succeeds the Crafts test and after 1 hour of work installs the new properties.
To remove properties, roll a Crafts skill test with a TN based on the weapons current total Mod Cost value. Succeed and you remove a weapons property of your choosing. However, as mentioned above, if you combined properties together while purchasing them you wont be able to remove one property without also removing the other combined properties. If you do not wish to remove all of the combined properties, roll a Crafts skill test same as before but add a +5 to the TN for every property you wish to keep.
Example: Bob had been on several adventures since he last modified his Boltgun and he now has a Crafts skill level of 3 meaning his Total Mod Cost limit has increased. Bob chooses to remove the Low Ammo(-1) property but it is combined with Accurate(+2) and Risky(-1). Bob will roll a Crafts skill test TN 30 (Base 20 + 10 to keep Accurate and Risky). Bob succeeds the roll and within 1 hour removes the Low Ammo property
Modifying everything else such as armor or gear works differently and the way it works is by basically combining 2 or more items together. If you do not have the items you wish to craft on hand then obviously you will need to do a Wealth test to acquire the components. The amount of items you can graft together is equal to half your Crafts skill dots + 1 (rounded down). The Crafts skill test TN is based on the highest rarity of the equipment being combined, +5 for every additional items past 2. Weapon properties that affect sight can be installed onto helmets/other headgear and count as an Uncommon item. Failure in the Crafts test results in the items being broken and need to be replaced/repaired.
Example: Bob now wants to modify his Carapace helmet to better assist his sharpshooting. Bob's Crafts skill is now at 4 dots meaning he can add the effects of 2 items to the helmet. Bob decides to add the effects of Magnoculars and the property Red-Dot Sight to the helmet. The Carapace helm is Rare, meaning the Crafts skill test is TN 20 for adding the Magnoculars. After that a Crafts skill test is rolled to add the Red-Dot Sight but this time the TN is 25 due to the total of items combined is 3. Both rolls took 1 hour each to do and Bob now has a new and improved carapace helmet.