Advanced Craft Rules
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Contents |
[edit] Advanced Craft Rules
(A first attempt)
[edit] Step one : the device
Select an item you want to craft. It can be a weapon, armor, tool, bionic, etc.
- To craft any mechanical or electronic device, you need the Tech-use skill.
- To craft drugs or poisons, you need the Chem-use skill.
- To craft a book, or create any document, you need the Literacy skill.
[edit] Step two : setting the difficulty
The difficulty depends on three factors : Availability, Price and Additional Skills
Availability tells if the men able to craft the item are easy to be found, such as young mech-wrights, or to the contrary, rarely available, like old and wise blacksmith at the peak of his art.
| Availability | Modifier |
|---|---|
| Very rare | -30 |
| Rare | -20 |
| Scarce | -10 |
| Average | +0 |
| Common | +10 |
| Plentiful | +20 |
| Abundant | +30 |
Price tells us the cost of the materials, but also the price of the tools needed to craft it and the skill and time of the men who did so.
| Price | Modifier |
|---|---|
| 10,000+ | -30 |
| 1,000+ | -20 |
| 100+ | -10 |
| 10+ | +0 |
| 10- | +10 |
There might be other skills needed to craft certain items. Each skill the character posses that might help give him an additional +10 on his roll.
| Skills | Items |
|---|---|
| Drive/Pilot | The kind of vehicle you drive |
| Forbidden lore (Archeotech) | Power Armours, Power Weapons, Hoverers |
| Invocation | Devices in touch with the occult |
| Logic | Electronic devices, Bionics |
| Medicae | Drugs, Poisons, Bionics |
| Navigation | Maps, orientation device |
| Trade(Agri) | Crop tools |
| Trade(Apothecary) | Drugs, Poisons |
| Trade(Armourer) | Armors and weapons |
| Trade(Scrimshawer) | Jewels and decorations |
| Trade(Smith) | Primitive weapons and armors |
| Trade(Tanner) | Leather Armor |
| Scholastic lore (Astromancy) | Items used in space travels |
| Scholastic lore (Chemistry) | Drugs, Poisons |
| Security | Traps, Detectors |
| Survival | Outdoor gear |
If an item is considered illegal, its availability and price have nothing to do with its difficulty to be crafted, so crafting such an item deserves an additional +10 bonus.
[edit] Step three : Price
Components needed to craft an item cost one half of the price of the item itself, and are more available then the item by one step.
[edit] Step four : Quality
- If the character fails by more than 50, he wastes his materials
- If the character fails by less than 50, he doesn't get anything, but keeps his materials
- If the character fails by less than 20, he obtains a poor quality object
- If the character succeeds, he obtains a Standard Quality object
- If the character succeeds by 20 or more, he obtains a Good Quality object
- If the character succeeds by 40 or more, he obtains a Best Quality object
[edit] Step five : time
Determine the time spent crafting the device :
| Roll Modifier | Time spent |
|---|---|
| +30 and beyond | 1d5 hours |
| +20 | 3d10 hours |
| +10 | 1d5 days |
| +0 | 2d10 days |
| -10 | 1d10 weeks |
| -20 | 1d10 months |
| -30 | 3d10 months |
| -40 | 1d10 years |
| -50 | 1d10 decades |
| -60 and below | 1d5 centuries (got juvenate ?) |
Modify the time spent using the size of the item :
| Size | Modifier |
|---|---|
| Minuscule | 1 step longer |
| Puny | - |
| Scrawny | 1 step faster |
| Average | - |
| Hulking | 1 step longer |
| Enormous | 2 steps longer |
| Massive | 3 steps longer |
You can "spend" a degree of succes on you craft roll to accelerate the process, but it might lower the quality of your device. Taking more time steps can give you a better device. However it cannot cancel a "material waste" result.
