Domcur By Under A Bleeding Sun
Making Craft Work This is a modified version of Making Crafting Work by SPES Magna Games. I decided to split complexity into two categories, complexity and difficulty. A skilled alchemist making alchemical items in more time than plate mail made no sense to me, I like how this flows better and it feel more functional.
Every Craft attempt is defined by three elements: the time required, the difficulty and the DC. The time required to craft an item is influenced not by an item’s price in silver pieces, but rather by its complexity. The difficulty is how difficult a particular item is to make. The DC is likewise influenced by item complexity and difficulty.
Table: Item Complexity
|Complexity||Time Unit||DC Modifier|
|Very simple||8 hours||+0|
|Very complex||2 weeks||+3|
Table: Item Difficulty
Time Unit: This columns tells you how long must be spent working before a Craft check is permitted.
DC Modifier: This modifier is added to base DC 10 of all Craft checks.
The complexity categories listed on the table above require some defining. Keep in mind that there is a certain amount of subjectivity at work here. The key to item complexity isn’t to rely an exhaustive list of what items belong to which categories. Instead, these rules provide basic category descriptions and a few examples of sorts of items one might expect to fit each respective category.
Very Simple: These items should all take relatively little time to craft. Examples: crowbar, quarterstaff, acid, antitoxins, tanglefoot bags, most poisons, alchemist’s fire, simple traps using simple mechanical trigger, simple traps such as pits.
Simple: A simple item doesn’t take a lot of time to craft..
Examples: many simple weapons, thunderstones, smokesticks, tingertwigs, backpack, most common articles of clothing.
Moderate: Moderate items are ones that are difficult to make, but not excessively so.
Examples: Most martial and exotic weapons, bows, all shields, locks, sunrods.
Complex: Complex items need a lot of work, and take a while to build.
Examples: Most types of light and medium armor, strength bows, crossbows,
Very Complex: These are the most complicated items. They take the longest to builds.
Examples: unusual armors (such as barding), most heavy Armor, clockwork watches, a few vehicles.
Impossible: These items don’t fall into the scope of the crafting rules, and fall under GM fiat on a case by case basis, and may require other to aid in their construction.
Examples: ocean-going vessels, most vehicles (excluding large ocean-going vessels).
The difficulty is mostly there to set the DC. It makes sense that this may be different than crafting time.
Very Easy These items are more or less all one piece or one material of simple shape with no moving parts.
Examples: crowbar, quarterstaff.
Easy An easy item is largely made of one material, but it requires a more specialized shape.
Examples: many simple weapons, backpack, most common articles of clothing, simple traps such as pits.
Medium: Medium items are characterized by diverse materials or different parts that must be integrated into a whole.
Examples: Most martial and exotic weapons, bows, all shields, locks, simple traps using simple mechanical triggers, acid
Hard: Hard items have diverse materials, moving parts, different parts, and/or decorative bits.
Examples: Most types of armor, strength bows, crossbows, a few vehicles, alchemist’s fire, smokesticks, tingertwigs
Expert These are the most complicated items. They require diverse materials, moving parts, different parts, decorated bits, and/or multiple functions or uses.
Examples: ocean-going vessels, most vehicles, unusual armors (such as barding), antitoxins, tanglefoot bags, sunrods, thunderstones.
Tech equipment is generally created that way the first time. You can choose to reconfigure a non tech device into a tech device, but it costs 4 times what it normally would to configure all the components, and takes 4 times as long.
To make a tech mundane item (like a ring, cape, goggles, etc.) you must spend three times the mundane items creation cost to make it a tech item. This also increases it difficulty and complexity by one level each on the mundane item crafting charts.
To make a weapon or armor tech is slightly more complicated. First, you must be able to make the item with Craft (Arms & Armor). For instance, a martial weapon is moderate and medium (4 days to craft and a DC 15). You must also make a DC Craft (Tech Type) and add one of the tiers of upgrades to it. Refer to the chart below to see which tech tier falls under which categories:
So lets say you were making the martial weapon a tier 1 clockwork as well. That also has a time period of 4 days and a DC 14 (Craft: Clockwork). You must then spend 8 days, and make both crafting checks. If only one fails by 5 or more you only ruin that part of your materials. If they both fail by 5 or more you ruin both parts.
After an item is tech, it may have other techs (both other upgrades and enhancements) added to it. For every + 1 enhancement bonus(whether magical or tech) you increase future DC’s by 1. For every non-enhancement bonus (flat rate ones, like shadow) the DC also increases by 1. You also add the highest level tier value onto the DC. So lets say its been a while, and the clockwork longsword is now a + 1(1 enhancement value), Tranformative (Flat Cost) and the original Tier 1 upgrade. He wants to add a tier 3 upgrade to it. The DC bumps up from 24 to 27 (24 + 1 + 1+ 1)
For a weapon with more than one damage type, you must decide when you first add an upgrade if it will only be configured for one set of upgrades (B, P or S) or if the weapon will have 2 different techs. If you choose to only use 1 set of upgrades, both damage types can benefit from the installed tech – BUT you may only have one type of upgrades (B, P or S). If you choose to use 2 different tech paths, then you may install the upgrades of both damage types, but may only use those upgrades on that damage type(For instance Steam on B and Aelectricity on P). For a throwing weapon you make the same choice, but if you want to upgrade it as throwing device or a damage type or both. Ranged weapons can only benefit from ranged upgrades. Once this decision is made, it can be changed, but it takes a successful DC 15 + (total tech upgrade value) check and requires spending an additional 10% of the cost of the upgrades reconfiguring it. Any money you have into the weapon already is lost when you make this change. Upgrade bonuses of the same type (such as 2 different ones that add to damage) never stack.
A masterwork item has a 50% increase in time unit (in addition to the normal increase in cost). For example, a longsword is a moderately complex item with a time unit of 4 days. Thus, a masterwork longsword has a time unit of 6 days.
Furthermore, any masterwork item has its Craft DC increased by +4. Thus, the masterwork longsword faces a DC 18 Craft check4.
A craftsman working with an unusual material (such as adamantine) faces a 50% increase in time unit, which stacks with the 50% increase in time unit associated with masterwork items when applicable. For example, an adamantine masterwork longsword has a time unit of 8 days. Also, unusual materials are harder to work with and increase the item’s DC as shown below:
Table: Special Materials Modifiers
|Coral, Chitin, and Sea Shells||+6|
Thus, the masterwork adamantine masterwork longsword faces a DC 24 Craft check.
Note: A few new Domcur items can be made of both metal and cloth. In that case the DC’s are added together to determine the total for crafting such an item.
Size can also make things take longer, or make them harder to craft. For instance, crafting a clockwork wrist watch, while no harder than a giant wrist watch, is more difficult because of the precision involved. Likewise, crafting a big sword is now harder than crafting a medium sword, but should take longer. Rather than pound out every little detail, crafting harder items increases the dc by +2 for every difficulty increment it raises it from the base, while crafting bigger items increases the time by 50% for each size increment.
Tools (or Lack Thereof)
All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a -2 penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.
Failing a Craft Check
What happens if the Craft check fails? Well, that depends on how badly it failed. When confronted with a failed Craft check, there are up to three possible bad effects:
- If the Craft check fails, the item is not completed. Work for another time unit and try again.
- If the Craft check fails by 5 or more, half of the raw materials are ruined. Pay half the raw materials cost to replace the ruined materials.
- If the Craft check fails by 10 or more and you are using Craft (alchemy), your laboratory explodes. Pay to replace it as well as the ruined raw materials (as number 2 above). Also make a DC 10 Reflex save to avoid 1d6 points of fire damage.
Some items are easier and less time consuming when brewed together. For instance, brewing 2 doses of poison is pretty much the EXACT same as brewing 1. For alchemical items (and possibly others at GM’s Fiat) you may be able to brew/make more than one unit in roughly the same amount of time. In this case, you may increase the DC by 5, each time you do so you may brew an additional dose at the same time. Alternatively, you may increase the item complexity to the next level on the chart and increase the dc by an additional 2 and triple your yield. You may do so multiple times, it’s effects stack to a maximum of 27 units (1 → 3 → 9 → 27).
You may add + 10 to the DC of the craft check to reduce the time it takes to 3/4 its normal time. You may add an additional + 10 (+ 20 total) to cut the craft time in half.