New Skill Uses
All Craft skills can repair any item within their specialty. The following applies to all Craft skills on how to repair items.
Check: The DC varies by the complexity of the object being repaired
In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish.
More complex repair work has a DC of 20 or higher and can require an hour or more to complete.
|Repair Task (Example)||Repair DC||Time|
|Simple (tool, simple weapon)||10||1 min.|
|Moderate (mechanical or electronic component)||15||10 mins.|
|Complex (mechanical or electronic device)||20||1 hr.|
|Advanced (cutting-edge mechanical or electronic device)||25||10 hrs.|
Using a Craft skill to attempt a repair requires an appropriate tool kit. Without it, the character takes a –2 penalty on the check.
A character can choose to attempt jury-rigged or temporary repairs. Doing this will allow the character to make the checks in as little as a full-round action.
However, a jury-rigged repair can only fix a single problem with a check and the temporary repair only lasts until the end of the current scene or encounter. The jury-rigged object must be fully repaired thereafter.
The jury-rig application of any craft skill can be used untrained.
New Crafting Skills
Electrical (Intelligence, Trained Only)
Description: This skill allows a character to build and repair electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices.
|Type of Scratch-Built Electronics (Examples)||Craft DC||Time|
|Simple (timer or detonator)||15||1 hr.|
|Moderate (radio direction finder, electronic lock)||20||12 hrs.|
|Complex (cell phone)||25||24 hrs.|
|Advanced (computer)||30||60 hrs.|
Explosive (Intelligence, Trained Only)
Description: This skill allows a character to connect, create and set explosives substances and devices.
Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.
Check: A successful check produces a product of solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Crafting DCs are listed on the wiki page for explosives.
Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Craft (explosives) check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The character’s DC to set the detonator is equal to the disarm DC.
Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction. The GM makes the check (so that the character doesn’t know exactly how well he or he has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.
Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Craft (explosives) check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he does not disarm the explosive. If the character fails by more than 5, the explosive goes off.
Action: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.
Try Again: Building an explosive from scratch is dangerous. If the Craft (explosives) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius.
Special: A character can take 10 when using the Craft (explosives) skill, but can’t take 20.
Mechanical (Intelligence, Trained Only)
Description: This skill allows a character to build and repair mechanical devices from scratch, including engines and engine parts, weapons, armor and other gadgets.
When building a mechanical device from scratch, the character describes the kind of device he wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.
|Type of Scratch-Built Mechanical Device||Craft DC||Time|
|Simple (tripwire trap)||15||1 hr.|
|Moderate (light armor)||20||12 hrs.|
|Complex (10 mm autoloader)||25||24 hrs.|
|Advanced (jet engine)||30||60 hrs.|
Craft Ammunition: You can use this skill to manufacture ammunition for firearms. Doing so requires raw materials in the form of shell casings and mechanical parts.
Crafting ammunition is a moderate Craft task. The amount of ammunition crafted with a single check is ten bullets, or the number of shell casings used, whichever is less. The type of ammunition made is the same as the type of shell casings used.
This use of the Craft (mechanical) skill can only be employed to create normal bullets for firearms that do not deal special damage or have a burst radius. For example, it cannot be used to create ammunition for the grenade launcher.
A character without an Gunsmith’s Kit takes a –4 penalty on Craft (mechanical) checks made to craft ammunition.
Pharmaceutical (Intelligence, Trained Only)
This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses.
A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease, drug, or poison.
The Craft (pharmaceutical) check is based on the severity of the disease, drug or poison to be countered as measured by the DC of the Fortitude save needed to resist it.
|Fortitude Save DC||Craft DC||Time|
|14 or lower||15||1 hr.|
|23 or higher||30||12 hrs.|
Craft (pharmaceuticals) can also be used to craft chems. To craft a chem you must use 1/3 of its market value of raw materials. The time required to create a chem is based on its crafting DC.
Description: This skill allows a character to build and repair wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses and so forth and includes such handyman skills as plumbing, house painting, drywall, laying cement and building cabinets.
|Scratch-Built Structure||Craft DC||Time|
|Simple (bookcase)||15||12 hrs.|
|Moderate (house deck)||20||24 hrs.|
|Complex (bunker)||25||60 hrs.|
|Advanced (house)||30||600 hrs.|
When building a structure from scratch, the character describes the kind of structure he or he wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.