Post by Gravedust on Aug 2, 2010 15:13:19 GMT -8
Creating Items in-game
Characters with the right Special Skills (Tinkering,Tailoring, Weaponsmithing, Sapping, and Pharmacopeia) have the ability to create items for themselves and others in the game. While crafting can be an expensive (and occasionally frustrating) endeavor, it's a great way to get gear and other items that are precisely customized to the needs of your character and his or her crew. Additionally, with high levels of crafting skill you can actually make better items than are available for purchase elsewhere.
Crafting Materials[/b]
The first and most important step in creating an item is making sure your character has all the bits and pieces needed to do the job. Creating items requires Crafting materials, usually called Parts or Shares.
Kinds of Parts or Shares:
-
Medical Shares (For creating Medically-related Items)
Pharmacopia Shares (For creating chemical compounds)
Explosive Parts (For creating grenades or other kinds of explosives)
Tinkering Parts (For creating Gadgets or other tinkering-related devices)
Tailoring Parts (For creating clothes, bags or other gear.)
Gunsmithing Parts (For creating Guns and Rifles)
Swordsmithing Parts (For creating swords and other handheld weapons)
Ammunition Shares (For fabricating ammunition reloads from powder and slugs.)
-
Each individual Part or Share of any type has a Value of $1. Parts can be bought in port or from traders, or they may be gained by scavenging other Items for their parts.
Parts are small, and you can fit up to 100 of them in a single Storage slot. (For instance if you have 45 Tailoring parts, this can be notated as, 'Tailoring Parts (45/100)' on the Character Sheet. The amount of Parts (of the correct type, of course) you need will equal to the Cost of the item, once it has been calculated.
So for example, if a Tailor wants to make a overcoat with a Cost of 80, he or she will need 80 tailoring Shares to make the attempt.
____________________
Modifications
Modifications are small, specialized changes made to an item, or gadgets that have been incorporated to add additional functionality. For instance you can attach things like grappling hooks, compressed air tanks, lights, etcetera, all the way up to jet-packs as Modifications. Adding a Modification takes up a Socket on the Item, and will Increase the Cost and Difficulty to the item, based on what kind of Modification you add and exactly what you want it to do. Refer to the Modification List for more details.
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Crafting Kits and Workshops
Making items can be a delicate and involved process for a character. Certain simple things can be made by hand, but for larger or more complex projects often a little extra equipment is needed. Items that have a difficulty or 20 or less can be hand-produced, however If an item's Difficulty is over 20, creating the item must be done using a Crafting Kit of the appropriate type. Kits can be purchased in port, or made using the Tinkering skill. If an item's difficulty is over 40, it must be created either at a Workshop in a port, or in a Workshop Compartment aboard ship.
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Time needed to craft
Obviously the work needed to put together an item can't be done instantaneously. Creating an item takes 1 Port Action or Flight Action per 20 points of Difficulty.
In Free RP the amount of time takes is subject to the GM.
____________________
Item Creation Roll
Once you have decided the kind of item your character wants to make, determined it's stats and Modifications, and have the materials on-hand needed to make the Item, you can roll to see wether your character succeeds.
The Basic roll for creating a new item in-game is:
D100+[Applicable stat] vs. [Difficulty of the item to be created]
A success means the item is created as desired, a failure means the item is not made and a portion of the cost required to make the item is used up, $10 for each point the item creation roll is failed by, up to the total amount of the item's Value.
____________________
Scrapping
If your character happens to need parts more than they do a particular item, they can choose to scrap it in order to turn it into parts that can be used for something else. The type of parts you get depends on what kind of item you are Scrapping. For instance Scrapping a bit of clothing will yield tailoring parts, scrapping a gun will give you gunsmithing parts, and so on and so forth.
The roll for breaking an item down for salvage is:
[D100+ Applicable stat] - [Rarity or Difficulty of Item] = The Percent of the item's Cost that is recovered as Parts of the appropriate type.
____________________
Crafting Formulas
Below are links to the crafting formulas for the different kinds of items.
Tailoring
Tinkering
Weaponsmithing (Swordsmithing)[/url]
Weaponsmithing (Gunsmithing)
Sapping
Pharmacopia
Characters with the right Special Skills (Tinkering,Tailoring, Weaponsmithing, Sapping, and Pharmacopeia) have the ability to create items for themselves and others in the game. While crafting can be an expensive (and occasionally frustrating) endeavor, it's a great way to get gear and other items that are precisely customized to the needs of your character and his or her crew. Additionally, with high levels of crafting skill you can actually make better items than are available for purchase elsewhere.
Crafting Materials[/b]
The first and most important step in creating an item is making sure your character has all the bits and pieces needed to do the job. Creating items requires Crafting materials, usually called Parts or Shares.
Kinds of Parts or Shares:
-
Medical Shares (For creating Medically-related Items)
Pharmacopia Shares (For creating chemical compounds)
Explosive Parts (For creating grenades or other kinds of explosives)
Tinkering Parts (For creating Gadgets or other tinkering-related devices)
Tailoring Parts (For creating clothes, bags or other gear.)
Gunsmithing Parts (For creating Guns and Rifles)
Swordsmithing Parts (For creating swords and other handheld weapons)
Ammunition Shares (For fabricating ammunition reloads from powder and slugs.)
-
Each individual Part or Share of any type has a Value of $1. Parts can be bought in port or from traders, or they may be gained by scavenging other Items for their parts.
Parts are small, and you can fit up to 100 of them in a single Storage slot. (For instance if you have 45 Tailoring parts, this can be notated as, 'Tailoring Parts (45/100)' on the Character Sheet. The amount of Parts (of the correct type, of course) you need will equal to the Cost of the item, once it has been calculated.
So for example, if a Tailor wants to make a overcoat with a Cost of 80, he or she will need 80 tailoring Shares to make the attempt.
____________________
Modifications
Modifications are small, specialized changes made to an item, or gadgets that have been incorporated to add additional functionality. For instance you can attach things like grappling hooks, compressed air tanks, lights, etcetera, all the way up to jet-packs as Modifications. Adding a Modification takes up a Socket on the Item, and will Increase the Cost and Difficulty to the item, based on what kind of Modification you add and exactly what you want it to do. Refer to the Modification List for more details.
____________________
Crafting Kits and Workshops
Making items can be a delicate and involved process for a character. Certain simple things can be made by hand, but for larger or more complex projects often a little extra equipment is needed. Items that have a difficulty or 20 or less can be hand-produced, however If an item's Difficulty is over 20, creating the item must be done using a Crafting Kit of the appropriate type. Kits can be purchased in port, or made using the Tinkering skill. If an item's difficulty is over 40, it must be created either at a Workshop in a port, or in a Workshop Compartment aboard ship.
____________________
Time needed to craft
Obviously the work needed to put together an item can't be done instantaneously. Creating an item takes 1 Port Action or Flight Action per 20 points of Difficulty.
In Free RP the amount of time takes is subject to the GM.
____________________
Item Creation Roll
Once you have decided the kind of item your character wants to make, determined it's stats and Modifications, and have the materials on-hand needed to make the Item, you can roll to see wether your character succeeds.
The Basic roll for creating a new item in-game is:
D100+[Applicable stat] vs. [Difficulty of the item to be created]
A success means the item is created as desired, a failure means the item is not made and a portion of the cost required to make the item is used up, $10 for each point the item creation roll is failed by, up to the total amount of the item's Value.
____________________
Scrapping
If your character happens to need parts more than they do a particular item, they can choose to scrap it in order to turn it into parts that can be used for something else. The type of parts you get depends on what kind of item you are Scrapping. For instance Scrapping a bit of clothing will yield tailoring parts, scrapping a gun will give you gunsmithing parts, and so on and so forth.
The roll for breaking an item down for salvage is:
[D100+ Applicable stat] - [Rarity or Difficulty of Item] = The Percent of the item's Cost that is recovered as Parts of the appropriate type.
____________________
Crafting Formulas
Below are links to the crafting formulas for the different kinds of items.
Tailoring
Tinkering
Weaponsmithing (Swordsmithing)[/url]
Weaponsmithing (Gunsmithing)
Sapping
Pharmacopia