Only War Skills and talents.pdf


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CRAFTING
It is possible with the right Skills and materials for a character to create his own items, such as crafting basic gear and equipment
like spears or storm-cloaks, brewing up herbal remedies or even advanced drugs and medicines, or building advanced gear
such as automatic rifles or grenades. To create an item, a character needs three things: the right Skill, materials, and time.
There are three different kinds of crafting Skills, each one covering the creation of different kinds of items.
Medicae: This Skill allows a character to create all manner of drugs and poisons as detailed on page 198 of Chapter
VI: Armoury. With the GM’s permission, players can even create new drugs and poisons based on the venom of slain
creatures or to mimic the effect of certain worlds or environments. When creating drugs or poisons, a character always
needs at least a small sample of the substance he is trying to create.
Survival: This Skill allows a character to create any kind of primitive device or basic items such as clothing or foodstuffs.
Survival can be used to craft any item with the Primitive Special Quality or any Low-tech Weapon (see Chapter VI:
Armoury). With the GM’s permission, players can also create any simple item with this Skill provided it can be
fashioned from unprocessed materials and lacks any complex moving parts (i.e. clothing, a cart, a hovel, etc.).
Tech-Use: This Skill allows a character to create complex or technical devices such as those commonly created within the
forges of Imperial worlds. With the GM’s permission, any weapon, armour, explosive, or piece of tech can be created using
this Skill. Unlike Survival and Medicae, however, many items created using this Skill are fiendishly complex or their design a
closely guarded secret and are only available to characters with the right knowledge and access to advanced workshops.

MATERIALS
When creating an item, a character must have access to the right materials, otherwise he cannot make it. Whether or not
these materials are on hand is up to the GM, though common sense should play a part (i.e. a character on a feral world
is going to have access to lots of basic materials good for the Survival Skill but might have trouble finding the complex
parts or manufacturing base needed to make an autogun). Once it has been determined whether or not the materials are on
hand, the GM then decides if the character needs to expend any resources acquiring them. As a general rule when creating
items using the Tech-Use Skill (or the Medicae Skill when creating advanced drugs such as those not occurring naturally),
characters must always buy materials. Items crafted with Survival, on the other hand, can other be made from “found”
materials, such as fashioning a bow when in a forest, or making a spear from scrap metal in an underhive.
When acquiring materials for crafting, determine the item’s Availability and then decrease it by one step (i.e. Average
items become Common, Common items become Plentiful, etc.). The character then makes a Logistics Test to acquire the
materials just as if he were acquiring an item. Once he has the materials, he can then try to create the item.

TIME
Creating an item takes time and is always an Extended Test set by the GM. The length of the Extended Test and the
time it takes depends on the complexity of the item. While both these factors are up to the GM, he can use Table 4-2:
Crafting Items as a guideline.

TABLE 4-2: CRAFTING ITEMS
Type of Item
Time
Extended Test Successes
Chem-Use Items
Natural Drugs/Poisons
1d5 hours
4
Synthetic Drugs/Poisons
2d10 hours
8
Survival Items
Weapons
1d5 hours
5
Armour
1d10 hours
6
Gear
1d5 hours
3
Tech-Use Items†
Weapons
1d5 days
8
Armour
1d10 days
12
Gear
1d5 days
8
†Note in the case of Tech-Use, characters cannot create items they do not have access to designs for.
The GM can also modify Crafting Tests depending on factors such as the presence of assistants, the workshop or lab
available, or an excess of funding or materials.

115

IV: Skills

CRAFTING SKILLS