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==CRAFT== INT, MANIPULATION, SPECIALTY, TRAINED ONLY, REQUIRES TOOLS Craft covers a number of skills for making things. The different Craft specialties are: • Artistic: You can create works of visual art, such as drawings, paintings, sculptures, and so forth. • Chemical: You can mix chemicals to create acids, drugs, explosives, poisons, and so forth. • Electronic: You can build electronic items. • Mechanical: You can build mechanical items. • Structural: You can build wooden, concrete, or metal structures including buildings and furniture. Check: Craft skills are specifically focused on making things. To use Craft effectively, you must have an appropriate set of tools. • Making Items: The difficulty and time required to make a particular item depends on its complexity. If your campaign uses the optional rules for Wealth and Purchasing Equipment, you will have to make a Wealth Check with a Difficulty Class 10 less than the Craft DC to acquire the necessary materials (see Wealth and Purchasing Equipment, page 132). If your Craft check succeeds, you have made the item. If the Craft check fails, you did not produce a usable end result, and any materials are wasted. COMPLEXITY CRAFT DC TIME EXAMPLES Simple 15 1 hour electronic timer or detonator, tripwire trap, bookcase Moderate 20 12 hours radio direction finder, lock, engine component, shed, furniture Complex 25 24 hours cell phone, combustion engine, bunker Advanced 30 60 hours computer, jet engine, building • Repairing Items: You can use the electronic, mechanical, and structural Craft skills to repair damaged items of the appropriate type. Most repair checks are made to fix electronic or mechanical devices. The GM sets the DC. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes. More complex repair work has a DC of 20 or higher and can require an hour or more. REPAIR TASK (EXAMPLE) DC TIME Simple (tool, simple weapon) 10 1 min. Moderate (mechanical or electronic component) 15 10 min. Complex (mechanical or electronic device) 20 1 hr. Advanced (cutting-edge mechanical or electronic device) 25 10 hr. • Jury-Rigging: You can also attempt jury-rigged, or temporary, repairs. Doing this reduces the DC by 5 from that of a regular repair, and allows you to make the check as a full-round action. However, a jury-rigged repair can only fix a single problem, and the repair only lasts until the end of the current encounter. The jury-rigged item must be fully repaired thereafter, and cannot be jury-rigged again until it is fully repaired. You can also use jury-rigging to hot-wire a car or jump-start an engine or electronic device. The DC for this is at least 15, and can be higher depending on the presence of security devices. • Demolitions: Characters can use Craft (chemical) to make explosives. 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. Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Craft (mechanical) check (DC 10). Failure means the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. You can make an explosive more difficult to disarm. To do so, choose the disarm DC before making your check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC. Disarming an explosive requires a Craft (mechanical) or Disable Device check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If you fail the check, you do not disarm the explosive. If you fail by 5 or more, the explosive goes off. Setting or disarming a detonator is a full-round action. Carefully placing an explosive against a fixed structure can maximize the damage by exploiting vulnerabilities in the construction. This requires at least a minute and a Craft (structural) check. The GM makes the check (so you don’t know exactly how well you have done until the explosive goes off). On a result of 15 or higher, the explosive TP 46 SKILLS MUTANTS & MASTERMINDSTM ROLEPLAYING GAME CHAPTER THREE: SKILLS deals +5 damage to the structure. On a result of 25 or higher, it deals +10 damage. In all cases, it deals normal damage to all other targets within its blast radius. • Forgery: Characters can use Craft to produce forgeries of any item they can normally make. The result of the check becomes the DC for a Notice check to detect the forgery. The GM can modify either check based on the conditions and the characters’ familiarity with the original subject. • Inventing: If you have the Inventor feat (see page 62), you can use Craft to build inventions, temporary devices. See Inventing, page 131, for details. Try Again: Yes, although in some cases the GM may decide a failed attempt to repair or jury-rig an item has a negative effect, preventing further attempts. Action: The time to make something varies according on its complexity. The Gamemaster may increase or decrease the time for a particular Craft project as necessary. You can cut the time for making or repairing an item in half by taking a –5 penalty. Special: You can take 10 when using a Craft skill, but can’t take 20 since doing so represents multiple attempts, and you use up raw materials with each attempt. You can take 10 or 20 on repair checks. If you don’t have the proper tools, you take a –4 penalty on Craft checks.
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