Craft Skill (Fallout Supplement)

See the d20 Modern Core Rulebook for more information on the use of this skill.

Craft (Int)

This wiki page only covers additions to the these categories: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (pharmaceutical). These additions mainly cover the creation of ammo, including modified ammunition. To use Craft, you must first decide what the character is trying to create and consult the category descriptions, below. The tables are simply guidelines. A new type of part is also introduced: Chemical. Chemical parts are used to create explosives, medicine and poisons, acids and bases, and special ammunition. It is recommended that these rules be used in place of those provided in d20 Apocalypse.

Type of PartSizeWeightPrice
ChemicalSmall1 lbs1/10

Craft (Chemical) (Int)

Craft (Chemical) is used when a character wishes to create acids and bases, explosives, and some special ammunition.

Acids and Bases

Acids deal acid damage (obviously). Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type. Acids and Bases require chemical parts to be crafted.

Type of AcidParts DCParts ExpendedAcid DCBase DCTime
Mild (1d6/1d10)18115101 min.
Potent (2d6/2d10)123201530 min.
Concentrated (3d6/3d10)16530201 hour
  1. The dice rolls in parentheses are typical contact damage/immersion damage caused per round of immersion.

Scratch-Built Explosives

In addition to normal explosives that require a fuse and detonator, a character can craft a mine rather than a bomb. The trigger range is decided by the crafter, but cannot by larger than the burst radius. Improvised explosives can not be made into mines.

Players (and GMs) are encouraged to be creative about how they're making the bomb. One character, for example, might make a bomb out of a lunchbox and cherry bomb. Another might use a lead pipe, some black powder, and some bullet casings. Scratch built explosives usually deal concussion damage, but they could also do piercing damage if the bomb makes use of shrapnel (as in the bullet casings), for example. Characters can purchase explosives as well: The price is roughly equal to the number of parts expended.

Type of Scratch-Built ExplosiveParts DCParts ExpendedCraft DCReflex DCTime
Improvised (1d6/5 feet)16110101 round
Simple (2d6/5 feet)123151210 min
Moderate (4d6/10 feet)16520121 hour
Complex (6d6/15 feet)20825153 hours
Powerful (8d6/20 feet)2512301512 hours
Devastating (10d6/25 feet)3016351824 hours
  1. The figures in parentheses are typical damage/burst radius for each type of explosive.

Explosive Ammunition

Explosive AmmoDamageDamage TypeBurst RadiusReflex DCParts DCParts ExpendedCraft DCSizeWeightTime
25mm grenade1d6Concussion5 ft.1210110Tiny0.25 lbs.10 min.
25mm grenade, high explosive2d6Concussion10 ft.1414315Tiny0.5 lbs.15 min.
25mm grenade, incendiary1d4+1d6Concussion/Fire5 ft.1516315Tiny0.25 lbs.15 min.
25mm grenade, plasma1d6+1d6Concussion/Energy5 ft.1216315Tiny0.5 lbs.20 min.
25mm grenade, pulse1d4+1d4/1d10Concussion/Electricity5 ft.1216315Tiny0.25 lbs.15 min.
25mm grenade, timed1d6Concussion5 ft.1015215Tiny0.25 lbs.10 min.
40mm grenade3d6Slashing10 ft.1515416Tiny0.5 lbs.30 min.
40mm grenade, high explosive4d6Slashing20 ft.1718519Tiny1.0 lbs.35 min.
40mm grenade, incendiary3d4+1d6Slashing/Fire5 ft.1820520Tiny0.5 lbs.35 min.
40mm grenade, plasma3d6+1d6Slashing/Energy5 ft.1520520Tiny0.5 lbs.40 min.
40mm grenade, pulse3d4+1d4/1d10Slashing/Electricity5 ft.1520520Tiny0.5 lbs.35 min.
40mm grenade, timed3d6Slashing10 ft.1316418Tiny0.5 lbs.30 min.
Flamer fuel3d6Fire1512314Medium1 lbs.10 min.
Flamer fuel, optimized14d6Fire15/1716418Medium0.5 lbs.20 min.
Missile10d6Concussion/Slashing25 ft.18301635Small1.5 lbs.24 hours
Missile, armor piercing9d6Concussion/Slashing25 ft.18301635Small1.5 lbs.28 hours
Missile, high explosive13d6Concussion/Slashing50 ft.20352040Small3 lbs.28 hours
Missile, high velocity10d6Concussion/Slashing25 ft.21321740Small1.5 lbs.28 hours
Missile, hive9d6Concussion/Slashing35 ft.23351840Small3 lbs.30 hours
Missile, incendiary10d4+5d6Concussion/Slashing/Fire10 ft.21352040Small1.5 lbs.28 hours
Missile, plasma10d6+5d6Concussion/Energy10 ft.18352140Small3 lbs.30 hours
Missile, pulse10d4+5d4/5d10Concussion/Slashing/Electrical10 ft.18351940Small1.5 lbs.28 hours
Mini nuke15d6Concussion/Fire/Radiation40 ft.30402045Medium3 lbs.36 hours
Mini nuke, low yield12d6Concussion/Fire/Radiation30 ft.25351840Medium1.5 lbs.32 hours
Mini nuke, tiny tots18d6Concussion/Fire/Radiation50 ft.35452248Medium6 lbs.40 hours
Mini nuke, big kid20d6Concussion/Fire/Radiation80 ft.35482550Medium6 lbs.48 hours
Mini nuke, timed15d6Concussion/Fire/Radiation40 ft.28422145Medium3 lbs.36 hours
Rocket6d6Concussion15 ft.15201025Small0.25 lbs.3 hours
Rocket, armor piercing5d6Concussion15 ft.15201025Small0.25 lbs.4 hours
Rocket, high explosive8d6Concussion30 ft.17231228Small0.5 lbs.4 hours
Rocket, high velocity6d6Concussion15 ft.18221126Small0.25 lbs.4 hours
Rocket, incendiary6d4+3d6Concussion/Fire5 ft.18231228Small0.25 lbs.4 hours
Rocket, plasma6d4+3d6Concussion/Energy5 ft.15231228Small0.5 lbs.4 hours
Rocket, pulse6d4+3d4/3d10Concussion/Electrical5 ft.15231228Small0.25 lbs.4 hours
  1. Requires the Vigilant Recycler feat to craft.

Conventional Ammunition

In addition to the normal uses of this skill, Craft (chemical) can be used to make regular and some special ammunition for firearms. Craft (Mechanical) is also used to craft regular ammunition and some special ammunition, along with arrows and bolts and such. Craft (Electronics) is used to craft energy weapon ammunition.

Crafting ammunition requires raw materials in the form of shell casings and Chemical parts. Shell casings are typically free, or you can buy packs of them for the same price as a pack of ammo, but containing twice the number of casings. Note: Unmodified casings can be used to craft modded ammo. You also have a chance of recovering casings when firing a weapon, as detailed here.

Type of AmmoParts DCParts ExpendedCraft DCNumber Produced1Time
Normal12320Casings used30 minutes
High explosive16625Casings used45 minutes
Pulse16625Casings used45 minutes
Incendiary16625Casings used45 minutes
Incendiary, other2164202045 minutes
Rubber Round16320Casings used30 minutes
Tracer16320Casings used30 minutes
  1. The number of casings used is capped at 10 for shotguns, 20 for rifles, and 50 for handguns.
  2. This is for arrows, blowdarts, crossbow bolts, and darts only.

Other Ammunition

This use covers CO2 cartridges, flares, and paintballs.

Type of AmmoParts DCParts ExpendedCraft DCNumber ProducedTime
CO2 Cartridge122202030 minutes
Flare163251030 minutes
Paintballs121202030 minutes

Craft (Electronic) (Int)

This skill allows a character to craft electronic equipment from scratch, such as energy weapon ammunition, robots, and computer terminals, along with more simple technology like walkie-talkies and alarm systems.

Scratch-Built Electronics

When crafting an electronic device from scratch, the character describes the kind of device they want to craft; then the GM decides whether the device is simple, moderate, complex, advanced, or futuristic, using the below table as a guideline.

Type of ElectronicParts DCParts ExpendedCraft DC1Time
Simple (alarm system)153151 hour
Moderate (walkie-talkie)2552012 hours
Complex (terminal)35102524 hours
Advanced (PIP-Boy)50203060 hours
Futuristic (android brain)653035120 hours
  1. The DC increases by 5 if the GM deems the object also significantly mechanical.2
  2. If you possess at least 5 ranks in Craft (Mechanical), you gain a +2 synergy bonus on those crafts.

Energy Ammunition

Craft (Electronic) can also be used to craft power cells and variant power cells for energy weapons.

Type of AmmoParts DCParts ExpendedCraft DCNumber Produced1Time
Regular16325Casings used30 minutes
Bulk12222Casings used230 minutes
Max Charge25630Casings used60 minutes
Optimized322530Casings used50 minutes
Over charge22430Casings used40 minutes
  1. The number of casings used is capped at 20 for ECPs and MFCs, and 50 for ECs.
  2. The cap is changed to 30/75.
  3. Requires the Vigilant Recycler feat to craft.

Craft (Mechanical) (Int)

This skill allows a character to build mechanical devices from scratch, including car engines, weapons, armor, and conventional ammunition.

Scratch-Built Mechanics

When crafting a mechanical device from scratch, the character describes the kind of device they want to construct; then the GM decides if the device is simple, moderate, complex, advanced, or futuristic, using the table below as a guideline.

Type of MechanicParts DCParts ExpendedCraft DC1Time
Simple (bear trap)153151 hour
Moderate (mechanical lock)2552012 hours
Complex (heavy armor)35102524 hours
Advanced (energy weapon)50203560 hours
Futuristic (hologram projector)653040120 hours
  1. The DC increases by 5 if the GM deems the object also significantly electrical.2
  2. If you possess at least 5 ranks in Craft (Electronic), you gain a +2 synergy bonus on those crafts.

Conventional Ammunition

Craft (Mechanical) can be used as an alternative to Craft (Chemical) when crafting regular ammunition, but can also craft its own set of special ammunition. However, Mechanical parts are used for this, rather than Chemical parts.

Type of AmmoParts DCParts ExpendedCraft DCNumber Produced1Time
Normal12320Casings used30 minutes
Armor Piercing16425Casings used35 minutes
Flechette16425Casings used45 minutes
Hand Load, MAT416425Casings used35 minutes
Hand Load, JFP416425Casings used35 minutes
Hand Load, JHP416425Casings used35 minutes
Hand Load, JSP416525Casings used45 minutes
Hand Load, SUP416525Casings used45 minutes
Hand Load, SWC416525Casings used45 minutes
Hollow Point16420Casings used35 minutes
Junk312220Casings used15 minutes
+P16420Casings used40 minutes
Plinkling212220Casings used20 minutes
Special216220Casings used30 minutes
Silver16525Casings used45 minutes
Subsonic16420Casings used30 minutes
Surplus216320Casings used35 minutes
  1. The number of casings used is capped at 10 for shotguns, 20 for rifles, and 50 for handguns.
  2. The cap is changed to 0/30/75.
  3. The cap is changed to 20/40/100.
  4. Requires the Hand Loader feat to craft.

Other Ammunition

This use covers arrows, blowdarts, crossbow bolts, and darts, along with the silver variant.

Type of AmmoParts DCParts ExpendedCraft DCNumber ProducedTime
Normal122202030 minutes
Silver163252045 minutes

Craft (Pharmaceutical) (Int)

This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. It also allows a character to concoct various poisons. This skill, like Craft (Chemical), uses Chemical parts in crafting.

Chems

Chems are powerful drugs used to enhance a character's abilities. The Craft DC, Parts DC, and Parts Expended are listed on the individual Chem pages.

Medicinal Drugs

A medicinal drug gives a +4 circumstance bonus on Fortitude saves made to resist the effects of a disease. The Craft (Pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.

Disease DCParts DCParts ExpendedCraft DCTime
14 or lower153151 hour
15–18206203 hours
19–222512256 hours
23 or higher30163012 hours

Poisonous Substances

Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons.

If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.

Table: Poisons
PoisonTypeSave DCInitial DamageSecondary DamageParts DCParts ExpendedCraft DCTime
ArsenicIngested151d4 Str2d4 Con255244 hours
AtropineInjury131d6 Dex1d6 Str155141 hour
Belladonna (plant)Injury181d6 Str2d6 Str3010258 hours
Bleak venomInjury191d6 Con2d4 Con2552514 hours
Blue vitriolInjury121d2 Con1d2 Con12391 hour
Blue-ringed octopus venomInjury151d4 Con1d4 Con355258 hours
Chloral hydrateIngested181d6 DexUnconsciousness 1d3 hours3510288 hours
Chloroform1Inhaled17Unconsciousness 1d3 hours255244 hours
Cloud kiss, weakInjury121d4 Con1d4 Con205204 hours
Cloud kiss, potentInjury151d4 Con2d4 Con255258 hours
Cloud kiss, lethalInjury192d4 Con2d4 Con35103015 hours
Curare (plant)Injury182d4 Dex2d4 Wis40103015 hours
CyanideInjury161d6 Con2d6 Con40103115 hours
CyanogenInhaled191d4 Dex2d4 Con3510288 hours
Dark datura (plant)Injury141d4 Con1d4 Int255204 hours
DDTInhaled171d2 Str1d4 Str255204 hours
Knockout gasInhaled181d3 DexUnconsciousness 1d3 hours255268 hours
Lead arsenate (gas)Inhaled121d2 Str1d4 Con205172 hours
Lead arsenate (solid)Ingested121d2 Con1d4 Con205182 hours
Mother darknessInjury18Paralysis 2d6 minutes, 1d4 Con1d6 Wis40103015 hours
Mustard gasInhaled171d4 Con2d4 Con3510268 hours
Paris green (gas)Inhaled141d2 Con1d4 Con255204 hours
Paris green (solid)Ingested141d4 Con1d4 Con255244 hours
Puffer poison (fish)Injury131d6 StrParalysis 2d6 minutes355234 hours
Rattlesnake venomInjury121d6 Con1d6 Con255234 hours
Sarin nerve gasInhaled181d4 Con2d4 Con40103015 hours
Scorpion/tarantula venomInjury111d2 Str1d2 Str12391 hour
Silver stingInjury141d6 Str1d4 Con2552115 hours
StrychnineInjury191d3 Dex2d4 Con255234 hours
Tear gasInhaled15Nauseated 1d6 rounds255214 hours
TrembleInjury181d10 Str, 1d10 Dex1d6 Con50103820 hours
VX nerve gasInhaled221d6 Con2d6 Con30104224 hours
  1. Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful grapple check and pin.



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